Those are some pretty cool ideas, I’ve thought about incorporating marines and how to do so-your ideas seem good. I also like the idea of interceptors at 2, more realistic and makes you think about SBR more. Although I’m not so sure about reducing air bases costs and increasing their ability to scramble to nearby land-seems OP.
IMHO shore bombardment are way too strong even with the OOB rules. In the real war shelling from warships would never inflict any significant damage on land units, they would just soften the beach defense before the landings. But in one case, shelling from a battleship outside Normandy did in fact flip a Tiger tank that was two miles in land, but this rare incident do not justify a common A&A rule to let shelling from light cruisers ruin great million men strong armies that are dug in far away from any beach. This rule is more for fun, not historical accuracy
I think destroyers should be able to bombard @ 2. In fact, I think all surface warships should have that ability.
The only thing that worries me is if destroyers can bombard @ 2 plus their ASW abilities and cheap price, that will start a new wave of people saying “Cruisers aren’t worth buying”.
Well FWIW I don’t mind adding some firepower especially if everyone can do it. I’m working with using the bunkers from HBG to have major and minor bunker complexes that soak hits even on islands. It really just depends on how far you want to diverge from OOB rules and what other units are going to come in to play.
A simple rule could be that all surface warships no matter their type boost +1 on a 1:1 ratio with land units for one round, and tweak it to your liking from there.Â
It could be used by cruiser and BB in addition to their basic bombardment.
We can even consider more boosting power toward BB.
They would basically be like forts with guns like those bases in Hawaii that were built during WWII. They could be placed anywhere that you have one of your own inf. units to build it. The inf. could not be used for anything else that round, though. When faced with an amphibious assault they get to return fire for the bombardement. Otherwise they defend @ zero! zip! nada! When there are ships in an adjoining seazone, they can attack those, but only one round of combat unless there are friendly ships in the same zone. If all friendly ships are destroyed, then combat ends. At the end of a land battle, if only the fort remains, it is taken over by the enemy. A fort can be destroyed, though it takes two hits. 😄
😉 If you need clarification of some thing, please ask! 😉
I’m trying to make it good enough that my friend will agree to play with the new unit , so if you have any advice, please post it. 😎
…Some players in our play groups have used online TripleA since september 2020.
We have created a House Rules Basic Expansion - and I believe these rules are implemented in TripleA online. …
Would you ask them to post the file ? I couldn’t find it on map DLs. I’m reading through everything again and while edit will be required for some of the rules, I think it can get close to 90-95%. Maybe 80% edit free.
This is a really cool idea, have you play tested it? From the pre-game set up is appears that Italy is at a huge disadvantage from the increased UK presence in the Med. Also, do you have some sort of rule preventing the Ottomans from blitzing through Russia?
@midnight_reaper that’s a cool idea and I might have to try it. However I don’t like the idea of getting advancements for free, which is why I like some sort of facility to buy. Since the G40 R&D board seems to have the better advances on one side I’d say you have to roll a 1-4 to get the 1 column, and 5-6 to get the second. Maybe even through in an added cost to get 1-3 & 4-6. But again with that, I think countries should have to build the facilities in their capitol instead of anywhere and starting with them.