Ideas are abstract, raw and in their infancy, but here’s what I’ve got so far…
Multiple factories per territory:
No more major or minor ICs, there is just one factory…
Factory- unit profile:
Cost: 12 IPCs
A factory may produce up to 3 units each
All territories that had a minor IC in the setup will now have 1 factory
All territories that had a major IC in the setup will now have 4 factories
A territory must have a IPC value of 2 or greater to hold 1 new factory
A territory must have an IPC value of 3 or greater to hold 2 new factories (no original territory restriction)
A territory that held no factories in the setup may never hold more than 2 factories, and only 1 factory may be placed on on any given territory per turn.
Only islands with victory cities may hold a new factory (Manila and/or Honolulu)
Once a territory with multiple factories is captured, the total amount of factories must be reduced to one.
Strategic Bombing Raids:
-During a single round of air combat triggered by interceptors, each interceptor and escort will receive 1d@1, while each group of Strategic Bombers (including raids with just a single strategic bomber) will receive 1d@1 and each group of tactical bombers (including raids with just a single tactical bomber) will receive 1d@1.
-Once a single round of air combat is complete, Strategic and Tactical bombers are assigned targets (only strategic bombers may conduct SBRs on factories, tactical bombers and strategic bombers may bomb bases).
-After air combat, each facility will receive 1 AA shot each (1 per facility, not per air unit).
-To bomb a factory or a base, at least one air unit targeting the facility must roll a 3 or higher, if successful the facility is considered damaged and may not produce units until repaired.
-To mark a factory as damaged, place a red chip under the unit, or replace the gray chip representing a factory with a red.
-If a factory is bombed, it may not produce units until it is repaired (during the repair new units phase).
-It cost 5 IPCs to repair each damaged facility, once repaired… facilities will function as normal.
Germany is bombing Moscow with 6 strategic bombers, 2 fighters, and 2 tactical bombers. Russia decides to intercept 5 fighters in defence of the Strategic bombing raid. During the single round air combat, Germany will receive 4d@1, and Russia will receive 5d@1.
After losing 1 fighter in air combat, Germany now assigns targets for their bombers. They assign 2 strategic bombers per factory up to 2 different factories, and assigns 1 strategic bomber twice to 2 different factories (Moscow has 4 total). Germany than assigns 2 tactical bombers to the air base (an obvious milk run to boost their air combat odds).
Built in AA defence
Each facility will fire 1 AA shot @1, therefore, the air base gets 1d@1 against 2 tactical bombers, as well as 2 factories firing 1d@1 against 2 strategic bomber each, and 2 factories firing 1d@1 against 1 strategic bomber each. AA Guns shoot down 1 tactical bomber.
2 Strategic bombers on factory #1 roll a 1 and a 4 - that factory is now damaged
2 Strategic bombers on factory #2 roll a 2 and a 2 - that factory is not damaged
1 Strategic bomber on factory #3 rolls a 5 - that factory is now damaged
1 Strategic bomber on factory #4 rolls a 1 - that factory is not damaged
1 Tactical bomber on the air base rolls a 6 - the air base is now damaged
Assessing the damage
2 out of 4 factories and 1 air base are damaged, at this point Moscow can only produce 6 units, it will cost them 10 IPCs in order to produce 12 again, 5 IPCs more in order to use the air base as normal.
Even though it cost 20 IPCs to repair all 4 factories if damaged, it only cost 5 IPCs in order to place 3 units (in contrast to 13 IPCs )
The United States can now place up to 6 units in Norway if they spend the 24 IPCs for 2 factories.
Factories on 2 Pacific islands could make for very compelling games.
Being able to place 12 units on territories that previously contained major IC will help Allies more than Axis.