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Re: Alpha+.2

Posted: Mon Feb 14, 2011 2:12 pm
by WILD BILL
I think Larry maybe looking more for after action reports (the intended direction for this thread ?), he has made a few post in red on those. This thread lately has become more of a what if, or lets change that thing, which at this time isn't what he is looking for. We (myself included) should move to the "Theory Craft Thread" to discuss such proposals like SBR, and moving the repair phase etc... In that setting he may comment about such things more.

Of coarse I think we can discuss Swedish office girls in any thread :D

Re: Alpha+.2

Posted: Mon Feb 14, 2011 2:22 pm
by Carico67
Or he just wants to strangle us for talking about SBR again. It wasn;t aimed to take conversation away from results, but as an added note that it needs a revamp from current possibly (in quite a few peoples opinion through testing so far). Apologies if I re-opened an aggravating can of worms.

I think something needs to be done for rated play concerning Sea Lion and the UK Inf/Inf/Inf build scenario still; but not sure if that is the intent of Larry (securing the rules for such to occur as is with minimal bids, etc.).

Re: Alpha+.2

Posted: Mon Feb 14, 2011 4:05 pm
by stefano1189
m7574 wrote: 2) The japaneese can push the Russian army in SFE back too easily. This course of action has not been utilized in the forums much at all. But in my playtests it has been extremely effective. japan just keeps a bunch of aircraft in range of the Russian army. The units they start with in Korea and manchu are sufficient ground forces. japan needs to keep a garrison there anyways so why not attack?
The 12 ipc's Russia gets are quickly attoned for.

Possible solution: allow Russia to place 12ipc's of units (or more) in the far east like the french place units in france when it is liberated. a little bit of teeth will make the move less attractive. Its rediculous that Russia can not get any firepower that direction.
The best solution is to change the status of Mongolia from True Neutral to Pro-Soviet onyl when Japan declares war on Soviet Union.

It's a boost of 18 IPC or 6 infantries.. as you want to see it.

It's historical and well balanced for the game. Japan has to fight very hard to kick the Soviet out from Far east.

Re: Alpha+.2

Posted: Tue Feb 15, 2011 1:21 am
by Imperious leader
Proposal:
To use the base during Combat Move operations:
Tier 1 repair cost would be 4 IPCs for a typical max cost of 4 damage @ 4 IPCs = 16 IPCs. The minimum repair cost would be 1 damage @ 4 IPCs = 4 IPCs. In essence we will see $4, $8, $12, or $16 IPC costs to utilize the factory repair (during its normal repair phase) in order to use the base for combat moves.

To use the base during Non-Combat Move operations:
Tier 2 repair cost would be 1 IPCs for a typical max cost of 4 damage @ 1 IPCs = 4 IPCs. The minimum repair cost would be 1 damage @ 1 IPCs = 1 IPCs. In essence we will see $1, $2, $3, or $4 IPC costs to utilize the factory repair (during its normal repair phase) in order to use the base for non-combat moves.

Note: If 4 IPCs is deemed too excessive, alternatively you can use 3 IPCs or 2 IPCs.
Examples:
Yes you are right. Its complicated.

How bout if you want to repair and use placements in the same turn, you can only repair 1/2 rounded up and the balance on the following turn. So if total SBR accrued is 9, you can repair only 5, leaving 4 for the next turn.

This would model the inability to totally repair the factories in time to make production quotas.

Alternatively, you can make a rule where the maximum that can be repaired in a turn is equal to the IPC value of the territory each turn.

All these are far less arbitrary rules than "bomber +2" thingy.

Re: Alpha+.2

Posted: Tue Feb 15, 2011 6:57 am
by dannyboy2016
Holy Larry, hear my plea!

Please add a naval base to Scotland. Scapa Flow was the U.K.'s chief naval base during the war. Also it lets the Scottish ships flee away if Germany neglects them. Adds more for the German player to consider.

Also please give the soviets a fleet on the Black Sea. Just enough of one to tempt the player into using their precious funds beefing it up.

Additionally, please give Germany a minor in Greater Southern Germany, so that they may be better able to save Mussolini.

Thank you for the wonderful games, Larry.

Re: Alpha+.2

Posted: Tue Feb 15, 2011 7:12 am
by stefano1189
dannyboy2016 wrote:Holy Larry, hear my plea!

Please add a naval base to Scotland. Scapa Flow was the U.K.'s chief naval base during the war. Also it lets the Scottish ships flee away if Germany neglects them. Adds more for the German player to consider.

Also please give the soviets a fleet on the Black Sea. Just enough of one to tempt the player into using their precious funds beefing it up.

Additionally, please give Germany a minor in Greater Southern Germany, so that they may be better able to save Mussolini.

Thank you for the wonderful games, Larry.
Yeah.. a black sea fleet could be awesome.. a destroyer plus one transport should be enough. Soviet Union should be capable to evacuate Ukraine from Black sea and vice versa.

Re: Alpha+.2

Posted: Tue Feb 15, 2011 10:55 pm
by Gargantua
The Socialists of the Soviet Union should recieve an NO for controlling a "true neutral" territory.

That would make the game.... interesting :P

Re: Alpha+.2

Posted: Thu Feb 17, 2011 12:37 pm
by batmankid
Strategic Bombing Raids procedure:
• Escorts fire @1, and interceptor casualties are immediately removed.
• Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
This is a bit confusing. On the second bullet point, are those defending tactical bombers? I thought only fighters could defend.

Also, If escorts are to be taken as casualties ONLY after all strategic bombers are eliminated, then what is the point of the escorts?? I thought they were supposed to protect the strategic bomber during the raid.

Lastly, do these rules also apply to the seperate theatre games when using alpha setup or is it only global?