India ought to get the 5 IPCs for controlling Singapore without having to also control Hong Kong. Hong Kong always goes on the opening round by the Japanese and India won't see that territory again until maybe very late round play, if at all.Imperious leader wrote:Hmmm... 29 NO's.... nice to see less of these but still too many...oh well.
AA guns...neat. However an AA gun should just always shoot 3
why? because one plane is flying into as much flack as 10 are. It should be hairy for a single air wing to operate with that much flack in the air, but once the attacker gets more than 3 planes, the AA guns cant keep up and the player needs more to adiquitley defend
The German Sub rule would be much better if they could raid at '1' at a distance instead of '3' on station. Its all well and good to imagine german subs are ever going to get into allied convoy zones and live. Raiding from a distance almost doubbles how much area they can raid, and effectivley covers the north atlantic shipping lanes (only the english channel raiding 109 needs adressed)
You didnt give China a 6 INF stack in its HQ as you told me you would, to simplify setup with a red chip....not a big deal
The Non-Agression pact is better...but needs some fine tuning. How does a naval invasion defunct this? How does circumnavigating Amur not scare Mongolia? If I were you....Id just make mongolia join the allies if Japan attacks Russia on the Pacific board
And the US.....you have nerfed quite soundly...the loss of any achieveable bonus. The unholdable Alaska/Alieutian, etc bonus remains....No new cash oppurtunities for basicly the entire game. What is this? The pansies fear the US and you cow to them? The US is supposed to be the big dog, not the rat fink. There is really no way for the US to compete in this game. Its got no goals....except the double edged sword of saving france, which, in case you didnt know only garuntees an allied loss if liberated. Huge economic setback for the allies....loss of facilites in europe for the US. Moronic france easy pickings for Germany....again
I know you will never revise the tech system....so just remove it...its worthless
Also, jets were designed as interceptors, and that stat should boost as well
no bonus for heavy bombers in dogfights?
Unholdable? I almost never lose that bonus, and nearly always get it right back. These spots are far enough away from Japan, and close enough to San Fran that it's practically a gimme.oztea wrote: The unholdable Alaska/Alieutian, etc bonus remains.
I like this actually -
US has 1 NO on each board that it will really have to work for - Philippines and France. That's nice.
What about Tacts on bombing raids? The new rules make it even more unfair that you can use tacts as "escorts" and as first casulaties from interceptors only when a territory has a base. In fact it is even more in need of being addressed.
Example; America has a carrier with 2 tacts off malta it also has 2ftrs, and a strat on malta. S Italy and N. Italy each have 3ftrs. If the US bombs S. Italy it can bring all the aircraft, but if it bombs N. Italy it can only bring 2ftrs, and a strat. It seems you get penalized for what your opponent doesn't have. Perhaps allowing tacts to come in without a base, but they will get fired upon by a complexes defenses?
Thanks again, Larry.
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
Overloading the AA defenses is exactly what the Allies did.
A replacement tech with a boost for AA guns granting them 5 rolls per might be a candidate to replace the so called war bonds "invention"
But i am not liking this "pile of AA armies thing" It just does not look right.
Rather see the AA gun just costing 2 IPC per level, so players can just have chips under AA guns indicating the number of rolls they get. Spend 12 IPC and get a red chip under unit and 6 rolls total. People will run out of these counters quick.
Then again not many people will buy a bunch of AA guns for this, but i see trouble in allowing the AA gun to be chosen as a combat loss, which allows a 'fighting unit' to gain extra rolls. People will save a tank for another potential hit.
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