i think that the cargo unit should cost 3, move 2, capacity 5 i.p.c. with no defense.
i think that buying the unit’s would stop excessive funding of other national power’s, and the capacity would mean that even though the unit’s might be more numerous, they have a cost which would be factored into the descision to send them, the cargo can be distributed to a territory that has an i.c. and can be used at that i.c. until the cargo has all been spent. i.e. a territory with an i.p.c. value 2 get’s 15 i.p.c. worth of cargo, build’s 2 tank’s at the next purchase unit’s phase, save’s 5 i.p.c., which can then be used at the next purchase unit’s phase to buy 1 tank.
Air Transport planes will make it so much easier to get that Egypt NO for Germany. In a number of our games Germany never gets that one because they have no transports in the Med (actually no naval presence period) and too often the Italians are using their transports too much to keep sending troops over from Italy to Africa to keep fighting the Brits and don’t have time to ferry over any Germans. Plus, if the Brits have fighters about, then it can be dangerous for a German land unit just sitting on an Italian transport waiting to be ferried over to Egypt. A lot of the time Italy keeps having to replace transports because of British air power and not enough naval protection.
If Germany had an air transport plane, they could wait until Italy captured Egypt and just fly a couple of guys down there then send the plane back to Germany.
I’m glad I cleared your principle concern and I do take your point with regards to world-wide naval redeployments. I think, from a purely historical perspective, I do have to concede that what I am proposing does require a suspension of disbelief. Even today, that sort of operation is incredibly difficult to plan for, let alone execute, (although it is only a concern for the USA at the time of writing).
If I may touch on your examples, my limited understanding is that thanks to the Dogger Bank incident, the British closed the Suez Canal to the Russian fleet, which they were hoping to do anyway. The Brits had recently signed treaties with Japan against Russia, so Dogger Bank just gave them a pretext, which has always made me wonder if the British had something to do with the whole mess. So, on top of the two other major problems you previously mentioned, the required transit distance was increased by thousands of kilometres. Had that not happened, I still think the Japanese would have just as easily and completely annihilated the Russian fleet, but every little helps.
The Great White Fleet and Force Z are good examples too, although Force Z was defeated largely by lack of air cover, not so much to do with logistical challenges, again, as far as I am aware. I agree that this sort of thing is likely done in stages, as you mentioned in your last paragraph, not as one trip only stopping for food and fuel, but I did consider that for the House Rule.
As for the colossal US naval builds and deployments, again I think you are correct. In GW36, to build cruisers and light carriers takes 18 months and battleships and fleet carriers take 2 years, that is, 3 and 4 game rounds respectively, so that aspect doesn’t detract from reality when taking my House Rule into account, IMO.
Ultimately, I do agree that the whole thing is a little hard to swallow, but a ship can travel from Liverpool to Bombay, through the Med, and it still takes 1 year in game time. I think if each nation gets 1 Naval Redeployment per turn, things become much less fantastic. I had to try to balance realism with the in game mechanics to address something that I felt was a bit odd, and it can’t be 100% believable, but we are talking about a board game that has to make it at least feasible for the Axis to win the Second World War, which I believe to be a total impossibility.
I made this new research table breakthrough for A&A Global, cause i think the original ones was too weak. Stuff like War Bonds or Improved Shipyards are strange concepts imho (spend money to recieve money back overtime ? :? ). Those rules can be used of course on every A&A game, not only Global 1940.
I just want to share this new research with you all, and listening at your feedbacks, you veterans!
Please let me know what do you think!
(N.B.: 1,2,3 Ground and 1,5,6 Air/Naval are the same of standard rules)
NEW RESEARCH AND DEVELOPMENT RULES BY ZAIBACH
Research and Development sequence
1. Boost research
2. Roll research dice
3. Roll breakthrough dice
4. Invest in research
1. If you don’t have any research token in your reserve, go directly on step 4. If you have at least one research token, you can choose to boost research for that turn. If you do so, spend 5 IPCs: only for that turn the research is boosted.
2. Roll a die for each research token in your reserve, +1 die if you boost the research for that turn. If you score at least one “1”, you made a breakthrough: remove all research tokens from your reserve and go to step 3. If not, skip step 3 and go to step 4.
3. Choose one table and roll a dice to determine the research you’ve gotten.
4. You can choose either to invest or do not invest in research. If you do not invest, you lost all the research tokens in your reserve. If you do invest, you spend 5 IPCs and add one research token in your reserve.
