Great feedback Marc! I’m sensing some pretty broad agreement here in the ways this National Convoy system might work.
I think a 3 ipc convoy (3 gray chips) is best. Since it would work on all A&A gameboards.
Keep the value consistent for all nations. Convoys always = 3, so its easier to understand and easy to track. Tie the raids to the number of warships passing either 1, 2, or up to 3 (cap’ing the max damage at 3).
I favor making the damage automatic 1:1 on IPCs raided. Or ships:chips.
Mainly so we dont have to slow down the conduct combat phase with any more rolls.
Or if you do want to preserve the roll, instead of having a roll for attacker damage, just make the roll for defense. I’m not sure about this idea, but can imagine some ways it might look.
This could be like the older rules for AAGuns, back when AA guns were “always active.” Any flyover had to face a shot, you could do the same here at sea. We might say an “active convoy” (one with defending warships) can fire a shot against any units that are attempting to raid into it.
Or how about this for an idea… A full convoy (3 chips) gets a single shot rolled at 1, against enemy raiding vessels. Just like an AAgun, for the water. This could be a single shot vs all ships, or against only 1 ship, or you could cap it at a Max of 3 shots/3 ships. So the mechanic is familiar.
Or alternatively, you could allow the purchase of “Convoy Defense”, as a new 5 ipcs unit (represented by the AAgun) and placed on top of the Convoy Roundel/Chips. Or you could allow ships in the SZ to move on top of the Roundel, at which point it is considered “Convoy defense”, and the naval unit behaves similar to the way Aircraft do on Intercept. Not entirely sure which system is optimal, but it certainly seems possible to set something up along those lines. I like the idea of “the roll” just being for the “raider’s” defense (whether or not their ship is destroyed during the raid), rather than having the raider make a roll to determine the amount of damage vs the convoy. Though I suppose you could have both if you really wanted.
Probably any of those, or something similar could be made to work, but I’d try to keep everything as simple as we can, just for ease of adoption.
I also like the special convoy markers SS shared, and the idea to create a set up/chart card for the most popular games or rulesets. Such a system could probably work on any Axis and Allies gameboard, and might be a cool way to support the idea of a “Naval expansion” to the game. Because the influx of cash from the Convoys is located “at sea” it really does facilitate an increased likelihood that players use the extra money on ships.
@CWO:
I would suggest giving the flag roundel itself no IPC value, and thus having the IPC value of a convoy (0 or 1 or 2 or 3, depending on whether casualties were sustained) expressed exclusively by the chips under the roundel.
Agreed, I prefer this method. Basically the roundel serves only to indicate the location/existence of a Convoy, not its IPC value. The IPC value is indicated by the number of chips. This way, once the National Convoy Roundel is placed in a SZ during the initial board set up, it never has to be removed.
The only possible exception to this is in Global/Pacific 1940, the convoys around the Dutch islands, since the Dutch are not a player Nation, and thus have no roundels. I could launch into another diatribe about why I find special exclusive one-off rules so annoying in A&A, but I’ll resist the urge. Suffice it to say we have 2 options here with the Dutch in G40.
Option 1. Ignore the OOB “Dutch Island” Convoys markers completely. (i.e we don’t place Convoy Roundels in those sea zones.) This has the advantage of being simpler, and would prevent Japan from collecting too much convoy money outright. The downside is that there is a bit less variety to the overall convoy campaign in the Pacific. If we choose to ignore the Dutch Convoys, I would use the logic that “this particular convoy traffic from the occupied dutch islands” is being represented by other convoys in some Adjacent zone. There are plenty of these to work with already, on both sides. For example, the Japanese convoys in sz 36 (Hainan), and sz 20 (Formosa) could be envisioned as encompassing the shipping lanes for the entire adjacent region, including the Rich Islands, Indo-China etc. If you wanted to create some Convoy near sz 34 (Palau) or sz 34 (Caroline Islands), in order to offset the Dutch convoys we ignore, that is doable as well under the new system, and this avoids the problem of changing dutch ownership as it relates to convoy ownership. Prior to the DoW, or from an Allied perspective, the convoy Dutch convoy traffic can be covered, by other Allied convoys in adjacent zones, such as sz 37 (Malaya/Singapore) , sz 43 (Borneo/Sarawak), or sz (35 Philippines.)
Option 2. Allow any Nation to take control of the Dutch Convoys. This has the advantage of a bit more novelty for the Allies or Japan. Here the logic would be, ‘well, the Dutch rules are unique OOB, and this rule just follows suit.’
There is a definite downside that option 2 violates the new concept we’re trying to introduce that National Convoys are “National,” and don’t change ownership depending on who controls some surrounding territory, except in this one weird instance. There is also the potential the the Dutch convoys become too potent of a target for Japan, distorting their already out-sized importance (as Allied targets.) So I think it might be easier to just ignore all those convoys, remove them from play, and focus on the potential locations immediately adjacent instead. This also contains within it the idea that the Dutch Island Convoy resources are “bound” elsewhere, and so we don’t really need to have a convoy for each Dutch island. The Island itself is enough of a draw already, instead we could put the convoy emphasis one space out just to simplify.