Taking most of Baron’s suggestions to heart and will be trying them out. To maintain balance, I’ve counted the IPCs lost in unit value from starting countries and given them those IPCs back to redeploy more units of their choice in any of the territories whose units were affected (up to 30IPCs, to avoid excessive stacking).
Additionally, I’ve given Cruisers and Battleships Tactical Bombardment which means they may damage facilities (except industrial complexes) in bombardments. They do, however, get fired upon by the facility’s battery - sort of like anti-air. So people won’t abuse the move, especially now that naval units are appropriately the most pricey.
Finally, I’ve added Fortified Positions and Fortified Zones. Details below, but these facilities act as extra protection for defending units. This is necessary now, as planes don’t provide the defense they use to.
Strategic Bombers
Attack: 3 (Land) / 2 (Naval)
Defend: 0
Cost: 10
Ability: Strategic and Tactical Bombing, at A1. 1D6+2. Can be taken as casualties in defense. Heavy bomber tech, roll two dice in an attack, take the best result.
Notes: Cannot target air-units.
Tactical Bombers
Attack: 2, 3 with combined arms (only if ground/naval units are present)
Defend: 2
Cost: 8
Ability: Tactical Bombing, at A2. 1D6.
Notes: Must target ground/naval units first.
Fighters
Attack: 2
Defend: 2
Cost: 7
Ability: Intercept/Escort Strategic and Tactical bombing at A2/D2. Fighter Tech increases Defense in regular combat and intercepting/escorting to 3.
Notes: Must target air units first.
Cruisers
Anti-Air Ability: Cruisers have anti-air ability, functioning exactly like an AAA gun on a ship. Each Cruiser in the Sea Zone may fire up to three shots against attacking planes, but each attacking air unit may be fired upon only once. Anti-air rolls do not stop cruisers from defending that round. Cruiser anti-air fires only once, after submarine sneak-attacks and before the first round of regular combat. If a Cruiser is sunk in a submarine sneak attack, it does not roll for anti-air. If anti-air hits, the attacker chooses which unit(s) to remove before regular combat begins.
Tactical Bombardment: Cruisers may now fire on Naval and Air bases as well as Fortified Positions and Fortified Zones. If they survive the Defensive Battery, they roll 1D6 damage on the facility. A Cruiser participating in a Tactical Bombardment may not participate in any other combat that turn. If there are any ships excluding submarines and transports in any Sea Zone touching the facility, Tactical Bombardment may not occur.
Carriers
Extra Space: Carriers can now fit three fighters/tactical bombers on them; if damaged they can still carry and field one.
Battleships
Tactical Bombardment: Battleships may now fire on Naval and Air bases as well as Fortified Positions and Fortified Zones. If they survive the Defensive Battery, they roll 1D6+2 damage on the facility. A Battleship participating in a Tactical Bombardment may not participate in any other combat that turn. If there are any ships excluding submarines and transports in any Sea Zone touching the facility, Tactical Bombardment may not occur.
All Facilities
Defensive Battery: All facilities are able to defend against the tactical bombardments of their facilities by Cruisers and Battleship with their defensive battery. Before regular combat but after Bombardment has been declared, each facility under attack will have their defensive battery roll one die per ship. If it hits at 1, the bombarding ship will suffer a hit before bombardment. If sunk, it will not roll for bombardment. Advanced Artillery technology makes these Coastal Defenses defend at 2.
Fortified Position
Cost: 4
Ability: Up to five infantry, mech infantry, and/or artillery units in a territory with a Fortified Position have an increased defense +1 (defend at 3). Fortified Positions can be built on any territory controlled since the beginning of your turn. You may only build one Fortified Position per territory, however, it may be upgraded to a Fortified Zone for an additional 4IPCs.
Fortified Positions, like air/naval bases, can be damaged by tactical bombing and bombardment (additionally, like these units they roll for anti-air and shore battery in defense). Fortified Positions have 10 possible damage points; they cease to be operationally effective immediately after sustaining 5 or more damage points. Fortified Positions can be repaired during the repair-units phase of a turn. They are not destroyed when a territory is captured. Note: Tanks and Mech Infantry may not blitz through an unoccupied Fortified Position.
Fortified Zone
Cost: 7
Ability: Up to ten infantry, mech infantry, and/or artillery units in a territory with a Fortified Zone have an increased defense +1 (defend at 3). Fortified Zones can be built on any territory controlled since the beginning of your turn. You may only build one Fortified Zone per territory.
Fortified Zones, like air/naval bases, can be damaged by tactical bombing and bombardment (additionally, like these units they roll for anti-air and battery in defense). Fortified Zones have 20 possible damage points; they cease to be operationally effective immediately after sustaining 10 or more damage points. Fortified Zones can be repaired during the repair-units phase of a turn. They are not destroyed when a territory is captured; however, they are immediately downgraded to a Fortified Position. Note: Tanks and Mech Infantry may not blitz through an unoccupied Fortified Zone.
Air Bases
Detail Change: If an airbase is damaged inoperably in a tactical bombing, planes cannot be scrambled from that airbase later that turn to defend in a neighboring sea zone. If planes were assigned to scramble and the airbase was subsequently damaged, those planes are grounded and may not participate in a scramble defense. They may still defend their own territory.
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Reflecting historical reality, I added at game start Fortified Positions to Southern France, Poland, Slovakia-Hungary, Bessarabia, Eastern Poland, Baltic States, Gibraltar, Malta, and Malaysia. I’ve also added Fortified Zones to France, Western Germany, and Northern Italy.
We shall see how all of this affects gameplay, but I’m excited! So many new tactics to take into consideration - do I use my bomber to attack his fortification, or his units? Can’t wait. :evil: