@lnmajor:
My post is pretty self explanitory. do you have a specific question?
Kinda, I can get the idea, but there was room for more explanation there. How’s this:
Dogfight Combat
All attack/defense values are unchanged.
All fighters pair off 1:1
Any extra fighters may choose their targets (as long as they are airborne aircraft).
Fighters are bound to dog fighting until there are no airborne aircraft left.
Tac bombers may choose to defend themselves against the fighter(s) pursuing them OR
choose their land/naval targets.
Tac bombers can leave/enter dog fight at any time.
Attacking strategic bombers get an automatic defense (machine gunners) against its
attacker(s), hitting on a 2. Rolling only one dice. (is 2 OK? Not sure if 2 or 1, was even
thinking an AA role of 1, 1 dice per attacker, think that might be OP… will have to
play test these numbers).
The attack value of attacking strategic bombers (4) can only be used against land
units, naval units, or defending aircraft that are considered on the ground)
Defending strategic bombers are considered on the ground.
Is that what you had in mind?
Edit: Now, if the Tac bomber chooses to defend itself on the first round, does it forfeit it’s ability to choose a land/naval target? Or does it just choose a target when it leaves ground combat. Might need ammo chips for that (since I added Rocket Projectiles in the Air tech tree) but that may just over-complicate things.
Also, if the attacking strat bombers have an auto defense of 1 during dog fighting, then I should have it so in the escort/interceptor rule, no combat values are changed at all and the bombers stay at a 1.