Alternative way of integrating Air combat in regular combat- For Review

  • '17 '16

    All the numerous exchange on Air Patrol and Scramble phase from the Uncrustable’s G40 Enhanced thread made me think about this alternative mechanics to get a more historical/tactical flavour with aircrafts inside the combat phase resolution.
    I submit it to everyone for you review and comments.
    And all crazy things is on me.
    Buckle up, it has some weird things in it (like killing a specific unit on “1” roll).

    Here it is:
    Fg A2D2M4C8 All hit destroy an enemy planes, if there is any. Get +1A/D when there is no enemy planes (Air Supremacy bonus).

    TcB A3D3M4C10, TBR, paired with Fg or Arm get +1A, any “1” roll offence /defence destroy a plane, if there is any.

    StB A4D1M6C12, SBR & TBR (1D6+2), any “1” roll on offence destroy a plane, if there is any.

    AAA as OOB, always make Preemptive strike (before first round of reg combat) vs enemy planes.

    All combats are treated this way:

    It is a regular combat either Naval or ground battle (no difference).
    Two exceptions,
    when a Fighter roll “1” or “2”, then owner’s must pick one plane as a casualty.
    when a TcB off/def or attacking StB roll “1”, then owner’s must pick one plane as a casualty.

    When there is no more aircraft on one side, all Fighters become regular aircrafts A3/D3 targeting ground units (either attacking or defending).
    It is the Air Supremacy bonus +1 (applying in the situation, whether attacking or defending).

    So Fighter units keep the main traits:
    an aircraft which fight against other aircrafts, most of the time.

    Other Bombers (TcB/StB) keep the ground units as their main target on a roll “2” “3” “4”.
    But a “1” is considered a hit resulting from an Air battle over the combat ground.

    When there is only remaining Fighter on one side and the other have both ground and air units, this Fighter stay A2D2 until all enemy air units are destroyed.

    When there is only remaining Bombers (StB or TcB) on one side, they keep their attack or defence stats.
    For example 1a: 2 StBs A4 vs 2 InfD2 and 1 Fg. The Fg keep D2, while StBs keep A4.
    On a roll of “2-3-4”, StB hit ground units and on a roll of “1” it is the Fg.

    When there is only planes vs planes, all planes keep their attacking and defending value.
    For example 1b: after the 1 StB destroyed and the 2 Inf taken as casualties, there is only 1 StB and 1 Fg left.
    Then StB still attack @4 and Fg still defend @2.

    Do you think that this special dedicated Fighter unit and those special “1” from Bombers will unbalance everything or not?

    Remember:
    No Air combat single round in this.

    Only the main battle in which you bring every units.

    I hope I could try it somehow on a gameboard.

    What do you think?


    Here I share my first impression on this Air combat HR for fighters:

    Their will be much more aircrafts destroyed, so it means a higher cost to replace casualties.
    It is not just Inf cheap fodder, even if we bring a lot of them, there can be aircraft(s) lost even with a victorious conquest.

    **Fighter could be see now like an air Destroyer (for air Cruiser and air Battleship) for TcB and StB.

    Maybe this rule for combat and stats imply a slight reduction cost adjustment for planes because now they become more vulnerable to each others and specially to the cheaper fighter than before.

    Example of cost calculation to fix this theoretical cost:
    Fg cost 7? (Only 1 IPC over Armor)         4 A/D pts+4 move -1= 7 IPCs
    TcB cost 8-9 ? (Almost the cost of DD?)   6 A/D pts+4 move -1 = 9 IPCs
    StB cost 10-11? (-1 or -2 from OOB)       5 A/D pts+ 6 move -1 = 10 IPCs

    There is no danger of any StB Spam because any Fg can more easily destroy them and you can more easily afford to lose a 7-8 IPCs unit than a 10-11-12 IPCs.
    That was far different when Fighter cost 10 and StB cost 12.

    I’m pretty sure that the attrition of units will be far less predictable.
    When you bring for example this 9 hits vs 9 hits battle:

    4 Infs + 2 Arms + 3 StBs vs 6 Infs + 3Fgs
    4@1 + 2@3 + 3@4              vs 6@2 + 3@2***
    4+6+9= 19 Atk pts +3 air Atk pts vs 12 Def pts + 6 air Def pts

    Every side has a chance to hit either ground and air target.

    But the 3 StBs are more vulnerable and can be hit hard any time by 3D@2 from fighters.

    And if the 3 StBs are all destroyed,
    then any remaining Fgs become D@3 (D2+1 Air Supremacy bonus) vs remaining attacker’s ground units.

    Feel free to comment on any aspects.
    Thanks,**

  • Customizer

    Are you looking to integrate this into AAG40e? Or is this an idea for a separate House Rule? I’m curious just because I have some ideas for air combat that differ significantly from the Global Enhanced project and might be better as a stand-alone house rule.

  • '17 '16

    @toblerone77:

    Are you looking to integrate this into AAG40e? Or is this an idea for a separate House Rule? I’m curious just because I have some ideas for air combat that differ significantly from the Global Enhanced project and might be better as a stand-alone house rule.

    It depends how much I can agree with Uncrustable upon details.
    We agree on the principle, I believe. He said, in private message, he also likes it.

    With the same principle, I think it is possible to come with different and balance House Rule.

    The main principle is: “Fighter always hit planes first, then ground units.”

    Feel free to suggest your version, I create a distinct Thread to not derail the other.
    This HR can have his own life also.

  • Customizer

    @Baron:

    @toblerone77:

    Are you looking to integrate this into AAG40e? Or is this an idea for a separate House Rule? I’m curious just because I have some ideas for air combat that differ significantly from the Global Enhanced project and might be better as a stand-alone house rule.

    It depends how much I can agree with Uncrustable upon details.
    We agree on the principle, I believe. He said, in private message, he also likes it.

    With the same principle, I think it is possible to come with different and balance House Rule.

    The main principle is: “Fighter always hit planes first, then ground units.”

    Feel free to suggest your version, I create a distinct Thread to not derail the other.
    This HR can have his own life also.

    Well my idea is quite a bit different and would probably unravel a lot that has already been accomplished. It draws along the same principal but also heavily relies on a different price/stat/procedure structure that seems to be set already.

    You guys have already put a lot of work into what’s been accomplished thus far. However I may chime in with ideas more in line with your and the G40e thread.

  • '17 '16

    @toblerone77:

    Well my idea is quite a bit different and would probably unravel a lot that has already been accomplished. It draws along the same principal but also heavily relies on a different price/stat/procedure structure that seems to be set already.

    You guys have already put a lot of work into what’s been accomplished thus far. However I may chime in with ideas more in line with your and the G40e thread.

    Ok, so wait a bit before throwing your own version, because I probably won’t have enough time, attention and concentration to think about a very different mechanics rule set.

    However, you can feel free to bring critics on some shortcomings and unbalancing effects which can appear about this Air combat inside regular combat.
    It is a rough draft actually.
    Need much more fine tuning.
    More heads helps see some unwilling consequences includes inside any HR.
    Thanks in advance,
    :wink:

  • Customizer

    Guys,

    ––Whether a “1-round only” or “Fight to the Death” of ALL attacking/defending aircraft BEFORE the main battle is a level of “Air Combat” that I am interested in and had planned on including in a “Solomons Game” I’ve been planning.

    ----Consider this: The victor of “Local Air Superiority” would automatically receive a “boost” to any attacking Tactical Bombers to a “4 roll” due to no enemy Fighters present to distrct/kill them which is not only logical and simple,….but based in reality.
    ----Also, the designer of the “Invasion of Okinawa” game had many interesting “Air Combat” rules and are worth looking at. Just my 2 cents.

    “Tall Paul”

  • Customizer

    @Baron:

    @toblerone77:

    Well my idea is quite a bit different and would probably unravel a lot that has already been accomplished. It draws along the same principal but also heavily relies on a different price/stat/procedure structure that seems to be set already.

    You guys have already put a lot of work into what’s been accomplished thus far. However I may chime in with ideas more in line with your and the G40e thread.

    Ok, so wait a bit before throwing your own version, because I probably won’t have enough time, attention and concentration to think about a very different mechanics rule set.

    However, you can feel free to bring critics on some shortcomings and unbalancing effects which can appear about this Air combat inside regular combat.
    It is a rough draft actually.
    Need much more fine tuning.
    More heads helps see some unwilling consequences includes inside any HR.
    Thanks in advance,
    :wink:

    I get your drift, that’s why I wasn’t posting on it LOL. There’s already been some collaboration on it (my different idea) so to speak and it differs from the work you guys are and have done for AAG40e. I was just wondering if this was something else you were working on or a sub-thread on AAG40e’s air combat system.

    Cheers.

  • '17 '16

    @Tall:

    Guys,

    ––Whether a “1-round only” or “Fight to the Death” of ALL attacking/defending aircraft BEFORE the main battle is a level of “Air Combat” that I am interested in and had planned on including in a “Solomons Game” I’ve been planning.

    ----Consider this: The victor of “Local Air Superiority” would automatically receive a “boost” to any attacking Tactical Bombers to a “4 roll” due to no enemy Fighters present to distrct/kill them which is not only logical and simple,….but based in reality.
    ----Also, the designer of the “Invasion of Okinawa” game had many interesting “Air Combat” rules and are worth looking at. Just my 2 cents.

    “Tall Paul”

    ––Consider this: The victor of “Local Air Superiority” would automatically receive a “boost” to any attacking Tactical Bombers to a “4 roll” due to no enemy Fighters present to distrct/kill them which is not only logical and simple,….but based in reality.

    I thought that’s why they give OOB +1A to TcB “paired to a Fg”.

    Clearly An Air Supremacy bonus should affect TcB to be logical and historically accurate.

    I hope I can bring it into this HR without too much unbalancing effect.

    In addition to the OOB +1A to TCB paired with Fg, does a “1” roll letting chose the casualty could fit?

    Or a special bonus “Air Supremacy” to TcB: making all casualties killed like a first strike (Sub surprise strike) be better, forbidding retaliation from the casualty made by TcB in Air Supremacy condition?

  • '17 '16

    @toblerone77:

    I get your drift, that’s why I wasn’t posting on it LOL. There’s already been some collaboration on it (my different idea) so to speak and it differs from the work you guys are and have done for AAG40e. I was just wondering if this was something else you were working on or a sub-thread on AAG40e’s air combat system.

    Cheers.

    I dont even know myself. It can be one thing, or one thing with two variants.
    Future will tell…
    But is clear, that the initial G40E Thread help me having this idea.

  • Customizer

    Baron,

    ––The difference in my way of “boosting” the Tactical Bombers to a “4” attack roll is that mine wouldn’t require a like number of freindly Fighters to be present(survive) to receive the “boost”,….or to loose it whenever Fighters are lost in combat dice rolls. It’s SIMPLER and something less to keep up with. And realistically, if you’ve won local air superiority you should receive the “boost” as there wouldn’t be any enemy Fighters to deal with,…whether or not you have a like number of your own Fighters to pair-up with them.

    “Tall Paul”

  • '17 '16

    @oztea:

    Why wouldn’t you go:

    Fighter 8 2/2/4
    Defends at 3 when at a friendly operational air base or has an available landing spot on a carrier. Tactical Bomber 9 3/3/4
    Attacks at 4 when paired with a friendly fighter, defends at 4 when no enemy air units are present.
    Strategic Bomber 10 2/1/6
    Attacks at +2 when launched from a friendly operational air base
    +2 to strategic attack die when launched from a friendly operational air base

    Night bombing and day bombing raids
    When launching a strategic attack the attacker may choose to launch the air raid during the day, or during the night.

    • Night Bombing, the interceptors rule is suspended but bombers suffer a -2 penalty to their roll representing decreased accuracy; AA fires at bombers normally
    • Day Bombing, rolls of ‘1’ may be rerolled when damaging the facility

    I brought your post here to not derail G40E or just explore only this aspect of air combat.
    From my point of view, I think this Pandora’s box about FgA2D2M4C8, always hit Air first, need more investigation and exploration of possibilities.
    So anybody feel free to express ideas.

    From my discussion with Uncrustable, I saw that I was more preoccupied with keeping as much as possible the OOB balance without affecting the initial start-up board in which you know OOB about Fg and TcB is very different. My focus was much about rules mechanics and balance than anything else.

    While he was looking for something more simple and historically accurate, as creating new set of rules which can work pretty well but maybe need a large revision of the start-up board, a kind of 1940 Global for Enhanced.

    After reading your post, you help me seeing another combination about Fg and TcB:

    Fg A2D2M4C8, always hit air first, then ground.
    Get +1A/D when fighting against air only units. * see below

    No more bonus against ground units only.

    TcB A3D3M4C10, get +1 A/D when paired 1:1 with Fg.
    Get +1A/D upon gaining Air Supremacy (No enemy’s air plane.)
    Bonus never exceed A4/D4. Just two ways to get it.
    Hit air when “1” is rolled.

    (It seems required to me, for getting a kind of reciprocity between attacker and defender both vulnerable to each other instead of one side shooting the TcB of the other with no possible retaliation against Fg.
    I just want to forbid a kind of “Na! Na! my Fgs are invulnerable behind my stack of Inf while your TcBS crashed down one by one.”

    StB no more able to hit air directly. Need more discussion about need of AB for them. To still make them an interesting choice:
    At least, StB A3D1M6C11, +1A & +2 damage die when starting from Air Base. To keep them a competitive unit.
    We could also add the +1A bonus also for Air Supremacy (no enemy plane). But never more than A4. Again, 2 ways to get the +1 bonus.

    In a certain way, the new TcB has almost the same stat of OOB Fg A3D4 and also gaining the bonus of the OOB TcB A3-4D3.
    The new TcB will be a combination of both, that’s why I would keep it at 10 IPCs.

    Defends at 3 when at a friendly operational air base or has an available landing spot on a carrier.

    I think it is the way to keep the defensive value of TcB+Fg on a carrier vs OOB. Just compare:
    OOB � � vs new TcB+Fg
    A3D4+A3-4D3 � vs � A3-4D3-4 + A2(3*only air) D2-3
    A6-7D7 � vs A5-6D5-6-7
    It will keep carrier as a defensive unit able to protect and combat other naval units.
    Don’t forget: OOB carrier could be A0D2+ 2Fg A6D8= A6D10!
    Now the best we get is: A6(*7)D7 and with 2 Fg get A4D4, only!!!

    • I introduce the +1A/D when fighting air only because Fg is historically an anti-aircraft weapon but also because of the mechanism of attrition: the A2D2 was meant because it allows Fg to trespass the ground and naval units which can be used as fodder in the reg OOB system.
      When there is no more cheap fodders, I think Fg should retrieve the regular stat given to such air units (around 3).

    Otherwise, Fg become much more vulnerable if they are attacked by a large group of TcB (3 or 4) and StratB (4).
    In that way, Fg will be inferior in air combat!, which is contrary to all we said on them, just because the A/D value of TcB and StB was calculated to be against ground/naval units, then Air.
    So let them be an equal match when there is no other casualties to take except planes.


  • Here is where G40e stands:

    Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Strat bombers- -SBR at one D6 (no more adding to dice) No other change
    -No changes to range or carrier/airbase rules of any air unit.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR
    Now we have 3 air units with a distinct role for each:
    Quote
    Fighters: Cheap, strong on defense with an AB (See Battle of Britain), escort and intercept SBR
    Tac bombers: Best combat air unit, needs fighters, deadly vs ground units when the skies are clear (no SBR)
    Strat bombers: Long range, good on offense, SBR, poor defense

    To me it makes no sense to give fighters a bonus during air supremacy.
    Tactical bombers would be the ones benefiting. No longer having to worry about enemy air, tactical can better focus now what they do best: attacking the ground.
    Not to mention giving the fighters the bonus would give little reason to purchase tacs.

    It also makes no sense for any bombers to be taking out air units.
    Once the battle begins, the bombers task is thinning out enemy ground positions.
    And this just adds complexity for little reason, and could create too many air casualties.

    It also makes no sense to give fighters a bonus when defending from a carrier.
    The carrier already has a defense bonus built in, and if anything fighters from a carrier would be at a disadvantage vs land based planes (Less munitions)
    This would also create possible confusion with regards to scrambled fighters into the sz.

    With G40e air rules fighters are an air superiority unit. Needed both to screen for friendly bombers and to take out enemy bombers. But fighters alone are weak.
    Adds a lot of historical realism, while being simple and maintaining balance amongst units.
    Best off all there is much reason/situations to purchase all 3 units.
    They each serve a very different, yet important role in the game.

  • '17 '16

    @Uncrustable:

    Here is where G40e stands:

    Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Quote
    Fighters: Cheap, strong on defense with an AB (See Battle of Britain), escort and intercept SBR
    Tac bombers: Best combat air unit, needs fighters, deadly vs ground units when the skies are clear (no SBR)

    To me it makes no sense to give fighters a bonus during air supremacy.
    Tactical bombers would be the ones benefiting. No longer having to worry about enemy air, tactical can better focus now what they do best: attacking the ground.
    Not to mention giving the fighters the bonus would give little reason to purchase tacs.

    About this first point on fighter, just compare:

    Fg A2D2M4C8, always hit air first, then ground.](choose your own casualty applies)
    Get +1A/D when fighting against air only units. * see below
    No more bonus against ground units only.

    • I introduce the +1A/D when fighting air only because Fg is historically an anti-aircraft weapon but also because of the mechanism of attrition: the A2D2 was meant because it allows Fg to trespass the ground and naval units which can be used as fodder in the reg OOB system.
      When there is no more cheap fodders, I think Fg should retrieve the regular stat given to such air units (around 3).

    Otherwise, Fg become much more vulnerable if they are attacked by a large group of TcB (3 or 4) and StratB (4).
    In that way, FgA2D2 will be inferior in air combat to StB and TcB!, which is contrary to all we said on them, just because the A/D value of TcB and StB was calculated to be against ground/naval units, then Air.
    So let them be an equal match when there is no other casualties to take except planes.


    About TcB, here is an important difference, you need to compare closely:
    (we can talk later about the other aspect: the “1” rolled, I agree it is not simple and alien to A&A rules.)

    TcB A3D3M4C10, get +1 A/D when paired 1:1 with Fg. Anytime, even when enemy’s plane are present.
    Get +1A/D upon gaining Air Supremacy (No enemy’s air plane.) But no need of additional Fg (or Armor).
    Bonus never exceed A4/D4. Just two ways to get it.

    This is two important difference between Fg and TcB you input for G40E and mine which I think can be much nearer of the OOB Fg and TcB (to keep as much as possible the same game flow without revising all the set-up).


    And we haven’t discuss about the TcB paired with Armor 1:1, giving +1A.
    Would you keep the bonus or not?


  • You want to make fighters too powerful
    At the same time creating too much carnage among air units.

    No need for any 1:1 with tacs
    They get +1 attack and defense with air superioty
    This gives very good reason to have a number of both units, while neither is too powerful alone.

    Fighters alone would be too weak
    Tac bombers alone would be vulnerable to enemy fighters
    If you want range and SBR you need strat bombers

    There is a very good combined arms mechanic here

    I don’t understand why you want to make fighters so powerful

  • '17 '16

    @Uncrustable:

    You want to make fighters too powerful
    At the same time creating too much carnage among air units.

    No need for any 1:1 with tacs
    They get +1 attack and defense with air superioty
    This gives very good reason to have a number of both units, while neither is too powerful alone.

    Fighters alone would be too weak
    Tac bombers alone would be vulnerable to enemy fighters If you want range and SBR you need strat bombers

    There is a very good combined arms mechanic here

    I don’t understand why you want to make fighters so powerful

    In fact, the actual stats make better a purchase of TcB.
    Armor A3D3M2C6, TcB A3-4D3-4M4C10, FgA2D2M4C8 and StB A3-4D1M6C12 must be balance together for ground battle.
    DD, Cruiser, Carrier and planes must be balance also in naval battle.

    I think devil is in the details.

    Just one example:
    2 StB from AB are launch against 2 Fgs (isolated 1 territory behind front line).
    OOB: 2A4 vs 2D4…� A draw, in fact no one will risk to loose 24 IPCs vs 20 IPCs
    G40e: 2A4 vs 2D2… Fg are clearly inferior, StB will mostly go for the kill.
    Baron-X?: 2A4 vs 2D3, *because there is no ground units with the 2 StBs, 2 Fgs get D+1: in between OOB and G40e.

    2 TcBs vs 2 Fgs…
    OOB: 2A3 vs 2D4… Advantage Fg vs TcB
    G40e: 2A3 vs 2D2… Advantage TcB
    Baron-X: 2A3 vs 2D2+1*, a draw.

    On 1-on-1 basis vs planes, I think fighter must be as strong as OOB fighter A3 vs TcB � or StB.

    Against naval units, the +1 bonus A/D vs plane only should be even more specific:
    when there is only planes and Capital Ships (CV and BB), then Fg get +1 A/D. Up to Max A3D4 when combine with +1D bonus from carrier base operation.

    Why BB and CV? Because Cruiser and DD can be consider fodder of the sea, and sometimes be destroyed before planes.

    Because if you compare a standard fleet, the G40e Fg is really a weaker unit.
    1DD+1CA+1BB+1CV… � a-(2Fg) � …b-(1Fg+1TcB) � …c-(2 TcB) vs same hypothetical fleet.

    For the example, limit the scope to carrier only.

    CV A0D2+ [xFg A3D4 + xTcB A3-4D3]
    OOB: CV+ � a- A6D8 � b- A6-7D7 � � c- A6D6… � On defense, you choose a (2 Fgs) / Offense b/ c is worst
    G40e: CV+ a-A4D4 � � b- A5-6D5-6 c- A6D6… On defense, you choose c / on offense c / a is worst (2 Fgs)
    Baron-x? Cv+ aA4D4+2** � b- A2+A3+1=6/D2+1D3+1=7*** � c- A6D6

    ** +1D Carrier operation bonus for Fg.
    *** + 1A/D bonus to TcB paired 1:1 with Fg (no need of air supremacy), +1D **

    Even with those adjustments, you can see that OOB -a- is still the better against naval units.

    At least, in Baron-x version:
    a-(2 Fgs) can compete on defense D6 vs c-(2 TcBs) D6
    and b-(1 Fg+1TcB) becomes a more interesting buying A6D7 vs c (2 TcBs).

    So why bother to have Fg on a carrier in the G40e?
    Anyway, they will be destroy at the same time of DD taken as casualty (same cost/ same punch) or even before if you need to block subs.
    The defensive capacity of carrier has mainly disappeared.

    Giving A2D2 against air only, is an interesting aspect when air units are dangerous and hard to hit because there is a massive stack of Inf. But, it is no more an advantage when fighting with TcB or StB against other planes without any fodder units. TcB A3-4 and StB A3-4 will be the better units even if your up against only Fighters D2!

