With the benefit of mulling all of this over last night into this morning, I hope you find these new critiques of mine to be helpful.
@Imperious-Leader said in 1942.2 House Rules Draft 1.1:
1942.2-- House Rules
New Units:
Light Tanks: 2-2-2 costing 5 ipc
I would ask that you consider applying the “Cavalry Withdrawal” rules that Ralph Boerke dreamed up in the '90s to your Light Tanks:
[Light Tank] Withdrawal: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.
This rule would help your Light Tanks work more like armored scouts, in my opinion. Whether you want your Light Tanks to work that way and whether the above rule is how you would do so is certainly up to you.
Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 12 ipc.)
If the first level of a fortification costs 3 IPCs, wouldn’t fortifying France to six levels cost 13 IPCs?
Also, is there a limit on how quickly a territory can be fortified? Say, only 1 or 2 levels of fortification per territory per turn? In real life, the Atlantic Wall wasn’t built in just 3 months.
Technology:
Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area.
If your Super Subs have a different defense value and a different cost, should they be distinguished in some fashion from your regular subs? Perhaps with a special marker (maybe using HBG’s Sub Propulsion Markers) as opposed to a dedicated piece?
Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run.
Again, if your Heavy Bombers have a different cost, a different defense value, and different SBR damage, should they be distinguished in some fashion from your regular bombers?
Jet Fighters: 4-5-4 costing 15. These units can
This rule appears to have not fully joined us today. Also, differing values and price, should they be distinguished as well?
Other Rules:
Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.
Does this mean that your rule set uses the LHTR “Gen Con Setup” for setup other than the above listed change?
Also, there are a number of places where you designate that players, “Cannot have more than 6”, of a certain type of unit at any one time. While I have no problems with piece limits in general or with a limit of 6, I would consider lowering the limit to 5. I suggest 5 instead of 6 not for game balance but because HBG sells markers and pieces in sets of 5 instead of 6.
Players encouraged to maximize their opportunities may have to choose between buying too many or having too few of something when the limit is 6. I acknowledge that 6 sets of 5, split 5 ways, give all player 6 markers each. I would also point out that if players purchase nation-specific pieces, they would be back to having to choose between 5 and 10 for 6. I will concede that if you are buying sets of nation-specific pieces or markers for your A&A gaming then you might consider buying 10 of something anyways.
My 2 IPCs,
-Midnight_Reaper