I was referring to sun tzu’s comments and land battles, sorry for any confusion
Posts made by critmonster
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RE: House Rules
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RE: House Rules
I dont really like the no return fire rule but I like the others
By allowing the defender to shoot back and then retreat there is no downside to retreating so no tactical decision necessary. This also reduces decions making for the attacker, they either sweep in for a one round wipe out or they don’t attack.
I can potentially see allowing the casualties to shoot back and the survivors running without shooting, but I see the same limitations as above
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RE: House Rules
My retreat house rule allows the defender to retreat to an adjacent territory after the inital attack but without returning fire. This represents the attacker sweeping into the TT and the defender regrouping and retreating to avoid further casualties from a protracted battle. It encouraged larger holding forces than the traditional “picket line” of infantry along the front lines and required tactical decisions. I have not tried it withmy new group (moved) but I am going to suggest it next game.
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RE: Medium Luck
You could also go by unit type so my 7 infantry get one hit and 1 roll @1 etc.
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RE: How to create action in the pacific
Australia worth 4, money islands each reduced to three.
India not part of Japan’s NO (already a strategic target, no incentive needed).
Pacific NO’s built around zero value islands.
All Chinese TT’s worth zero (necessary money sink for Japan to get rid of thorn, but no real economic benefit).
China go before JapanThe risk that is run with more resistance in Asia is people might just use that extra time to KGF more aggressively so perhaps a minimum Pacific theatre purchase by USA (TT values and any NO’s gained in theatre) to go along with it.
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RE: Cruisers?
Another way to reflect their speed and relative firepower would be to give them first strike. Every round might be a bit much, but initial round would still be nasty!
I still think my original post of one die per cruiser @1 against air would be my vote. It is simple to implement and remember while maintaining the cruiser role.
Additional movement tends to not really be that wonderful because your fast ships end up without support. (remember the wonderful fast carriers NA from revised?)
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RE: Cruisers?
Great point about deterring an air attack on your small task forces. +1
If each cruiser got one AA shot @1 (not for each plane, but one per cruiser) that would be cool and valuable while keeping with the spirit and cost structures discussed. -
RE: Tech via a Point System
mediocre tech would have to be amazingly cheaper to warrant any $ spent on them. Why would I research war bonds over HB? Even at half the price it simply would not make sense. that is the inherrent problem with targeted tech. Now the post about round number available might have some potential because I might want war bonds round 2-3 to help fund my round 5+ big research. As far as round ten, are many of your games gong that long? things tend to be fairly well decided around 4 in our group with perhaps two more rounds to try and stem the tide but either the axis are rolling over russia/asia or the allies have stopped nazi momentum and begun to push back.
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RE: Tech via a Point System
The trouble I see with a point system and targeted tech is if there are agreed upon game winning techs, who would bother researching the others? Perhaps more charts?
production (air, land, sea)
improvement (air, land, sea)
That is six possible area to research where each chart could have techs that help different strategies or even ones that counter powerful techs more effectively -
RE: Technology
To imply that A&A is either a game of luck (w/tech) or a game of stategy (w/o tech) is ridiculous. A&A is a game with both elements and there is also a strategy when playing tech, just different. I (almost) never use chart 2 w/ Germany, more useful techs in chart one, conversly USA is a chart two power usually, you can call this simplistic and non-strategic if you like, but it is a quick and basic example non the less
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RE: China Free Mod version 0.3
Just let China go first and round up infantry production (5 tt = 3 inf). I would also say let them move into Burma :roll:
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RE: Technology
delayed tech neuters tech, no suprise factor. one type of tech per unit per turn fixes the uber bomber trouble. roll two and pick best takes care of HB. any others?
assigning techs by country/turn is really revised NA reincarnated not R&D. giving each country one free token every so often (even rounds, every fifth, whatever) lets Italy and Russia in on the fun. China first has an amazing impact on Japan’s expansion BTW. I am treading on house rules here I know but these are just some thoughts on the subject. -
RE: Disapointed
perhaps they are sending it from another country, in another language, by another species
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RE: Technology
It is a GAME it is supposed to be FUN! If the variability that tech provides does not appeal to you then don’t use tech but please do not pretend that those who actually enjoy that factor are backwards and poor strategic players. Same with LL. No one can deny that LL and reg dice are totally different games, just as tech/no tech are as well. I do wish that tech was more balanced, but this version is superior (IMHO) than others so things are movin g in the right direction! maybe AA40 Global will nail it evne better!
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RE: Killing Fleets with Bombers
I am somewhat torn on this issue, 12 IPC bombers for Germany keeps atlantic shipping honest, it is almost like it represents the real effect of u-boats in the war: transports need protection. On the other hand, cheap air tends to stunt naval tactics which is a shame considering how much of the board is ocean, especially the Pacific side. I ould like to see some form of AA defence for fleets, either certain ships each get a shot at incoming air or you can use an AA from a transport or some such thing.
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RE: Bombers and tech…
you make a good point. one could argue that the effect of luck in a LL game can be even more extreme, what if my lone dice always seems to hit/miss and yours does or doesn’t?
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RE: Bombers
I don’t really like the idea of gaining tech costing you money. Perhaps only a single type of tech could be applied to individual bombers each round: I can para, LRA or heavy but I have to pick which one I do this turn with each bomber.
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RE: Weapons Development with D10
I used to do a 2d6 tech tree in classic in order to reduce the chance of heavy bomber (boxcars). I also had increased potency for techs if you rolled them again. Ah, the memories of yesteryear…
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RE: Rare outcomes from dice rolls
It was indeed an eyepopping (and game ending) experience!
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RE: 1941 New Turn Order: China goes before Japan
actually I was Japan so I was pretty happy with his decision :mrgreen: