Updated 12.02.10
thanks for the replies, Inmajor i do believe you are absolutely correct, the External Gas Tank ability should be acquired through tech. RedHunter, yeah dude bombers and figs are not cheap to toss a way like that, so here’s the deal, i have revised my suggestion:
My (revised) suggestion to the Alpha+ rule change in this field would be:
-External Gas Tanks-
a. Must be purchased on the Purchase/Repair/Tech Units phase for $10 IPCs.
b. It must be announced on the Combat Movement of a players turn and only when escorting a bomber(s).
c. This ability will allow any selected fighter(s) that will be involved in the escorting of Strategic Bombers, a 2 extra space movement; bumping their movement from 4 to 6 just like Strategic Bombers.
d. After SBR phase is complete, fighter movement returns to normal.
I have also Revised the Fighter Escort/Interceptor combat to be much more simple, also with optional (low-cost) alternative rules.
-Fighter Escort/Interceptor + Bomber combat Rule suggestion-
Bomber SBR = A bomber does a total of 2d6 worth of damage to an industrial complex, AB, or NB. (continue reading you’ll understand why)
Tac SBR = Tacs do 1d6 of damage to AB, NB.
1. Before Interceptor/Escort combat, both players roll 1 die each, this will determine who gets to go first with a ‘surprise’ attack.
2. Escorts/Interceptors equally roll on a ‘2’ or less.
3. Every hit scored does not constitute a kill, but rather inflict damage (5 pts/tokens.).
a. When fighters are ‘hit’ they may not counter and are removed immediately. (similar to Larry Harris Alpha+1 version)
b. Fighters become ‘damaged’ not destroyed, 5 damage tokens are assigned to the unit, and their abilities now temporarily read:
[Attack: 2, Defense: 2, Movement: 2 until repaired.] (this takes effect after the player’s ‘Collect Income Phase’ of the same turn.)
4. If an Interceptor rolls a ‘6’ it is considered “locked on” to a bomber, and does a special combat against it.
a. The interceptor must then roll again, this time with the intent of damaging the bomber’s payload. With a die roll of 5 or less the bomber is considered damaged for that amount, a
die roll of ‘6’ renders a bomber destroyed. (Optional alternative) Bombers cannot be destroyed with a die roll of ‘6’. bombers can only take damage.
b. Bombers counter attack at 1, if a hit is scored the interceptor is shot down (damaged)
c. You are allowed more than 1 interceptor to be “locked on” to the same bomber.
5. Damaged fighters may be repaired at an Air Base or Industrial Complex for 5 IPCs each.
*****6. Bombers that are not accompanied with escorts are considered ‘locked on’ therefore are subject to interceptor fire @ 1d6 of damage per defending interceptor.
=Sample Combat:=
-Combat Movement-
-The UK sends 3 Escort Fighters and 1 Strategic Bomber to Western Germany with the intent to Strategic Bomb.
-The UK Player announces his fighters are equipped with External Gas Tanks. (payed $10 IPCs for the research at the beginning of Purchase/Repair/Tech Units Phase)
-Germany is prepared to counter with 3 fighter interceptors of his own.
!A battle brakes out over the skies of Western Germany!
-Both sides roll 1d6-
*****(this will determine who does the surprise attack)
UK rolls - 4
Germany rolls - 6 (Germany goes first)
-Resolve Fighter/Interceptor Combat-
•Germany’s 3 Fighter Interceptors surprise the enemy! attack @:
3, 2, 6 (1 Hit) 1 UK Fighter is damaged and removed from play.
•UK’s 2 remaining Fighter Escorts defend @:
1, 4 (1 Hit) 1 German Fighter is damaged and removed from play.
-Resolve ‘locked on’ combat-
•Germany rolled a 6 (an Interceptor locked onto the bomber)
•Germany’s Interceptor attacks the Bomber @:
4 (the bomber takes 4 damage points)
•UK bomber counters @:
2 (Miss)
-Bomber comes under fire from AA-
AA fires @:
6 (Miss)
-Bomber proceeds to Facility-
Bomber releases payload @ 2d6:
3, 5 Total Facility Damage = 4
Since the bomber took 4 damage pts during its encounter with the escort, it only does 4 total damage to the faciltiy.
Formula: 2d6 - Damage (from interceptor) = Total Possible Damage to Facility
8 (2d6 Total) - 4 (Damage from Interceptor) = 4 (Final Facility Damage Points)
-Non Combat Movement-
Fighters Escorts & Bombers must then land on friendly territory with their remaining space movements (4 max without External Tanks, 6 max with External Tanks.)
*****Credits: (made adjustments based on their comments)
Larry’s Alpha+1.1 Page
Inmajor