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.**