On first turn Japan starts with 0 research token and so go directly on step 4. He decides to invest in research, spending 5 IPCs and taking one research token.
On second turn Japan decides to boost his research, spending 5 IPCs. He then roll two dice, one for the token and one for the boost. He scores 2 and 5, no breakthrough. He then decides to continue investing in research, spending 5 IPCs, acquiring a second research token.
On third turn Japan decides to not boost his research, and then roll two dice for the two tokens he has. He scores 6 and 1, breakthrough! He remove all the tokens and got a research. Then he decide to continue investing in research, spending 5 IPCs. He now has one research token in reserve.
1. Advanced Artillery. Each of your artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry units when coupled with 1 artillery unit have attack values of 2.
2. Rockets. Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
3. Paratroopers. Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.
4. Improved Factory. Each of your industrial complexes can now produce additional units beyond their normal production ability. Major industrial complexes can mobilize up to 12 units, and minor ones can mobilize up to 4 units. Also, your industrial complexes have now built-in Artillery. Major industrial complexes have 2 built-in Artilleries and minor ones have 1 built-in Artillery. You can use this Artilleries in battle only for defence. This special Artilleries are added on the battle board but can’t never be taken as a casuality. If in any round, after remove casualities, there are no other defence units except for built-in Artilleries, they are immediatly removed. In any case, at the end of the battle, remove them from the battleboard.
5. Accurated Bombardment. Your Artilleries can now be parried with Fighters. This improve the Artillery both Attack and Defence by 1 (from 2 to 3). A single Fighter can both be parried with an Artillery and a Tactical Bomber in the same moment.
6. Fast Tanks. Only on the first cycle of combat, your tanks can support infantry/mechanized infantry (just like artilleries).
1. Super Submarines. The attack value of your submarines is now 3 instead of 2.
2. Antiaircraft Cruisers. Your Cruisers have now a built-in AAA (antiaircraft artillery).
3. Torpedo Bombers. Your Tactical Bombers are now equipped with a single Torpedo. Only during the first round of a Naval Combat, both Defending and Attacking Torpedo Bombers roll an extra dice called “Torpedo”. Those dices have attack and defence value of 2 (3 if coupled with a fighter). Enemy aircrafts cannot be hitted by “Torpedo” dices. When you have to allocate hits, first of all allocate “Torpedo” dices, and then proceeds with the others.
4. Dreadnought Battleships. Your Battleships now have long range cannons. Before a naval battle begins (even before AAA phase), there is a single special round fight. In this special round only Battleships attack and defence with a value of 2, and submarines and aircrafts cannot be taken as casualities. For each Fighter on your side you can increase one Battleship attack and defence to 3. Casualities are immediatly removed and cannot take place in the normal battle.
5. Long-Range Aircraft. All of your air unit’s ranges are increased by one space.
6. Heavy Bombers. Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result.
Torpedo Bombers, Example:
A Japanese Aircraft Carrier and an American one are standing in the pacific ocean. They have both one Fighter and one Torpedo Bomber.
During the Japanese turn, the Japanese attack with his Fighter and his Torpedo Bomber on the sea zone with the American Aircraft Carrier. The Japanese has 1 dice of 3 for the Fighter, 1 dice of 4 for the Tactical Bomber, and 1 more dice “Torpedo” of 3.
He rolls and obtains 6, 4, 2 respectively, inflicting 1 normal hit and 1 “Torpedo” hit.
The American has 1 dice of 2 for the Aircraft Carrier, 1 dice of 3 for the Torpedo Bomber, and 1 dice of 4 for the Fighter. His “Torpedo” dice is lost, because there aren’t ships on Japanese army.
He rolls and obtains 5, 5, 3 respectively, inflicting 1 normal hit.
The Japanese assign the hit to his Fighter, which is destroyed.
The American first of all have to assign the “Torpedo” hit, he has to assign it to the Aircraft Carrier, because it has to be assigned on ships, which is now damaged. Then he assign the normal hit at his Torpedo Bomber, which is destroyed.
At this point the Japanese decide to pull back with his Torpedo Bomber, returning on his Aircraft Carrier.
The American Fighter cannot land in the Aircraft Carrier, because it’s damaged, and cannot also land in any place, so it’s destroyed.
With this attack the Japanese, losing only 1 Fighter, has inflicted a devastating blow to the American fleet, destroying two Aircrafts and damaging an Aircraft Carrier!