Correct, it already assuming Mech Infantry is literally a half track with an infantry unit attached to get value of the unit. I’d just have a house rule that allows Mechs to pull AA guns and Artillery two spaces.
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.
From what I’m reading yes you can move those pieces on your actual turn again.
As midnight said US can make non combat moves to plan.
China have a bit of hope. Lol
Calcutta saved ?
This will give each country some extra planning and moves to think about during turns which was stated to keep players more focused per each countries turn.
Lots of things to check out
So far Der Kuenstler’s idea makes the most sense to me. I’m still not totally sold on the idea that one unit can make 2 different attacks in the same turn though. It’s great for attacking but at some time you have to defend that move as well. There’s value in having a front line to protect a capital or expensive units in behind it. I’d be more inclined to accept the “Rollover” option but make it so that units could retreat instead of advancing in another attack. That way you could leave infantry in the newly acquired territory (or nothing in) and retreating your expensive units away from a counterstrike but only if you succeed on the first roll in wiping out the enemy.
yes that’s what we do - you can move forward (or backward) with any units that have movement left. There is a downside of doing 2 attacks - your second land attack will be with all more expensive units that are exposed without infantry support.