• '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Baron. Another thought.
    Figs C10
    AD@6 plane or ground in land combat
    AD@6 plane or AD@3 ship naval combat
    You have to pick a plane shot or ground or ship.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    I’m listing my pieces with values per request.

    D12 system
    Inf C3 A2-3 D4 M1 Art boost +1 on A
    Elite C3 A4-5 D2 M1 Art boost +1 on A
    Para C3 A3-4 D4 M1 Art boost +1 on A
    Can only build 2 Elites or 2 Para or 1 of each per turn.
    Art C4 A4 D4 M1-2 Mech can tow only
    Mec C4 A2 D4 M2
    SPA C5 A4 D4 M2 can pick a motorized unit first.
    Tank C6 A6 D6 M2
    Fig C10 A6 D7 M5 DF AD@3
    N. Fig C10 A5 D7 M4 DF AD@3
    Tac C10 A7 D5 M5 DF AD@1 roll @3 or less can pick target with return shot. Hit subs @3
    N. Div C10 A7 D5 M4 DF AD@1 roll @3 or less can pick target with return shot. Hit subs @3
    Stg. Bom C10 4 dice A@3 D1 M6 DF @1 SBR D8 +1 Attack first round only.
    H. Bom C12 5 dice @3 D2 M7 DF @2 SBR D10 +1 Attack first round only.
    Air trans C10 A0 D0 M5 can transport 2 inf or 1 inf 1 art or 1AA gun 1 inf. Non combat.
    or Elites and or paratroopers. 2 max. in combat.
    Air Carrier C14 A0 D@3 plane only. 1 dam D@1 plane only. M2
    Es Carrier C8 A0 D@2 plane only. M2
    Battleship C15 AD@2 plane & AD@8 ship M2 1 Dam AD@2 plane & AD@4 ship
    Cruiser C10 AD@2 plane & AD@7 ship M3
    Destroyer C6 AD@3 ships only & Depth Charge AD@3 M2 Cannot hit planes.
    Sub C7 A5 fs D2 fs M2
    Tran C7 A0 D1@1 plane or escape @2 M2
    AA C5 A0 D2 M1
    Always 1 round of Dog Fight in any battle.
    1 ship can block 3 ships. 2 ships can block 6 ships.

    Special pieces
    SS Grenader C4 A4 D4 M2 tow Art. Build 2 a turn.
    SS Panzer C6 A7 D7 M2 Build 2 a turn.
    SS Tiger C7 A8 D8 M2 Build 1 a turn.
    2 GER Wolfs A6
    KV Tank C6 A7 D6 M2 Build 2 a turn.
    US Marines C3 A3-4 D5 M1
    US Fletcher DD C6 AD@1 plane & AD@3 M2 ship starting on T3.
    Jap Long Lance Destroyer C6 A4 D3 M2

    AA Gun C5 A@0 D@2 M1
    Built in AA guns
    Refineries D@2
    Air & Naval Bases D@2
    Capital IC D@2
    Minor IC D@1
    Resources
    Iron, Copper, Wheat, Rubber, Uranium and Oil Derricks. All D@1
    Can convoy raid 3 icps each Refinery or Resource token touching a SZ.
    This represents attacks on transporting vessels.

    Slowly tweaking specific pieces per countries strength.
    Of course a few pieces have more rules to them.
    Any questions ask away.

    SS OUT !


  • ok got it


  • Sorry. The BB and CR have been edited in above post. They should only get a @2 against a plane and not @3.


  • Sorry. The BB and CR have been edited in above post. They should only get a @2 against a plane and not @3.


