Some further thinking led me to some conclusions. First, navies shouldn’t be able to spend Reserves on reconstitution mid-combat. It breaks the realism I set out to establish, and it makes naval warfare simply impossible for the attacker. It should still cost Reserves to repair damaged units. It should also still be possible for navies to retreat as a defender, or be reinforced from nearby naval or air bases.
Second, screw transports. Radical new idea: transports should be eliminated entirely. They serve two roles: logistics and assault. Logistics are already handwaved for transporting units over land, why shouldn’t that be true for water? If an infantry piece is assumed to come with all of the trucks to sustain it arbitrarily deep in Russia, then why shouldn’t it also come with all the merchant marine shipping required to move it over water? Gameplay wise, it makes island hopping and island garrison so difficult and tedious that I almost never see it attempted. It forces the player to move MASSIVE escort forces to cover each transport, or sacrifice them for a single use. You can’t move just a destroyer with a transport, because that will quickly run you out of money and the enemy will probably STILL destroy it.
My proposal? Ground units can move over water from friendly land to friendly land just as you would with a transport. If launching from a naval base, they can cross three sea zones before they must encounter a friendly landing zone. If launching without a base, two sea zones. And again, this is ONLY for movement from friendly territory to friendly territory. To fill in the assault role of transports, battleships and cruisers step in. Each gains a transport capacity, since they already have shore bombardment. We suppose that the piece for a battleship or cruiser represents a combined fleet unit that would be capable of launching and supporting naval invasions. Cruisers carry one unit, battleships two. This makes those warships actually worth building. Opposed naval assaults get a lot more expensive, while moving reinforcements around the rear area becomes easier, which is moderately historical.
Some auxiliary ideas are likely necessary. If Germany can easily get troops to Norway without expenditure, it hurts balance. If the US can freely move masses of infantry to Hawaii and England, it hurts balance. Perhaps rules on capacity, similar to railroads in HBGs Global War, where a country has a set merchant marine capacity that they can pay to increase. And allow enemy aircraft and warships to intercept lines of communication, sinking a random number of moving units similar to convoy raiding (actually, it literally is convoy raiding). Reserves would be similarly transported of their own accord through the seas.
Less revolutionary: a new imagining of paratroopers. Under the rules I’ve outlined in this thread, defenders have a lot of new advantages. They can retreat, they can reinforce, and if a battle lasts too long, they can force a stalemate. Paratroopers would work as they did historically: they would not reinforce battles with numbers, but engage the enemy in weak points to disrupt their ability to retreat, reinforce, or force a stalemate. Paratroopers would use the tac bomber piece, cost 7-10 IPCs each, and would increase the time limit on all of those aforementioned factors by 1 combat round. Under the rules I outlined earlier in the thread, paratroopers landing successfully (not shot down by intercepting fighters or AAA) would leave the defender unable to declare a retreat until round 2, unable to reinforce until the beginning of round 3, and would give the attacker 5 rounds of combat before breakthrough and blitz is no longer allowed. Thus, paratroopers can serve to hold down a weak army and let it be destroyed, or let Germany actually capture a major Russian city in a single round of fighting. A caveat: if the enemy decides to retreat or reinforce anyway, or if the extended time limit isn’t enough to win the battle, the paratrooper unit is destroyed on the ground.
Aircraft changes. Strategic bombers are stupid. They are by far the best plane in roles they historically had no part: the most significant use of level bombers against naval combatants was Midway, where they were deliberately sent to be destroyed and keep the Japanese occupied. They also saw tactical use EXTREMELY rarely. This is the role of tactical bombers. Strategic bombers were used famously for one thing: destruction of industry, at which they excelled. So, I suggest dropping the price of strategic bombers to 8 IPCs and reducing their attack to 1. They would have two mission profiles: destroying industry, and destroying reserves. Tactical bombers as a discrete piece are also somewhat unnecessary; just fold their rules into fighters, it doesn’t change much. Two fighters paired with each other means one attacks at three and the other at four.
Bomber interception is also a miserable rule. I almost never see it done, because if the defender gets unlucky once and loses a fighter without killing a bomber, the IPC cost essentially wasn’t worth it. So, fighters should retain their defense value of 4 when intercepting. Escort fighters would use their attack value of 3, bombers retain their value of 1. Strategic bombing would be done more often since Reserves would vastly increase the volume of production and since strategic bombers are so much more affordable. But, interception would become much more viable as a defensive tactic. Some thought should be put to additional rules in that regard: should the air battle continue for multiple rounds? Perhaps limit that only two bombers may roll bombing damage per round of combat, so that for a large bombing raid, combat may last three or four rounds and see many attacking bombers destroyed.
