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Author Topic: AARHE: National Units (Phase 1)  (Read 5586 times)
tekkyy
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« Reply #75 on: April 28, 2006, 10:13:05 am »
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Since I am so eager to wrap it up I'll continue my job of posting the latest set.

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National Units

USSR = Once per turn, 2 ARM can be puchased and placed in Russia for 8 IPC.
Germany = Once per turn per IC, 1 SS can be purchased and placed there for 6 IPCs provided no surface naval units are purchased there.
UK = Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.
Japan = Once per turn, 3 INF can be purchased and placed in Japan for 7 IPC.
US = Once per turn per IC, 1 CV can be purchased and placed there for 14 IPC.

National Attack

USSR = Shock troops or Katyuska rockets? either case its opening-fire? Let artillery work in "Katyuska" mode with stronger attack but hit can only affect infantry? So you might waste firepower when not enough enemy infantry
Germany = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
UK = Fighter defense in UK due to high radar density? Somehow I don't think there was as many radars in Africa   so don't want all British territories to have the advantage
Japan = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
US = INF gets +1 attack modifier in the first cycle of combat of amphibious assault.
« Last Edit: May 16, 2006, 10:04:38 pm by tekkyy » Logged
tekkyy
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« Reply #76 on: April 28, 2006, 10:24:45 am »
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5) Cheaper planes costing -2 ( can buy one per round with discount)
Whats this? I thought its the Japanese Zero that was cheapo...

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6) SS Panzers: new unit: 5-5 moves 2 costs 9 all attacks are preemtive for first round.
Complicated and annoying but for realism you have to make German tanks strong and expensive.
But yet I am not convinced we should take the path of total units cost revamp.

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7) 88's german artillery can move 2 spaces and can target other armor as casaulty
Are 88's self propelled? Or was that Russia with self-propelled artillery...
Were 88's good as AA or something?

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1) RAF: home defense +1 defense for fighters over british territories
Nah I don't think African had many radars. Soon enough everyone had radar anyway so maybe we should look at modelling radar density instead.

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4) commandos: ability to make a selected attack on enemy "piece" and run home?
Wrong scale to me. Can't imagine a commando strike at a whole tank division...

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2) super battleships
Oh yeah did you read that website I mentioned before? It claims Iwo (non-���) class to be the king.

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light carriers ( if japan loses a carrier she can starting building them)
Oooh are Japnese known for light carriers too? They certainly lost carriers in the war.

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4) Logistics: all american land units can move in non combat even if they had performed combat as long as they are connected territories.

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7) essex carriers ( moves 3 carrier) costs -2
Oh yeah no one answered me directly when I said sure Essex class is not slow but I wasn't sure 33knots makes it FASTER than the more standard carrier.
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Imperious Leader
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« Reply #77 on: April 28, 2006, 11:25:37 am »
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USSR = Shock troops or Katyuska rockets? either case its opening-fire? Let artillery work in "Katyuska" mode with stronger attack but hit can only affect infantry? So you might waste firepower when not enough enemy infantry
Germany = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
UK = Fighter defense in UK due to high radar density? Somehow I don't think there was as many radars in Africa   so don't want all British territories to have the advantage
Japan = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
US = INF gets +1 attack modifier in the first cycle of combat of amphibious assault.

USSR: i think those siberian troops sure were more of a threat to turning the tide against germany than Katyuskas. I admit Katyuskas are fun toys.  The shock troops idea ( some 500,00 troops and armor and planes) seems more of a larger issue than a single weapon of a few rockets.

UK: UK fighter defense is based on better pilots, and having radar to protect england and other select territories. Africa would not have such a proven defense, but India, Canada, Austrailia and England would.

All else looks good.
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theduke
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« Reply #78 on: April 28, 2006, 02:30:30 pm »
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I'm starting to think that we should introduce these optional rules in phase 2 (and maybe some in phase 3). Phase 1 doesn't need any of these national units or attacks, etc...
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« Reply #79 on: April 28, 2006, 03:54:39 pm »
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WEll then we need something more to finish the books on phase one. can we just add the neutrals rules in ? Then NA's , new units, national unit discounts, National tactics can go into phase 2?
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tekkyy
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« Reply #80 on: April 30, 2006, 08:46:13 pm »
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Thats not too bad.

It would then be...

Phase1: Basics (mobilisation, income, team victory condition, game sequence, neutrals)
Phase2: Country specific rules(national unit, attack, advantage, national victory condition, italy, neutrals)
Phase3: Combat details (land, naval, SBR, neutrals)
 
If so whoever made the threads change the title. (Don't want to create more threads again and end up with real and non-real threads.)
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theduke
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« Reply #81 on: May 01, 2006, 06:51:26 am »
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add to phase 1: AA fire, naval warfare, sub interdiction, defender retreats, simple version of techs (we can't keep the OOB ones). hopefully i'm not missing anything else.
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tekkyy
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« Reply #82 on: May 01, 2006, 07:51:43 am »
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ooh lots of work to be done then
no longer a "finishing off" stage of phase 1

we haven't looked at naval warfare yet (except for the small change of preemptive plane attack which also goes for land combat)

and we haven't looked at sub interdiction yet
which involves detection and hits only able to be taken by surface ships
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theduke
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« Reply #83 on: May 01, 2006, 10:29:04 am »
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we'll have to look into preemstive air attacks a little more before we decide to put them into phase 1. I believe we have already agreed on changing naval warfare so subs can't attack or defend along with surface units.

We have some rough ideas for sub interdiction floating around somewhere in one of these topic boards.
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tekkyy
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« Reply #84 on: May 04, 2006, 06:54:57 am »
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wheres IL these days  huh
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« Reply #85 on: May 04, 2006, 11:48:36 am »
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Ok what you need?
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« Reply #86 on: May 04, 2006, 11:49:46 am »
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Phase1: Basics (mobilisation, income, team victory condition, game sequence, neutrals)
Phase2: Country specific rules(national unit, attack, advantage, national victory condition, italy, neutrals)
Phase3: Combat details (land, naval, SBR, neutrals)


why are neutrals in all three sections?
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tekkyy
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« Reply #87 on: May 04, 2006, 09:12:14 pm »
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or we should introduce at the end once we sorts everything out
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« Reply #88 on: May 04, 2006, 09:35:31 pm »
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Yes lets keep neutral for phase two only. For now please complie what we have at this point and we can conclude our Phase one. If we need to add something we can do that after finishing phase two. OK?
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tekkyy
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« Reply #89 on: May 05, 2006, 11:47:56 am »
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So we finish off with the National Units list and leave National Attack/Tactics in phase 2.

USSR (Shock troops) = 1 INF gets +1 attack modifier and fire in opening-fire instead of main round in the first cycle of combat. No more than 3 INF can get this bonus per turn.
Germany (Blitzkrieg) = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
UK (Radar) = FTR gets +1 defense modifier in United Kingdom, Canada, India and Australia.
Japan (Lance Torpedo) = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
US (Marine)= INF gets +1 attack modifier in the first cycle of combat of amphibious assault.
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