  • I Have 2 pics from game 1 on last Sat’s game with the big Naval Battle between US and Japan in Carolinas. The Second pic is the end result of battle.

    image1(8).png


  • image2(2).png

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    This will be the next test coming up this week.
    Fig C7 AD@3 plane & AD@3 ship or ground
    N Fig C7 AD@3 plane & AD@3 ship or ground
    Tac C8 AD@1 plane & AD@4 Ship/Ground pick target. Surfaced subs A@3
    Dive C8 AD@1 plane & AD@4 Ship/Ground pick target. Surfaced subs A@3
    Stg. C10 AD@1 plane & A4@3 1 round only Carpet bombing D@2
    BB C15 AD@3 plane & AD@8 ship Dam AD@2 plane & AD@4 ship
    CR C9 AD@3 plane & AD@7 ship
    DD C6 AD@3 ships only. Depth shot @3. Block subs only 1-1 & 1-1 FS
    SS C7 A@5 D@2 FS No DD. Can dive with DD present. Picks target.
    AC C14 A0 D@3 plane only Dam D@1 and only 1 plane on carrier
    EC C8 A0 D@2 plane only
    1 surfaced ship blocks 3 surfaced ships. Thanks Siredblood !
    Keeping the BB & CR at 8 and 7 for ship shot to keep in line with the Destroyer as far as cost for punch.
    There is no more Dog Fighting.
    Attacking and defending planes can retreat after any round of combat.
    Will add planes to game as turns go on to the affect of for every 3 planes on setup each country will receive 1 plane or it will be for every 2 planes on setup each country gets a plane. These planes will be added to countries at end of each turn placed in there Capitals. Lets say Germany gets 5 more planes. Maybe go with a reinforcement chart where lets say 2 figs and 1 Tac at end of turn one go to Berlin. Just add 2-3 planes per turn. Do not want over kill on Turn 1. Have to see how these planes survive in tests.
    Will have to see how the 3 less in cost makes up for more planes losses.

    Now I’m keeping planes & ship shots at planes @3 and bombers @1 for kiss.
    Now if things go good can tweak a plane piece value or target if need be.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    With the above tests each country will receive reinforment planes per turn at end of a whole turn and placed at Capitals only.
    T1
    Ger - 1 fig 1 Tac 1 stg b
    Jap - 2 fig 1 n fig
    Italy - 1 fig
    Ussr - 2 fig
    UK - 2 fig 1 Dive b
    US - 1 fig 1 n fig 1 Tac
    Fec - 1 fig 1 Dive b
    Anzac - 1 n fig
    T2
    Ger - 3 fig
    Jap - 2 fig 1 n fig
    UK - 1 fig
    US - 2 fig 1 n fig
    T3
    Jap - 1 n fig
    US - 1 stg b

    Granted this is to prevent a over kill T1

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Already with random side test battles this will make your deciding on planes staying longer or not in battles plus both plane and BB CR be on same AD against each other instead of 6 vs 7 or 8 it will be 3 vs 3. Battles will take longer some but gives you more of a chance now to kill planes or if you have 6 planes against a BB and CR May take them out before u all get killed
    Idea here is to get a bunch of more planes in game without over powering planes.
    This is where planes are cheaper and as the norm destroyers are cheaper already so now with destroyers not getting to hit planes u need them as support fodder like real war to protect your capital ships and on land you will need more art and spas where ground troops should win battles more like there suppose to.
    Also could have it where if u have 3 destroyers get a plane shot @1 or @2
    US gets the fletcher dest t3 and them destroyers AD@1 plane & AD@3 ship

    And another thing. Should Inf really get to kill a plane on there AD roll ? I say no they can’t. Now you need a plane on D maybe and you have to bring in extra stronger support in ground battles due to weaker planes and more art and spas I game. I can see even some figs left in territories so there planes can maybe get a kill and then can retreat after 1 round of combat which they can in game anyway.
    This is awesome !

