National Advantages

We've talked about Advanced A&A... Now I'd like to hear your comments on what YOU envision a DELUXE A&A GAME to be. What would it look like.
Historybuff13
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Post by Historybuff13 » Tue Mar 06, 2007 7:50 pm

FleetAdmiral wrote: ::US::
Broken Naval Ciphers [By mid 1942, the United States had mostly broken the IJN's most secure code - JN25 - which helped to decide the Battle of Midway] - Once per game US player gets 2 free Fighters (or Fighter-Bombers if introduced) and free 1 Bomber when attacking or defending against a Japanese Fleet.

Submarine Interdiction [From 1943 to 1945 US submarines sank so many Japanese merchant marine and IJN ships that they literally ran out of targets] - During the collect income phase of Japan, subtract 1 IPC from its national production total for each US submarine in the Pacific.
Good idea for the code breakers. The US subs I did suggest earlier.
What is this man doing here?! - SS Gestapo Major Wolfgang Hochstetter

FleetAdmiral
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Post by FleetAdmiral » Tue Mar 06, 2007 8:54 pm

More NA suggestions

::Japan::
Night Fighting [Due to the limitations placed upon it by the Washington Naval Treaty, the IJN developed methods to counter the numerical advantage of the USN] - In naval combat, Japanese Fleets ignore the first 2 hits.
Last edited by FleetAdmiral on Tue Mar 06, 2007 9:24 pm, edited 1 time in total.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Larry
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Post by Larry » Tue Mar 06, 2007 8:55 pm

Comments noted

Home Guard
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Post by Home Guard » Wed Mar 07, 2007 8:28 am

Hi all

I think the NA's should be included in Secret Operation Cards.
A pack of say 12 minimum for each power - pick one card per turn but keep it secret until played.

Utilise the best NA's and add more historically specific ideas:-

USA:-
Pacific Code Breaking
Stillwell Road/Merrils Marauders

Russia:-
Acting on intelligence (Kursk)
Siberian Reinforcements (Moscow)

Germany:-
Air Supremicy
Battle of the Atlantic

UK
Penamunda Raid
Area Bombing Campaign

Japan
Expert Jungle Fighters
Pre Emptive Strike

See page 8 on the rules topic for more detail.

Cheers
An old veteran from blighty

Larry
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Post by Larry » Wed Mar 07, 2007 4:08 pm

Thanks. Comments noted

FleetAdmiral
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Post by FleetAdmiral » Wed Mar 14, 2007 1:19 am

More National Advantages [to help counter some of the powerful US ones]
::Japan::
=Night Fighting [Due to the limitations placed upon it by the Washington Naval Treaty, the IJN developed methods to counter the numerical advantage of the USN] - In naval combat, Japanese Fleets [must be at least 2 ships] ignore the first 2 hits inflicted upon them.

=Accurate Artillery [Although Japanese artillery tended to fire few rounds, those rounds tended to be deadly accurate, as the invaders of Iwo Jima and other islands would attest.] - During first round of combat artillery attacks on 3.

=Army Carriers [Due to inter service rivalry, the IJN loathed to provide air cover for the IJA. The Army's solution, get air craft carriers for themselves: Akitsu Maru and Nigitsu Maru] - Transports can now land/launch 1 fighter, only if they are carrying no ground units.


National Disadvantages
::UK::
=Weak Tank Guns [During the early part of the war, Britain's primary tank gun the 2 pounder was relatively ineffective] - British tanks attack at 2. British player must spend 15 IPCs to correct this problem (by up-gunning all tanks to the 6 pounder gun).

=Dieppe Disaster [In August 19, 1942 the Allies attempted to seize a protected port on the French coast; the attack failed]. - During the first British attempt to invade France, all British units' attack values are reduced by 1.


::USSR::
=Poor Tank Quality [Early production examples of the T-34 featured poor workmanship, as a result those T-34 constantly broke down] - Soviet tanks move reduced to 1. Player must spend 10 IPCs to correct problem.


::United States::
=ABDA Failure [As the American-British-Dutch-Australian Navies never worked together before as a result the problems of different training, doctrine and language brought about the destruction of that force in the Battles of the Java Sea] - Any sea battles occurring in the sea zones controlled by Dutch East Indies and Borneo, Japanese player ignores the first 2 hits.

=Faulty Torpedoes [Unlike the IJN who in the prewar years extensively tested torpedoes which created the superb Long Lance, the USN did not, and thus their torpedoes suffered from unreliable detonators in the early part of the war] - US Subs and Destroyers attack and defence reduced by 1 until US player spends 15 IPCs.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

Commands: Galactic Empire Data Bank

Larry
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Post by Larry » Wed Mar 14, 2007 8:35 am

Thanks.. Comments noted

FleetAdmiral
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Post by FleetAdmiral » Mon Apr 09, 2007 1:48 am

I've reconsidered some US NAs - Here are the tweaks to solve some game balance issues.

Broken Naval Ciphers [By mid 1942, the United States had mostly broken the IJN's most secure code - JN25 - which helped to decide the Battle of Midway] - Once per game, starting on Turn 2 the US player gets 2 free Fighters (or Fighter-Bombers if introduced) attacking or defending against a Japanese Fleet [of at least 2 ships].

Submarine Interdiction [From 1943 to 1945 US submarines sank so many Japanese merchant marine and IJN ships that they literally ran out of targets] - During the collect income phase of Japan, subtract 1 IPC from its =national production total for each US submarine in the Pacific. To take effect, submarines must be based in two of these sea zones: Midway, Hawaii, Australia, New Zealand, Philippines, Japan, and Okinawa.

Repaired Battleships [Although the Japanese attack against Pearl Harbour caused severe damage, many of the ships were later repaired and returned to service] - By turn 3 US gets 1 free Battleship at Hawaii during the Unit Mobilization Phase. If Japan successfully invades Hawaii on turn 3 or before, this NA is voided, and Japan gets free: 10 IPCs towards a naval purchase.

EDIT:
Japan NA - To deal with game balance problems.
=Army Carriers [Due to inter service rivalry, the IJN loathed to provide air cover for the IJA. The Army's solution, get air craft carriers for themselves: Akitsu Maru and Nigitsu Maru] - Transports can now land/launch 1 fighter, only if they are carrying no ground units, and did not land any units that turn.
=Night Fighting [Due to the limitations placed upon it by the Washington Naval Treaty, the IJN developed methods to counter the numerical advantage of the USN] - In naval combat, Japanese Fleets [must be at least 2 ships] ignore the first 1 hit inflicted upon them.
=Accurate Artillery [Although Japanese artillery tended to fire few rounds, those rounds tended to be deadly accurate, as the invaders of Iwo Jima and other islands would attest.] - During first round of combat artillery attacks pre-emptively during the conduct opening fire phase.
=Strategic Bombing Limitations [Since much of Japanese industry were small shops and factories, destroying them was only possible due to overwhelming air power]. - Allied player requires 2 bombers to conduct Strategic Bombing against Japanese factories.
Last edited by FleetAdmiral on Sun May 13, 2007 5:31 pm, edited 3 times in total.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

Commands: Galactic Empire Data Bank

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