I’m not sure if this topic has been addressed on this Forum in the past. If so I’ll be happy to repost in the appropriate thread.
As I am sure a bunch of the more hardcore people that play GW1936 have realized, there are 2 units that have identical cost, movement and combat values. These are the Armored Car and the Cavalry Unit. Both are classified as ‘Armor’ and are valued at 3,2,2,4 Att/Def/Move/Cost without any notes on special abiltities or limitations. The armored car was introduced into the game through a couple of released expansions and a couple of supplemental unit sets.
In order to get around this redundancy, I was thinking of changing the armored car into a scout type unit and changing Cavalry to an infantry classed unit. Here are some ideas I just thought of brainstorming this morning, and comments on each.Would love to get additional ideas and feedback from the community.
1) Armored Car: Acts a a Scouting/Reconnaissance unit.
a. **The presence of an armored car available in a battle negates 1 target selection from the enemy player, the first round of combat, allowing opposing player to select casualty: i:e: First round of combat, Attacker Attacks, Defender defends, Defender rolls a target select roll, Attacker chooses casualty due to presence of armored car.
The concept is that recon would be able to detect and report on formations, troop movements and concealed field guns and other entrenchments prior to battle. Once battle begins, all bets are off. Not sure whether the negation should be for the entire battle or just the first round. This benefit would not affect target selection from aircraft.
b. When the enemy’s roll grants target selection armor, Attacker/Defender may substitute armored car for selected armor unit: i.e. Attacker Attacks with tank destroyer, gains target select armor. Defender claims armored car and selects armored car instead of Tank Selected by Attacker.
Can maybe limit this to first round of combat as well since you really don’t want players buying a million armored cars just to negate all target selection in the game. This benefit would not affect target selection from aircraft as well.
c. Scout Car can pair 1:1:1 with Armor and Mechanized for blitz: May be way too powerful for Germany on impulse moves into France and Eastern Europe early game as it would add 1 more unit into the fray and allow Germany to blitz its way to Moscow on its first turn at war with Russia, but just wanted to get other’s opinions.
d. Increase cost by 1 IPC based on rule change. (To justify utility added to this unit).
2. Cavalry Changes
a. Change Classification to Infantry from Armor: This is the only change I am thinking mostly because if you use oil wars expansion and you ran out of oil, you wouldn’t be able to use Cavalry since it is classified as armor and you would have to burn 1 oil reserve just to use your horses. Would help avoid armor selection but then gains negative attributes of infantry in certain situations, like amphibious invasions.
Looking forward to other’s feedback and their own ideas/house rules for this unit.**