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Ok to whom it matters I got 4 test turns in game with planes hitting planes and also getting ground or ship shots just like the BB and CR.
    Well I got an issue now with planes being weaker than tanks which is good and fine but the issue is tanks get to hit planes at a @6 compared to planes getting. Hit @4. I mean tanks don’t really hit planes.
    I know people will say but that’s the way it is. Well it’s just not right for me. Same thing with an Inf defending at a@4 and a plane attacking at a @4. So I had to tweak a few values to offset the BB and CR being the only ships to hit planes and changing the fig values to make it closer to a reasonable AD number.
    So for game test went with
    BB C15 AD@3 plane & AD@7 ship M2
    CR C9 AD@3 plane & AD@6 ship M3
    DD C6 AD@3 can’t hit planes
    Only change here was raising the ships plane value up from @2 to @3 and lowered ship hit 1 number for both ships. Due to the fact only 2 ships that can hit planes for now.
    Fig C8 AD@2 & AD@4
    Tac C9 AD@1 plane & AD@5 ground or ship pick target
    Same for naval fig and Dive bomber
    Man the Tac and Dive bomber are huge in game when figs only hit on a @4. Need some punch against ships and ground and it’s awesome to pick your target now.
    I also added a plane or 2 after each turn but was not really necessary due to thinking more plane kills so make them cheaper and add to game but this may not be necessary but I may make another change.
    But what is great is you need to buy BB and some CR to get plane hits when you don’t have planes with your fleets or a bunch of destroyers alone. So you need those destroyer escorts for fodder to and blocking and sub defense just like real war.
    So I have a few optional changes I can do. Make figs now C10 AD@1 plane & AD@5 ship or ground. But then figs would just knock out everything to fast. The @5 would be to keep up with Inf D@4 and Tanks AD@6 or make it when figs in a ground battle only AD@5 and AD@4 in naval combat.
    Also seeing that the US gets the Fletcher destroyer starting on t3 there destroyers now AD@1 plane & AD@3. Could also go with for every 3 destroyers you get 1 plane shot @1 & AD3 for rest of countries and US before turn 3.
    One reason why you make destroyers cheaper in game too.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Another thought.
    Keep BB and CR @3 for planes
    For every 3 destroyers get a plane shot @1
    But don’t give plane vs plane hit
    Go with 2 mandatory dog fight rounds for every combat battle
    So figs @2 tacs @1 stg b @1
    Interceptors and escorts
    Figs @3 Tac @1 stg @1 due to just plane on plane more accurate a bit
    Just thought of something. Now the plane will be to strong on ship attacks and ground so may scrap this unless make it figs AD@ 4 ships
    And AD @5 ground only

  • 2023 '22 '21 '20 '19 '18

    Right on. Good action here.

    Trying to get the units represented similar to how they were in the war is the challenge for sure. I like stacks of combined forces, although with certain countries and or situations one might spam something out.

    Yea I found Tacs to be pretty powerful also. Mainly due to their versatility. Obviously different than what you have but same general idea. I have them in a ground support role for infantry as well as going after subs and ships and minor bombing.

    Thought fighters might be unduly affected but they can hit ships ( at a lower value ) as well and still defend better and boost the Tac on offense same as oob global.
    The biggest thing I noticed about them was having them around to intercept the SBR’s though. So they seem to balance out fairly well at the moment. Starting a new test shortly.

    Cheaper DDs definitely the way to go. Fodder and Sub hunters. Huge help to Fleet composition.

    Anyway, Rock On : )


  • Ya Barney. I’m still undecided on figs values.
    As of now don’t want to add any piece boosts to game due to the fact of there’s a ton of stuff to remember for these guys until we get a bunch of games in.
    As of now think will go with
    Fig C8 AD@3 DF 1 round only
    AD@3 ships or AD@5 ground
    Tac C10 AD@1 DF AD@4 or 5 need more tests
    Pick target
    Subs can pick target A@5 D@2
    For every 3 destroyers get a plane shot @2

