Check the range of V weapons. Four spaces is too long of a distance. Also, the new tech units it needs to be clear: When you get say King Tigers do all your tanks go “Poof” and become Tigers , or from that point on are any tanks you build…Tigers. The later idea is much more realistic.
Technology
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Yeah, your hit accuracy is always 100%. Every time you conduct a bombing run, it is automatically 6 damage for each plane.
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I gave preemptive attack for jets because fighters attacking at 4 would make tactical bombers useless
tactical bombers attacking at 5 would be preposterous
jet fighters defending at 5 would be retardedwhat does a jet do for fighters exactly? what does it enhance?
their speed, their speed vs propeler aircraft
so attacking preemtively shows how the germans used their jets, in near supersonic, neckbreaking dives into bomber formations.Any other bonus would get out of hand
sonar is there because Radar is a bum tech for some powers (Japan, US) so you get SOMETHING out of that tech
war bonds cant be changed, adv. arty? Rerolls misses for itself during the first combat round? i dunno
Attacking at 4 or defending at 4 is a comprimise, you dont raise the cost, you get one or the other, either a king tiger, or a t-34, or a something we never heard of
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Sonar is already represented via DD advantages vs subs in the rulebook.
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what does a jet do for fighters exactly? what does it enhance?
their speed, their speed vs propeler aircraft
so attacking preemtively shows how the germans used their jets, in near supersonic, neckbreaking dives into bomber formations.Jet fighters were great intercpetors, so they should intercept on at 3 or at 4 during SBR instead of at a 2 . Aircraft are bordering on overpowered when they atttack as it is.
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I like the preempt (deadly shot) for jet ftrs on attack or def (w/o modifying their values). It shows they were faster, and wouldn’t get hit if they destroyed the enemy first. It might be reserved for ftrs only. It could also work for SBR on either side, who ever has JF would fire their one deadly shot before the dog fight, and the enemy doesn’t fire back if hit. The only problem would be if both sides have JF in a SBR, then it would cancel each other out as they would fire simultaneously. The other thing to consider in a normal battle is that if a JF deadly shot took out the ftr or tank that a tac was paired with it wouldn’t get its 4. I agree that raising the attack of ftrs to a 4 would undermine the use of the tac, and 5’s would be crazy.
The only other thing that might make sense is to allow JF to target their prey if they hit, instead of preempt shot.
I like that you didn’t nerf the HB in SBR. That way at least the reward might out weigh the risk.
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Aircraft are bordering on overpowered when they atttack as it is.
Well I think the problem is that the effectiveness of AC cannot be set to one fixed simple value and then applied equally to its myriad tactical applications: strafing dug-in ground units, battling other AC for air supremacy in the airspace over a land-battle, or engaging surface vessels on open water.
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@i:
well if you straf people they will shot you via rifles smgs lmgs heavy mechineguns and sturgervare44{assultrifle44}
Thinking it’s not going to happen on a scale sufficient to “destroy” an air unit.
And I’d think the credit of infantry kills would better go to an infantry unit’s specialized AD formation assets. A troop of Wirbelwinds or something….
But we’re talking about the lethality of AC and not their susceptibility to ground fire… that’s another can of worms!
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I like the idea of paratroopers. It might end the strategy of “clumping” or at least disrupt it.
I do not like how it is a tech. I wish you could just buy a paratrooper regiment and use it any time. I just personally like the game better without the tech rules.
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I like the idea of paratroopers. It might end the strategy of “clumping” or at least disrupt it.
I do not like how it is a tech. I wish you could just buy a paratrooper regiment and use it any time. I just personally like the game better without the tech rules.
Agreed. Paratroopers should not be a tech. And I also do not like tech in the game. It’s kind of like gambling.
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@Brain:
I like the idea of paratroopers. It might end the strategy of “clumping” or at least disrupt it.
I do not like how it is a tech. I wish you could just buy a paratrooper regiment and use it any time. I just personally like the game better without the tech rules.
Agreed. Paratroopers should not be a tech. And I also do not like tech in the game. It’s kind of like gambling.
I have no problems with paratroopers as a tech, reflecting the innovation etc. required to deliver an entire formation with supporting assets by air…. but, having said that, really the techs should come in two varieties: R&D intensive “gambles” and time intensive “sure things”.
I put together a House Rule thread that sounded extremely complicated about this. Too complex to repeat.
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@i:
i like the idea of buy techs so on but the system to get them is dumb!
oyu dont invest money on somwhting and then when it fails you dont generly give up you kep tryingPresuming the 1940 Tech rules are similar to AA50, you won’t give up or lose any IPCs attempting to develop techs. They carry over until something is developed.
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I would invest in technology if that system were to be used for the global game.
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I would invest in technology if that system were to be used for the global game.
the AA50 system?
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@i:
i like the idea of buy techs so on but the system to get them is dumb!
oyu dont invest money on somwhting and then when it fails you dont generly give up you kep tryingPresuming the 1940 Tech rules are similar to AA50, you won’t give up or lose any IPCs attempting to develop techs. They carry over until something is developed.
ya this one
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that’s more sensible than just losing the IPC and the chance to develop something!
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Technology should be eliminated from the game.
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How about:
Every turn you can purchase one research chit.
Every turn when you have two or more chits, you roll one die per chit.
If you roll a pair, congrats! You get a tech.
Discard one chit for every die that matches.
Keep one chit for every die that did not match the paired result, you’ll get to roll those in subsequent turn’s tech attempts.So Turn 1, buy a chit. No roll.
Turn 2, buy a chit. Roll two dice (something like 17% chance of matching, isn’t it?)
Turn 3, buy another chit. Roll three dice.
Let’s say you roll a 2, 2 and 4. You get a tech and keep one chit for next time. -
I am in favor of eliminating tech.
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Tech is a very significant part of the rules set I’ve developed. I’ve eliminated the luck element entirely: you choose a tech, you pay its fixed price, and then you get the tech. Some techs have other techs as prerequisites. Some techs cost more than others.
You could argue that from a realism standpoint, there was a luck factor involved with developing tech. But let’s be real here: 1) there’s enough luck-based stuff in the game already. 2) If you throw enough resources at, say, developing a better tank, odds are you’ll come away with something for your efforts. And that something will consist of a tank that’s been improved in some way, as opposed to, say, war bonds or a super submarine or long range aircraft.
Technological advances were a critical factor in WWII. A unit that was considered top-of-the-line in 1940 or 1941 would likely be seen as an obsolete piece of junk by '43 or '44. This was especially true of aircraft, but was also true of tanks.
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All I am saying is that it should not be a luck thing. It should be automatic.