Heavy Bombers - FAQ change and other options


  • Yep  :-D
    Now anyone can decide what is too strong


  • Interesting ideas - so many choices!  :-o


  • @Lema099:

    Interesting ideas - so many choices!  :-o

    :-) Yeah, it’s almost a relief sometimes to play in the league where you don’t have any choices.

    When not in league, I’m now going to decide between 2@3 and 1@3, 1@4.

    I played 2@4 (2 hits possible) for quite awhile, and it’s a bit too strong especially for killing fleets.

    Best of 2 dice (current FAQ) and max 6 damage on SBR is too weak, I think.


  • @Lema099:

    Interesting ideas - so many choices!  :-o

    Hehe - we could add more.  How about 1@4 and 1@2?

    At least 1 hit = 77.8%
    2 hits = 22.2%

    Compare this to 2@3.  Slightly better chance of getting a hit, but slightly less chance of 2 hits.

    Also, I remember seeing on this site that some folks play 1@6

    So, at least 1 hit = 100%
    2 hits = never

    Again, a little better than best of 2 dice @ 4, but no chance of double hit.


  • I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.


  • @a44bigdog:

    I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.

    They are real hard on fleets, though.  Especially the long range variety.


  • @a44bigdog:

    I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.

    What’s staying power  :?


  • @calvinhobbesliker:

    @a44bigdog:

    I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.

    What’s staying power  :?

    They still go down with 1 hit.  So if you attack like 4 infantry with 2 heavies and 1 infantry, you are quite likely to lose a heavy or two.

    Also, when you get 2 hit heavies, the tendency is to use them for more things - strat bomb more often, raid fleets and stray tanks, infantry, fighters, bombers, whatever, more often - results in losing them quicker.

    If this is not what you meant, bigdog, please let us know because I’d be curious to know what you meant, if not this.


  • That is exactly what I meant, and it is especially true in Naval attacks since there may not be anything available for “fodder”.

    4 of the 2 dice Heavy bombers can yield 8 hits, but they better get the job done quick, 2 hits and that 8 hits becomes 4, with 3 it is down to just 2 for follow on rounds. So while yes they can deal some initial heavy damage to a fleet, they have no staying power for sustained combat and some proper fodder will see them disposed of.


  • @a44bigdog:

    That is exactly what I meant, and it is especially true in Naval attacks since there may not be anything available for “fodder”.

    4 of the 2 dice Heavy bombers can yield 8 hits, but they better get the job done quick, 2 hits and that 8 hits becomes 4, with 3 it is down to just 2 for follow on rounds. So while yes they can deal some initial heavy damage to a fleet, they have no staying power for sustained combat and some proper fodder will see them disposed of.

    Great point, and thanks for confirming.  I didn’t want to speak for you, but was pretty sure that’s what you meant, and I can’t resist answering a question if I think I know the answer.  :-P


  • I would stick with 2 dice (or maybe 2@3). This pick best is just ridiculous. Seriously, the more and more errata (and “FAQ” - lol) they add, the worse the game becomes.

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