    I can see fig being AD@4 then go to AD@5 with each Tac or Dive Bombers. 1 to 1

    The countries will not receive the free planes per turn now. With Figs being at AD@3 ships will help with Japan’s major strong hold with figs by taming them down. This will make the BB and CR bought more. The Cruiser now is what it should be. AD@3 plane & AD@6 ship plus it can move 3. Helps with air attacks and faster backup.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    OK. If anybody is interested in this. Barnee let me know how close I am to your d6 values for your tripla A tests.
    D12 my game.
    Fig C8 M5 AD@2 plane & AD@3 ship or AD@4 ground
    N. Fig same as above but can only M4
    Tac C10 M5 AD@1 plane & AD@4. Pick target
    Dive same as above but only can M4
    Stg. B C10 M6 AD@1 plane & A4@3 carpet bombing. D@2
    BB C15 M2 AD@3 plane & AD@7 ship. Dam AD@2 plane & AD@5 ship.
    CR C9 M3 AD@3 plane & AD@6 ship.
    AC C14 M2 D@3 plane only. Dam D@1 plane only. 1 plane can land.
    EC C8 M2 D@3 plane only.
    DD C6 M2 AD@3 can only hit ships.
    Interceptors & escorts AD@3
    Bombers AD@1
    US Fletcher Destroyer can buy on T3 42
    US Fl DD C6 AD@1 plane & AD@3 ship

    D8
    Fig C9 AD@1 plane & AD@3 ship or AD@4 ground.
    Tac C10 AD@1 plane & AD@3. Pick target.
    BB C15 AD@1 plane & AD@5 ship. Dam Ad@1 & AD@4 ship.
    CR C9 AD@1 plane & AD@4 ship.
    AC C14 D@2 plane only. Dam D@1 plane only.
    EC C8 D@2 plane only.
    DD C6 AD@2 can only hit ships.
    Interceptors escorts A@2 D@3
    Bombers AD@1
    D6
    Fig C9 AD@1 plane & AD@2 ship or AD@3 ground
    Tac C10 AD@1 plane & AD@2. Pick Target.
    BB C15 AD@1 plane & AD@4 ship. Dam AD@1 plane & AD@2 ship.
    CR C9 AD@1 plane & AD@3 ship.
    DD C6 AD@2 Can only hit ships.
    AC C14 D@2 plane only. Dam D@1 plane only.
    Interceptors escorts AD@2
    Bombers AD@1

    There is no Dog Fighting. These values you use for each
    round of combat. I have it where you can retreat attacking
    and defending planes after 1 round of combat.


  • @SS-GEN
    I’ll list what I have, but Idk that one can really compare them that well with the cost and behavior being so different on most of them. Anyway, I’ll give it a shot using your D6 list. While the mod mostly uses D6 there are some D12 and D10 involved in Ship AA and Planes Targeting Ships.

    Only the Bomber and the DD are different price wise from global oob, although almost all have different capabilities. All movement is same as oob as well.

    Ftr C10 A3 D4 boost Tac +1A when paired 1:1 Air Battle at 1 for Escort/Intercept
    Targets BB, CA and CV for 1 Rd before regular combat hits at 1 in 12 Attack or Defense. Ships can only be Targeted by 1 Ftr, so 2 Ftrs 1 Ship only 1 shot. So for the extra buck, looks as if it’s slightly more powerful than what you have.

    Tac C11 A3 +1A when paired with Ftr or Tank D3 Air Battle at 1 for Scramble/Bombing
    Targets BB, CA, CV and Subs for 1 Rd before regular combat hits at 2 in 12 on Attack 1 in 12 on Defense. Ships can only be targeted once, same as Ftrs. They also give +1A to Inf and Mech Inf when paired 1:1. This a little harder to say. Even though your hitting at 2, I could see where being able to pick your target could be pretty powerful so Idk.

