I originally designed this unit independent of any other source in the 1980’s when there was only A&A Classic available.
Motorized Artillery: move 2 (same as Armor) Attack value = 4 and Defence value = 1. Cost is 7 PF.
If you want accuracy, you would need to introduce the concept of units ‘breaking’ and running before they are destroyed. Squad Leader (Avalong Hill 1977) had this, some squads keep fighting when they are down 50% strength, others ‘break’ and run when damage hits 10%. Of course each of the existing units when they need variable strengths compared to other nations units. This would require a switch to dice with a greater range of values, I’d say minimum 10 sides, but lets use 2 10 sided like AD&D. No way a soviet or german tank unit fights the same way as an allied unit. The way the allies fought german tanks was using a squad of 4 allied versus a german tank. It starts like this, the first allied tanks lights up like a torch and the remaining three start to manouver around the german as its turret rotated a bit slow. So, allied tank #2 then #3 light up in flames and the 4th allied tank gets in behind the german and lets loose at point blank range in the poorly armoured rear of the German and manages to disable it.
New units would not fight as well as vetern units of course so you would have to keep track of the age of each unit then modify its combat values based on just aging and also exposure to combat. Yeah cool, way more accurate, of course each countries turn would take a few hours and we would have to go back to cardboard units with the 3-4 % values representing the units abilities. We would need zillions of these units for each combination of values.
In ‘set-piece’ battles the Japanese were getting slaughtered against the US. Perhaps it because by 1943 the US was producing as many machineguns per month as the Japanese produced during the entire war. I think the Japs having never faced trench warfare and the futility of charging into massed machineguns had no concpet with this type of warefare. Moreover, the Japs never seemed to retreat so they had little ablity to learn lessons as nobody came back to HQ with information on what they faced. I would think for accuracy this would have to be represent also with different strencth units.
Personally, I think AA has found a pretty good balance of accuracy and playability.
In a strategic game; how about giving the naval bases (cost 15ipc ) a roll against ships during an amphibious assault. After the naval shore bombardment the naval base gets to fire one die at each ship, like AA roll. This would add more usefulness to the naval bases an make an opposing player think again on how to take a zone by amphibious assaults!
A re-post of some thoughts I had on adding Arty to 1941:
While I’m no expert, if I were going to add artillery units from 40 or 42 to my copy of 41, this is how I would do it.
First, use the pieces and rules from 42. Here are the stats for artillery: @Axis:
Supports Infantry: When an infantry attacks along with an artillery, the infantry’s attack increases to 2. Each infantry must be matched one-for-one with a supporting artillery unit. Artillery does not support infantry on defense.
Also, note in the rules section for infantry: @Axis:
Attack 1 (2 when supported by artillery)*
Supported by Artillery: When an infantry attacks along with an artillery, the infantry’s attack increases to 2. Each infantry must be matched one-for-one with a supporting artillery unit. If your infantry outnumber your artillery, the excess infantry units still have an attack of 1. For example, if you attack with two artillery and five infantry, two of your infantry have an attack of 2 and the rest have an attack of 1. Infantry are not supported by artillery on defense.
Finally, I would change the initial setup for 1941 to reflect the presence of artillery in armies already on the board. I would think that changing every 3rd infantry in a territory to artillery would be a decent start. If I did that, I would change the setup in some territories and leave the rest alone. The changed territories would reflect the following setup:
*Note that according to the FAQ put out after the game released, the territory labeled Russia should start with six infantry. If you haven’t read this FAQ, you should, as it made other changes to the setup of the board. If you swap every third infantry for an artillery, you would get four infantry and two artillery, as shown above.
Also, this would mean that neither the UK nor the US would start with any artillery as their regular setup have no territories with three or more infantry. Either shrug your shoulders or change their setup as you feel appropriate, perhaps as follows:
The above changes should integrate artillery into a game of 1941 fairly well. The Axis would swap 5 infantry for 5 artillery and the Allies would swap 6 or 8 (with optional UK and US artillery swapping) infantry for 6 or 8 (with optional UK and US artillery swapping) artillery for the setup of the game.
Im not sure what this is about but i think you offer either function for artillery against air or land. On a d6 a one in six chance is still too much… Perhaps roll 2 dice if you get a 2 then a hit is counted. Or if you got 2 artillery then a 2-3 is a hit. This attack would be preemtive. (planes are removed from play). The artillery should then be allowed to participate in normal combat with ground units. the following are some ideas for air combat missions. They are my old versions but they can help you anyway.
Air Interception of Air Units
Defending fighters may intercept and AA guns may fire at moving air units leaving the airspace of the defenderâ€™s territory or sea zone. One round of air interception combat occurs in the defenderâ€™s territory or sea zone.
Defensive Air Support
During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory to participate in the defense of friendly ground units being attacked. Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). Aircraft called up for DAS missions are not committed to fight a minimum number of combat rounds. For example: defensive Air Support was called in on combat round one and ready to fight on round two, but the defender rolled very poorly on his first round and decided to call off DAS and not risk losing his planes. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.
Combat Air Patrol
During the Non-Combat phase, you may establish Combat Air Patrol (CAP) from any territory to adjacent sea zones. Simply move any air units in range to unoccupied sea zones. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player can move planes to either engage the CAP, or to fly to islands in the sea zone and fight ground units or support an amphibious assault. During the regular movement phase, all CAP planes must then land on the friendly Islands or Carriers.
During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defenderâ€™s sea zone (including during amphibious assaults). Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible.
Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.
Bombers may perform strategic bombing against enemy ICs within their range. Strategic bombers may be intercepted by defending fighters and attacked by strategic air defense. Each bomber that survives may roll one die; this is the number of IP that the IC is reduced by during the owning countryâ€™s next turn. An IC may lose more IP than its printed value.
Fighters may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory or two sea zones and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.
Strategic Air Defense
Directly before strategic bombers roll for damage on an IC, defending fighters and AA guns in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending AA guns have a first-shot attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the IC.
What do you guys out there think about the concept towed artillery, that is mechanized infantry being able to move artillery with it on a 1:1 basis?
We are using this in our current game. Works great! We are using Tigerman’s map along with other house rules. One of the main improvements we are working on is improving the submarine rules. The OOB rules for subs in the 1940G game are weak!
what are you doing with subs
The sub rule we are trying now is 2-1-2 unit as in 1940G OOB but each DD that is declared a sub hunter rolls a die and sinks the sub on a one and locates on a two. Located or detected subs can then be attacked by CAs or additional DDs. If sub survives first round of combat then it defends at one or submerges.
Ya kind a figured since Infantry increase to 4 or 2 on defense based on dice system.
Looking at a few ideas.
At least could try Inf Defend @3 in a d12 system with an artillery boosting 1 Inf.
Maybe for every 3, 4 or 5 inf 1 gets a boost.