    This correction rule for Fg is necessary to balance the value of A/D vs casualty distribution.
    Ground units or DDs, Subs and even cruisers are taken as casualties before planes.
    And when a battle has reach this climax, the advantage of Fg has vanished, since anyway any hits will take a plane as casualties.

    Otherwise, I think it would be better to say that Fg have:
    a regular A2D2M4C8 and an additional @1 vs plane, every round.


  • Against naval units, the +1 bonus A/D vs plane only should be even more specific:
    when there is only planes and Capital Ships (CV and BB), then Fg get +1 A/D. Up to Max A3D4 when combine with +1D bonus from carrier base operation.

    You start to make things too confusing, adding too many rules for specific scenarios.

    It also makes no sense to give fighters a bonus when defending from a carrier.
    The carrier already has a defense bonus built in, and if anything fighters from a carrier would be at a disadvantage vs land based planes (Less munitions)
    This would also create possible confusion with regards to scrambled fighters into the sz.

    And dont forget fighters are -2 cost, and carriers are atleast -1 cost (could be -2,needs checking)

    Baron you want to make fighters too strong.
    Though i recognize the dilemma. (fighters weak vs only air units, it doesnt make sense your right)
    But it is only a historical realism dilemma, it has little impact on game balance.

    It seems the only options to you are:
    A) a bunch of confusing sub-rules within the rules (changing dice values depending on which units vs which units), or…
    B) return to OOB (with Tac bombers at 10 IPC)

    Your original idea of giving the +1 to fighters during air supremacy makes no sense and makes fighters too powerful in regards to tac bombers.
    Germany would just spam fighters, win air superiority and fighters attacking/defending at 3 for 8 IPC.
    Would never buy tactical bombers, and that is too easy.

    As far as balance is concerned (relative balance that is between the units) what we have at G40e for air units seems flawless so far…

  • '17 '16

    In face of all that complexes additionnal rules, the only alternative to keep almost the same gameflow without too much aircraft attition, I think it is:
    a regular A2D3M4C8, get an additional non-preemptive but limited 1@1 vs plane, every round.
    The limited 1@1 means that if that roll is a success, then no further roll for this fighter in the round.
    If that roll is a miss, then you can roll the regular A2D3.
    If there is no aircraft, of course no 1@1 is required.

    TcB A3D3C12, if paired 1:1 with Fighter or Armor get +1 A/D.
    If Air Supremacy is gained (No enemy’s aircraft, 1 fighter present) then all TcB gain +1 A/D.


  • get an additional non-preemptive but limited 1@1 vs plane, every round.
    The limited 1@1 means that if that roll is a success, then no further roll for this fighter in the round.
    If that roll is a miss, then you can roll the regular A2D3.
    If there is no aircraft, of course no 1@1 is required.

    I dont even know what this means, this is confusing

    TcB A3D3C12, if paired 1:1 with Fighter or Armor get +1 A/D.
    If Air Supremacy is gained (No enemy’s aircraft, 1 fighter present) then all TcB gain +1 A/D.

    So TcB can get A5D5? Obiviously too much
    Either way this weakens fighters

    Why do you want to keep the 1:1 so badly?
    what is wrong with: Tacbomb get +1 attack/defense when no enemy air and atleast 1 friendly fighter?

  • '17 '16

    @Uncrustable:

    get an additional non-preemptive but limited 1@1 vs plane, every round.
    The limited 1@1 means that if that roll is a success, then no further roll for this fighter in the round.
    If that roll is a miss, then you can roll the regular A2D3.
    If there is no aircraft, of course no 1@1 is required.

    I dont even know what this means, this is confusing

    TcB A3D3C12, if paired 1:1 with Fighter or Armor get +1 A/D.
    If Air Supremacy is gained (No enemy’s aircraft, 1 fighter present) then all TcB gain +1 A/D.

