- Each AA gun now fires AFTER the bomber performs its SBR run.
IN reality only 10% of all total plane sorties resulted in damage from flak artillery during the war. This is a total of all nations, so to model this in a game not more than one out of ten planes of all the times you fly over a AA gun should a loss occur.
First option for flak artillery:
Each AA gun is now rolling one die for each flak level you have (represented by chips under the AA gun). The first level costs 3 IPC, each additional level equals one additional roll for an investment of 2 IPC each level. The maximum number of levels is 4, which would cost you 3+2+2+2= 9 IPC investment and get you 4 rolls.
examples: you fly 7 bombers over Berlin and Germany has a 4 level flak getting 4 rolls trying to get a one. This will encourage larger SBR campaigns, while minimizing small half efforts with one bomber going against 4 potential flak rolls.
Alternative SBR bombing schedule:
Under this system we have 5 levels with the first level at 3, each additional level at 2…so a full AA gun would cost you 11 IPC if built from scratch.
1 Die for every 5 bombers= level 1
1 Die for every 4 bombers= level 2
1 Die for every 3 bombers= level 3
1 Die for every 2 bombers= level 4
2 Die for every 1 bomber= level 5
drop all fractions in calculations
example: you fly 7 bombers over a flak gun that is a level 3, so the owning player will roll 2 dice AFTER the bombers perform SBR
all starting AA guns have a flak level of one.
- when a SBR attack occurs the defender has the option of allocating the damage to your flak defense taking one chip for every two points of hits.