I want to know what else keeps the game exciting the first few rounds besides the sino-japanese war.
Like what kind of options do the allies have to interfere with Japanese expansion early in the game?
If we dump the OOB rules and FMG makes nifty little V1’s and V2’s what and how do they operate?
Rocket Tech now has two levels: V1 and V2. Rolling Rockets gets you V1s. A second roll on rockets get you V2s.
V1 costs 1 IPC, has a range of two, and does damage = 1d6 halved. Radar makes a country immune to V1s.
*If you think this makes Radar too powerful, AA roles 1 die against each V1. A role of 1 fails to shoot it down
**If you think the above rule allows too many V1s to hit, use a d10 or d12 for more realistic statistics.
V2 costs 2 IPCs, has a range of 3, and does damage = 1d6. Theses rockets are unstoppable. May carry an Atomic Bomb.
*If you think that is too powerful, make a V3 level for nukes.
Rocket Tech now has two levels: V1 and V2. Rolling Rockets gets you V1s. A second roll on rockets get you V2s.
V1 costs 1 IPC, has a range of two, and does damage = 1d6 halved. Radar makes a country immune to V1s.
*If you think this makes Radar too powerful, AA roles 1 die against each V1. A role of 1 fails to shoot it down
**If you think the above rule allows too many V1s to hit, use a d10 or d12 for more realistic statistics.V2 costs 2 IPCs, has a range of 3, and does damage = 1d6. Theses rockets are unstoppable. May carry an Atomic Bomb.
*If you think that is too powerful, make a V3 level for nukes.
these are good rules, i think AA guns and and fighters should be able to intercept them like regular aircraft though. i was able to shoot down a V1 buzz bomb in a WW2 flight simulator game.
I think the V2 rule are good to, although i dont think they were as effective a stratigic attacks as a whole bomber group. Maybe half their damage and keep them costing 1.
I like the idea of V3 and maybe even V4 rockets that can launch nukes even long distance