@Thunderlord:
Hi Mr Anderson
We only used the cruiser,CV and Destroyer rules to start with.
The Rules worked fairly well but nobody bought battleships just Cruisers,Destroyers and CV…
You didn’t buy subs? Why, they are the best cannon fodder one can get? You should try to use the Convoy Rule as well!
@Thunderlord:
Maybe you could beef up the Battleship I’m only looking at it from a game balance point of view. I Know it was cheaper but the Anti aircraft fire for cruisers is great…
Hmmm… I find the same thing happening when I play tested these rules, no BBs! A quick fix would be an opening fire ability for BBs in conjunction with an inability to hit subs, meaning subs can never be hit by BBs. That is goody goody and the 24 IPC price for a BB would be acceptable.
I am right now trying to fish out the best ideas of mine. I would like you to try the following rules and let me know how it all came out. Thank you in advance of your reply.
Shore Bombardment
In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault. In order to get a free shore shot one must land two land units for each shore shot, apply to both battleships and destroyers.
Heavy Artillery (replace Combined Bombardment)
Your artillery are now heavy artillery. They attack on a 3.
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).
Air Supremacy
Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter.