1. "Blockhouse Fortification 0/3/0/8 1940+ "
It’s horrendously overpriced. Why would anyone buy that instead of 4 Whermacht Infantry? It needs an extra ability, such as the ability to soak hits (several, at that price) like capital ships.
No, you should not buy that Blockhouse if you want to win the game.
What is a Blockhouse ? Infantry + a concrete bunker ? In that case it should cost 3 IPC + 1 IPC for the concrete, a total of 4 IPC, and defend on 2, and take two hits to kill. The whole idea with a bunker is protection. All units that are protected by armor or concrete are hard targets that absorb hits, or negate hits.
And what is a Fortification ? Is it a heavy artillery gun in a casemate ? In that case it cost 4 IPC for the gun + 1 IPC for the concrete, a total of 5 IPC. I think it should defend on 3 or less, and for sure take two hits to kill.
Ooops, forgot to add a pic of the HBG Atlantic Wall fortifications and the Blockhouses from D-day
Revised Russian Rules:
Russian Revolution: When the Central Powers control 20 or more IPC’s of original Russian areas, the potential for Revolution is activated. Each turn this is accomplished, the German player rolls a die. The first time the roll needs a 6 result to succeed. Each time a new roll occurs, this drops by one.
Effect: When the Russians revolution occurs, they are out of the game. Central power units occupy what they control and Russian units outside of original Russian borders remain as they are and can be attacked, but do not perform any movement/combat. They may defend however. Also, no allied units are allowed to enter in original Russian territories once the revolution begins.
There are a lot of tank destroyers available now so what I decided to use them for was an anti-tank gun similar to the AAA guns except that offensively they operate just like a tank. A3/ D 3D6@1 -OR- 3/ M2/ C8
Same for the panzerfaust Inf but with modification. A1/ D1D6@1 -OR- 2 (like regular Infantry)/M1/ C4.
The rifled field cap guys looked like perfect conscripts A1/D1/M1/C2
I have some others too.
Ok Here it goes
On a more serious note though, this discussion about Navies, while fascinating, is still beside the point.
I mean, you don’t honestly think that the unit numbers in the game, have anything to do with the real world numbers do you? If so, again I would ask, who can’t point to where the numbers are coming from?
They are hazzy abstractions, just like the IPC values are hazzy abstractions, and the problem right now, is that the abstracted numbers we’ve been using have failed to produce a two front war.
Who cares about all the other stuff if we can’t even get a two front war going? What difference does it make if the IPC and unit ratios are accurate to Nth degree, if that’s just going to produce an unbalanced game?
You see what I’m driving at here…
Believe me, I’m just as in favor of historical realism as the next guy, but I think we’ve been approaching the issue in a backwards sort of way. You have to start with the gameplay, and understand what players are actual doing with these rules and conditions we’ve set up, before you can even begin to ask questions like “are the numbers accurate to the real world?” The first priority has to be given to the gameplay mechanics, and setting them up in such a way that the Japanese and Americans actually have a reason to fight over the Pacific. If you don’t do that first, then relative accuracy with all the other stuff is pretty much pointless, because the basic game still won’t look anything like the real War.
I totally agree with this because there should be a reason to fight in the pacific (for both sides) I think if making each island 1 and isladns that get taken often 2 then there would be a reason for japan to defend them and usa to attack them.
Anyways many of the game is historical but some things had to change for unblanced reasons so that way the axis have a chance that gives them a shot. Though i beleive that the numbers in the game are very accurate to how the real war went except the german army had more tanks and the russian army had more infantry. The part of how U.S.A. and Great Britian, are both pretty weak is because it is the truth great britian was on its knees and the u.s.a army was not even a real army (no offence it was not made for offensive just defensive)
If you love A&A Revised but feel it falls a bit short of it’s potential, try http://boards.avalonhill.com/showthread.php?t=15339 I would be happy to discuss the rules or even play a game with interested players…
I’m wanting to condense rules for AA50 Strategic down as much as possible
I do still like the idea of adding ONE unique Tech to each nation
Atlantic Wall and Panzerblitz are not really necessary and add more complexity than needed
With only 1 starting BB, Yamatos has limited use and can also be eliminated (I’ve kept Air bases as a Global Tech (at reduced cost) for Naval defense vs. HB)
1. WOLFPACKS (Minor Tech, 5IPC/researcher)
-improved communications grant subs the following benefits:
a) Destroyers now detect Subs on a 1:1 ratio. Any Sub that is undetected, does not have any of it’s special abilities cancelled (eg. Sub movement, Submersible and Surprise Strike)
b) ALL Subs, regardless of whether a Destroyer is present or not, can ALWAYS submerge after 1 round of combat
c) ATTACKING Subs that are not detected, have the option of choosing transports as their primary target. Subs roll their Surprise Strike and can have their 1st hit dedicated to sinking a transport. Any subsequent hits are targeted at other naval vessels.
1. TOKYO EXPRESS (Minor Tech, 5IPC/Researcher)
-Your DDs gain limited transport capability. Maximum carrying capacity is 2INF per DD. Each DD can be used during either Combat or NCM, but not both
i) COMBAT - Your DDs can load and/or unload only 1 INF during Combat. A unit loaded in Combat must be unloaded in Combat on the same TURN (unless DD is sunk or forced to retreat). If the SZ is hostile, your DD must first participate in Naval Combat. If your DD survives, it may then unload 1INF into the Amphibious Assault.
ii) NON-COMBAT - Your DDs not participating in Combat can load and/or unload up to 2 INF during NCM. INF loaded during NCM do not need to be unloaded the same TURN, and may remain aboard the DD. A loaded DD does not suffer any combat penalties.
1. MERCHANT MARINE (Minor Tech, 5IPC/Researcher)
-Up to 2INF/TURN can be transported from Italy to Algeria without a transport as long as Axis controls Italy, Algeria, and there are no Allied surface ships in SZ 14.**
Well, like I said I went to Zazzle .com, you upload the image you want and they have it printed and shipped to you as a poster with several different quality paper and finish options. It arrives within a few days. the hardest part was gluing it to the foam core and then cutting the foam core. The one I printed starts was 34.95 and measures 52.5" x 26.5". I;'m happy with Zazzle but I’m sure there are other print sites out there you could use. I’m thinking of revising the map and printing it in the next size up, 39"x78 even thought it’ll probably cost me $150 or so. I love the idea you had of the gdp. when I did my map I used the militarys budgets but fudged it a little after trying to figure out the average spent per soldier in each alliance.
I’d like the cat more If it didn’t chew the map to pieces.