AAA has always needed a boost. It sucks and is boring. Under this system, it already gets two more important uses: shooting down paratroopers and stopping strategic bombing raids on Reserves. But, it is expensive and very incapable, so I think it should also get its defense value boosted to 2 or maybe even 3. And, of course, having more AAA than enemy planes should ABSOLUTELY increase the odds that said planes get shot down.
Lastly, to compensate for Japan’s increased ability to blitz, they should get a MASSIVE bonus for defeating China and not being at war with Russia. Like, ten IPCs. This would give them the power to overcome the defensiveness of the Allies if they’ve turtled, and would prevent the painfully ahistorical strategy of absorbing Siberia.
To put all of these rules together. Japan should be able to easily garrison the islands it holds at game start without expending a dozen transports. It should also, through blockade, be able to stop the US from doing the same to Guam, Wake, and Philippines. The US, unable to hold troops on board transport units, would need to fight an island hopping campaign across the Pacific to build its Floating Bridge. Battleships and cruisers being used for opposed landings, however, means that while logistics are easier, taking enemy territory is slower and harder. Historical, considering that even the mighty USMC did not attempt concurrent landings on half the Pacific like we so often see in A&A. In China, Japan would have a stronger enemy to fight, but would be more able with easy access from Japan, obviating the MIC it usually must build. Japan wouldn’t get much use out of paratroopers since China is so lacking in defensible features (cities) and firepower for reinforcement or retreat from battle. Beating India and Australia would be substantially more difficult, though, and would take time. That the IJN would be able to buy, since it could delay the US with island engagements and fight delaying actions without being destroyed.
In Europe. Germany would be able to cut deep into the USSR by expending Reserves for multiple attacks, but would be rendered a glass cannon and would have to avoid Russian cities for speed. Russia would also be able to preserve the strength of its army by trading space for time, and counterattack at its choosing. Germany would be able to partially counter these advantages by selectively employing expensive paratroopers to hold down Russian strength and destroy it, and the Russians would then build AAA to kill those paratroopers and preserve their mobility. So the front line for both sides would be roughly evenly spread troops and Reserves across the front to preserve strategic surprise and flexibility, with AAA at the most important locations. An offensive season for Germany would involve isolating the weak point in the line, hammering it with bombers to destroy its sustainability, and dropping paratroopers to cut off reinforcements. If it works, your paratroopers are likely dead and bombers attrited, but you would have taken fewer step losses than the enemy. So instead of repairing, you spend your Reserves as fuel and punch clean through the line, attacking the next territory, but now without your air support. But it isn’t as well defended, so you win anyway, and spend your reserves one last time to get your tanks into Moscow. Three rounds of combat later, the city is a stalemate, your Reserves are gone, and almost every unit of yours is damaged. You launch a few more attacks down the line to keep the troops busy, maybe reinforce the Leningrad siege to keep the Russians from evacuating, and then hope it was enough.
In Western Europe. The US would have to spend the first couple rounds building up an ASW force to prevent interception of the troops it sends, but then would start building up quickly in Britain. It wouldn’t be able to land in Europe for many rounds, though, not without lots of very expensive warships, so Germany is safe to focus elsewhere while Italy delays the British. American bombers ravage German industry in the meantime. Just before launching the amphibious invasion, the bombers hit France and Belgium to destroy Reserves and immobilize potential Reinforcements, then blast the landing sites on the eve of landing. The Normandy landings see heavy paratrooper use to compensate for the small number of landing troops, cutting off any surviving reinforcements. Only a few Americans land, but massive air power, naval bombardment, and battlefield preparation carries the day. Besides, Germany has better defensible territory inland: when the Americans advance into Paris, they are embroiled in city fighting for multiple rounds. Belgium has stockpiled Territorial Reserves which make the attack costly, and Western Germany is the worst of both with enormous Reserves, strong AAA to ward off strikes, and thick industry to slow down the fighting to a crawl.
But if the US has gotten this far, German days are numbered. It cannot support the war in Russia without the industrial base of Western Europe. Having failed to seize Moscow, Germany starts to fall back, unable to build Reserves quickly enough to keep from hemorrhaging costly units. But, the narrowing frontage and German air superiority means the Russians can’t easily achieve breakthrough. To do so, they would need to destroy the enemy Reserves with bombers and land paratroopers to gain beachheads, but they can’t afford many of either, and Germany has plenty of fighters to shoot them down. So they advance slowly with tanks and infantry.
And finally, eight rounds after landing in Normandy, the Battle of Berlin finally begins. It lasts for two rounds more. Japan has taken advantage of the lack of attention to secure Asia, and then finally struck at Honolulu with all of its power. The landings were costly and long, but eventually, Japan prevailed by blockading US reinforcements and pouring in infantry and tanks. The Axis wins the game.
Such is my imagination, at least. I can see how the rules as I have written them could create that game. I am playtesting this week for the first time, I will write up a comprehensive and detailed AAR. I suspect it will be illuminating.