I got an excellent solution for Shore bombardment!!!!
A player may bring any number of ships he wants, what they now do is this:
The ship rolls out its attack roll and the number of what it rolls is the defending unit that is suppressed. A suppressed unit cannot fire but cannot also be taken as a combat loss. Its basically useless and should be retreated because it wont get to fire at all. So if you got a BB and it rolls a 3, then any unit that defends at 3 wont be firing and does not defend. Its not exactly destroyed but its basically a broken unit. So a battleship can suppress all land units and air units that defend at 1-4, while a cruiser can effect only units 1-3.
Reasoning: SB had the goal of rendering the defender (which is dug in and at the advantage) basically unable to make use of his environment so he cant fire back. I would take this to mean he cant fire back from these prepared positions. The trick was to make it so that the attacker could have some choice on what unit he wanted to suppress because the attacker had vital information prepared in advance as to where the defender had his strong points, which were blasted before the landings. This in terms of gameplay allows a stronger naval unit the opportunity to effect a wider range of units.
The other idea was this:
The BB or other SB unit rolls out and any time he hits he can select the unit that now defends at 1. So if a BB rolls a one, it can assign a defending tank a new defensive value of one.
in both systems no restrictions on naval units you bring in.
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ok first turn = IPC determines what can be landed
proposed script:
Step 1: Place units on battle board
In the first cycle of combat the attacker offloads from Transports a number of land units equal to the territory's IPC value. Units remaining on Transports do not fire and may not be taken as casualties. In the second cycle of combat (or at the end of first cycle if combat is won by attacker) the attacker offloads remaining units.
this is good.
Step 1: Place units on battle board (territories marked as small)
In the first cycle of combat the attacker offloads from Transports two land units. Units remaining on Transports do not fire and may not be taken as casualties. In subsequent cycles of combat the attacker may offload from Transport a number of land units to ''top up'' to two land units on the battle board.
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Add Hawaii, Solomon, and Okinawa, and list to include 1939 added islands which are small.
Wake Island, Midway, and Gibraltar are <10 km^2 and marked as small in AARHE
Hawaii, Solomon and Okinawa are large enough as staging area and hence not marked as small in AARHE
Hawaii 28,311 km^2
Solomon 28,896 km^2
Okinawa 2,271 km^2
Allied forces in Battle of Okinawa is huge, 50% that of Battle of Normandy
ok thats fine your list is what will be used.
last thing before moving to naval combat
if partial retreat is not hugely important I would prefer to get rid of it
partial for attacker or defender?