Another aspect which can show how
+1 Def to 1 Inf
is still balance:
1 Infantry (A1-2 D2-3) + 1 Artillery = A2 D2 + A2 D2 = A4 D4, 2 hits for 7 IPCs.
1 Infantry (A1-2 D2-3)+ 1 Anti-Tank Gun = A1 D3 + A1 D3 = A2 D6, 2 hits for 7 IPCs.
The same overall number are kept, 8 combat points, same hits, same cost.
My experience with AA50 was definitely am armor fest. Basically everyone buys tanks Axis obviously but Allies in equal numbers. At 6 I don’t know that I’d buy them in AA50 over artillery. Not with a nation like Russia or Italy. One thing I will say though, the 5 ipc tank did make the game resolve a bit faster. My 42.2 games tend to last a lot longer than my AA50 games, mainly because of more expensive tanks I think. Since transports are the same, so that’s probably not the reason. AA50 has more money in play, so that could maybe be a reason to think otherwise on the more money=more units=more time logic (though honestly I never really believed that more money slows the game down, might be the opposite even). But tanks at 6 mean more infantry and more deliberate infantry push. I see why the 3/3 tank at 5 is overpowered though, so it’s kind of a tough call. Going back to the classic values would probably be just as hard for me at this point haha
I’m sorry, 1942 is the edition I always play now and I had a brain cramp and thought they were priced at 16. It’s the price I think they should cost, but you’re absolutely right, they’re at 20 and so we never buy them!
There’s no official answer that I know of. A&A is such an abstracted game that, in one sense, it would be meaningless to say that game unit X corresponds to real-world military (or naval) formation Y. Given the scope of A&A Global 1940, however, the various unit types on the map would roughly correspond to large formations if we were to assume that the allocation of units in the rules corresponds to real WWII numbers. As an example, Germany’s invasion of the USSR was carried out with over 150 divisions – so from that perspective, the small number of sculpts on the actual board could at best only correspond to army groups. At that level, it shouldn’t even be possible to differentiate between the components of the army groups, nor even of their consitutent armies or corps; the highest-level tank formations in WWII were, I think, armoured divisions and (one level further down) tank brigades. So one way to look at the game would be to imagine that we’re not actually seeing the military formations themselves, but rather a patchwork picture showing some of the elements of those formations, with some of these elements being high-level ones and others being lower-level ones (like tank brigades).
Yes good as you may know i have been doing the D12 thing for many years, because after all the number of variation is doubled so that the units have unique identities and character, plus you can add many additional units and its easy to convert old pieces into this new system. BY chance the D12 is what Larry will use on his own Advanced axis and allies game next year.So you are on your way on the correct path. I have tried d10 and other % dice and they dont work nearly as well.
I’ve seen the T34 and sub rules somewhere…
Sorry, I completly forgot that you wrote such HR.
So I credit the idea above as yours Crusader.
I was thinking about ATG and this T-34 redux cost came to my mind as another way to provide a counterweight to German’s MI, MArt and Tank.
Then, I looked for a way to give a special thing to Germany.
I resulted into your HR.
I like it as a small mod which add a lot of historical flavor.
Good idea Crusader!