    BB C20 A4 D4 Two Hit 1 AA shot that hits at 1 in 10 on Defense and 1 in 12 on Attack. Only 1 AA shot per Plane. Boosts CA +1A when paired 1:1. Only 1 AA shot per Plane. Can transport 1 Marine/Elite. I’d say the 15 dollar model probably a better deal. Shoots at the planes better and still hits at a 4 being undamaged. Probably makes for some interesting decisions on when you take the damage. Probably last resort usually ?

    CA C12 A3 +1A when paired with BB D3 2 AA shots that hits at 1 in 10 on Defense and 1 in 12 on Attack. Only 1 AA shot per Plane. Can transport 1 Marine/Elite. 9 dollar CA probably a little better. There pretty close on the Planes, but once again, it’s really hard to say since they do different things.

    Baron crunched the numbers for this guy. I think it works pretty good.
    DD C5 A1 D1 1 preemptive ASA (AntiSubAttack) shot that hits at 2 out of 12. It shoots before Sub and if it Hits, Sub is immediately killed. Has 2 ASD shots that hit at 1 in 12. One fires when Sub moves into or through a SZ the DD is in, the other at the start of combat. Will also fire once in NCM if a Sub enters it’s zone. This is hard to say as well since they don’t block Subs any more. A 2 hittin DD for 6 bucks seems pretty powerful, but it can’t hit Planes and with CAs and BBs cheaper ? Idk

    CV A0 D2 same as oob except can be targeted by Planes as mentioned above. This seems pretty close.

    Black Elks idea. I find these a lot of fun too.
    Bmbr is A0 C5. It can only Strat bomb. Can’t Air Battle either. That’s why Ftrs Air Battle at 1. Can’t be used as a Hit soaker in regular combat. What you have is fine.

    Some things I had to do different than what was wanted due to triplea limitations. Primarily having 2 ASD shots for the Subs and the AA shots for the BB and CA hitting on the attack same as Planes targeting on the defense, so it’s a little messy in spots. Since triplea does everything anyway, I don’t find it to be that big a deal though.

    So as I said above, I don’t think one can really compare the two by their stats. If you’re getting the desired behavior, better Fleet composition, more Air units but not overpowered, etc…then you should be good to go. :)

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Ya I know of black elk going with the 5 icp bomber. Baron would Agee with me that some pieces just cost to much. Well it was just an idea and starting point. Doesn’t mean it totally will work unless tested as usual. Keep up the great work and tests.
    As mentioned maybe a few things u can’t do on T A. These numbers work in my test game. I haven’t posted about it yet. I’ll post a small report and thoughts on it in a bit


  • @SS-GEN
    yea I remember Baron going with a revamped price structure for ships and planes. Looks as if you have done something pretty similar. Guess i should see if i can still access my messages from the old site. Baron had crunched a pile of numbers that are worth saving


  • @barnee said in Global War 1940 2nd ed.:

    @SS-GEN
    yea I remember Baron going with a revamped price structure for ships and planes. Looks as if you have done something pretty similar. Guess i should see if i can still access my messages from the old site. Baron had crunched a pile of numbers that are worth saving

    But these numbers are based on planes hitting planes too for what I listed. May not work in any game unless u revamp all pieces.
    You every set up your play test too right n table top map ? So this way u can try it with out having to change on Triple A


  • @SS-GEN
    yea i understand it’s plane against plane. I assume BB and CA are also shooting at the planes from what you posted. Would represent AA fire is what I thought. So 1 in 6 is a little more powerful than what I have and it only goes for 1 Rd, where you can retreat after 1 Rd or stay. So yea a bit different but that’s how i interpreted it.

    And i agree, you have to take the full roster into account to make it work, the planes on planes that is. Eventually I want to add Baron’s price changes as an option and a D8 and D12 system as well. That’s quite a ways down the road though. That’s why this is a never ending project :)

    I test on triplea exclusively. I’d need several extra lifetimes to get any thing done otherwise :) Everything can be played tabletop. No restrictions there. Perhaps I misunderstood you.

    At any rate, just finished the latest update. Gonna try add Argos “Supply Token” next.

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