Both boards look very nice. I like the idea of laminating it and then mounting it on a board. That makes if much more durable.
Posts made by timerover51
RE: Boxcars' AA50 Setup Cards (1st Edition Style) & Battle Board
RE: Searching for events, event charts or event cards for this game
I need to do some reworking based on games this summer, and then get them into a form suitable for sale.
RE: [Global 1940] 10 sides dice
With D12, the logic would be to simply double your numbers and your odds don’t change.
Actually, I have used 12-sided die, but have not simply doubled all of the numbers, depending on what version I am playing. I use the D12 to get greater differentiation between various units, and in some cases, nationalities. The Italian infantry division in World War 2 had only two regiments, instead of just about everyone else having 3 regiments. As a result, should have different values than other infantry units, but with a D6 that is not possible. With a D12, you can give the Italian infantry a different attack and defense factor than the other infantry units. Similarly, the best Japanese tank was about on par with the US M3/M5 light tank series, and nowhere comparable to either the M3 Grant/Lee Medium or the M4 Sherman, and they showed little ability to use tanks in mass, preferring to deploy them in company-sized units with the infantry. Rather than having the Japanese armor attack at 6 and defend at 4, I have them attacking at 3 and defending at 4. The defense factor is based on the Japanese willingness to literally fight to the last man, and their ability to camouflage tanks in defensive positions.
You can alter ship attack and defense values in the same way. Maybe you give a destroyer a 6 for attacking submarines, but a 4 for attacking surface ships, and depending on the navy, anywhere from 1 to 6 for engaging aircraft. Japanese destroyers were seriously deficient in light anti-aircraft weapons, while the US Fletcher-class ships would have been rated by the Royal Navy as anti-aircraft cruisers. From this, you might want to give a US destroyer a defense strength of 6 against aircraft. A D12 also makes it easier to put cruisers in the game, inbetween the destroyer and battleship.
There is a lot more you can do with a D12 dice than simply double the standard numbers.
RE: Placing USA units in China?
I am thinking of allowing the US to move bombers to India in a non-combat more in one turn, and then move the bombers to China on the next, either with a combat more or non-combat more. It took the US only two weeks to fly bombers from Seattle, Washington over the Atlantic Air Route, across Africa to Cairo and then to India. As for fighters, once landed at Takoradi in West Africa, they could be flown to India and China on the same air route. That was how the British were getting aircraft quickly to the Mid-East, and the route was functioning well by December of 1941. It took two weeks for a newly completed B-17E to fly from Seattle to Java in the Netherlands East Indies and participate in its first combat mission.
RE: Crusiers in AAP
If I add cruisers to the game, I will go to a 12-sided die roll to increase the differentiation in combat abilities between destroyers, cruisers, and battleships. With respect to AA fire, the Japanese were pretty bad when it came to ship-borne AA weapons, while the US cruisers were on par with the battleships. I allow for shore-bombardment by all ships, but only in support of an amphibious invasion. No battleships standing off shore and clearing the area without an invasion. No aerial attacks on infantry either except in conjunction with an infantry unit, whereupon the infantry get a plus 1 on their attack roll, similar to artillery support.
As a side note, the US refitted an older British Light Cruiser with an armament similar to that of a Fletcher-class destroyer, but with less automatic weapons due to top-heavy problems. The British rated it as an Anti-aircraft Cruiser. Just something to think about when defending against air raids with US destroyers.
RE: Glad to see some one playing this again
We just played a modified version of the 1st Edition Pacific game in my summer gaming class, using the Red Minis. It had 6 players, 5 Allied and the Japanese. The Allied were the U.S., Australia, British India, the Netherlands, China, and Japan. The Netherlands did not have an IC but could buy some units from the United States using income from the refineries in the Dutch West Indies and Lend-Lease credits. The Japanese player won because the Allies failed to cooperate effectively. Getting 5 middle school and high school males to cooperate is not at all easy, just like Allied cooperation in World War 2. It makes for a great learning tool.
Playing any Axis and Allies game with more than two players makes if far more interesting than a basic two-player game.