    So TcB can get A5D5? Obiviously too much
    Either way this weakens fighters

    Why do you want to keep the 1:1 so badly?
    what is wrong with: Tacbomb get +1 attack/defense when no enemy air and atleast 1 friendly fighter?

    You are right it was confusing and bad written.
    I never intent to give A5D5. It was 2 ways to gain this A4D4.


    After much thinking about it, here is what I will propose to my friends as HR.
    It is not a great innovation but it still be a small improvement vs OOB.

    Fg A3D3M4C9, on a roll of “1” destroy an enemy aircraft (owner’s choice).
    When defending an AB territory (all Fgs in it), a roll of “1” or “2” destroy an enemy’s aircraft.

    TcB A3D3M4C10, when paired 1:1 with Fg get +1 A/D (max A4D4).
    It can also get +1 A/D (max A4D4) via Air Supremacy (no enemy’s aircraft present, no need of any Fg).
    No more pairing bonus with Armor, because Air Supremacy bonus is enough.

    I see the paired with Fg 1:1 as a way to show a collaborative factor between attack planes and escort planes playing their respective role.

    The roll of “1” destroy a plane is not so strange or alien for A&A rules system.
    My friend already played with it for cruiser vs plane, any “1” was hitting a plane.
    Not so difficult to implement it for the Fighter.

    Carrier keep the OOB cost, since both Fg and TcB are at -1 IPC each vs OOB cost.

    The carrier dynamics of OOB will be kept in this HR as much as possible:
    2 Fgs (A6D6C18) but able to directly shot down up to 2 planes with “1”
    1Fg+1TcB (A7D7C19), able to directly shot down up to 1 plane with “1”
    2 TcBs (A6-8D6-8C20) Can gain max A/D if they get Air Supremacy, if not they stay A6D6.
    The planes place on board give strategical choice to any player.
    And will be almost the same challenge vs other naval units.

    In this manner, the airplane destruction will be lesser than with Fg A2D2 always hit planes first.
    This fighter unit creates too much dynamics problems in not so rare battle situation.
    The cost reduction will still help a little to compensate the Air destruction.

    No more complicated bonus toward Fg.
    All planes will get almost the same basic value A/D 3.

    StB OOB: A4D1M6C12 when playing 1942.2

    For Global 1940:
    StB A3D1M6C11 +1A/+1M/+1 Dmg in SBR when starting from Airbase.

    This clearly improve the need for operational Air Base.

    For game balance of Germany (if needed):
    either change some TcBs unit for Fg unit (make the reverse for UK or Russia) or
    deny the Air Supremacy bonus in the first round / only allow bonus for paired match with Fg in the first round.

    Not such a great change, but I think it still qualifies for the goal you intended about:
    Fg, cheap but anti-air units,
    TcB, the most useful air units, can deliver much damage than Fg, better against ground target.
    StB, long range bomber, for attack only, not good at all in defense.

    What is your opinion everyone?


  • Not such a great change, but I think it still qualifies for the goal you intended about:
    Fg, cheap but anti-air units,

    Now fighters are too weak i feel
    think for 1 additional IPC you get a unit with same dice value (A3/D3) but always will get A4D4 when there are no enemy planes (no fighters needed)
    Now you dont need fighters nearly as much, and tacbombers are unbalanced

    Think for what you want to do, just remove air supremacy altogether (go back too OOB 1:1 with tanks and fighters)
    And give fighters a defense bonus when defending from an airbase (D4)

    Or just stay where G40e is at, and live with fighters losing 1v1s vs other planes

    Honestly i still see no real balance flaw with:

    Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Strat bombers -cost 12 A3D1, SBR at 1 D6
    -Strat bombers attack at +1 if launched from an operation friendly airbase
    -Strat bombers receive +1 to SBR die if launched from an operational friendly airbase
    -No changes to range or carrier rules of any air unit.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

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