• Sponsor

    I like some of your ideas but not all of them, give me time to rewrite the house rule and I will post it late tonight. Right now, I need to clean up my basement for our monthly 6 player game tomorrow. Cheers.

  • Sponsor '17 TripleA '11 '10

    knp-

    Your above post regarding the research tech rules is exactly why so many people don’t like them. There are a number of people that would like to see a tech-tree system. Have a look in the House Rules section if you’re interested in that. I think IL is a big fan among others and I would like to see something more usable as well.

    In regards to the 1D6 vs 2D6 argument for HBs, consider this fact. You want 2D6 because you think they should do more damage. But you also seem to hate things like the wide range of cost for tech research (5 IPCs - 120 IPCs per your example). The 2D6 creates the same issue. Damage could range from 2 -12 with an average of 7. Now, take 1D6 and add, say +3 for HBs and you get a range of 4-9 with an average of 6.5; or add +4 for a range of 5-10 with an average of 7.5. Much more predictable results without overpowering the unit or creating a 2D6 unit. Who wants to go through all the trouble of getting an HB over the target, surviving all the ways it could be shot down, just to roll snake eyes and score 2 hits…

  • Sponsor

    Strategic bombing Raid Rules

    A strategic bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial complexes, airbases, and naval bases with your strategic bombers. When you damage these facilities, their capabilities are decreased or eliminated.

    To conduct a strategic bombing raid, the attacking player moves his or her bombers to the targeted territory on the map. Fighters (not tactical bombers) can also participate in strategic bombing raids as escorts and interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory, range permitting. They cannot participate in any other battles during that turn, including a battle in the territory in which the bombing raid is occurring. This applies whether or not the defender commits any interceptors.

    Any number of defending fighters based in a territory that is about to be strategically bombed can be committed to participate in the defense of that territory’s facilities. If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the strategic bombing raid is conducted. This air battle is resolved in the following way:

    Air Attrition

    Fighter escorts must match (numerically) the amount of fighter interceptors that have been committed to defend the facility. All escorts and interceptors that have been matched together must be removed from the battle board and returned to their territory of origin, any interceptors that are not matched with an enemy escort may intercept and attack the strategic bombers, any escorts that are not matched with an enemy interceptor may be used as AA flak casualties.

    Dog Fighting

    Interceptors and strategic bombers that engage each other in a dogfight do so for one combat round only. Each interceptor attacks bombers @3 & each strategic bomber / tactical bomber defends @1.

    AA Flak

    Any surviving strategic bombers must now declare their target facilities and withstand an AA gun that is an automatic part of every facility (naval bases and air bases included).

    If the target facility has 1 or more damage points before the bombing, the built in AA Guns are deemed inoperative and do not fire.

    Defending AA guns receive one roll per aircraft @1. The attacker who is bombing decides what casualties to remove if hit (escorts that were not matched by interceptors may be used as AA Gun casualties).

    If a bomber is hit by AA flak, it still receives a damage roll to facilities before it is removed from the board (see below.)

    High Altitude Bombing

    Any surviving strategic bombers must now drop their payload. Each bomber rolls 1 die to cause damage points and than receives a +1 bonus damage point to their target facility.

    Bombers that are hit by AA flak still receive a damage roll before they are removed from the board, however they receive a penalty of -1 to their damage rolls (each bomber may only target one facility),

    A Major Complex may receive a maximum 20 damage points (inoperative after 10 points).

    A Minor Complex may receive a maximum 6 damage points (inoperative after 3 points).

    A Naval or Air Base may receive a maximum 6 damage points (inoperative after 3 points)

    Tactical Bombers

    Tactical Bombers can also conduct bombing raids. However, they are limited to attacking only naval bases, and air bases. They follow the exact same procedure as strategic bombers presented above.

    Heavy Bombers

    Heavy Bombers receive 2 dice per bomber to damage facilities. However, they are not subject to the +1 bonus or -1 penalty as strategic bombers, weather or not they survive or get shot down by AA flak.

  • Sponsor

    I didn’t want to change a good house rule just because of heavy bombers that rarely factor in on most games. So I gave them their 2 dice without bonuses and penalties.

  • '18 '17 '16 '11 Moderator

    This just seems to be very complicated for a simple proceedure.

    Why not just declare LL rules to be in effect for SBRs?

    Run your interceptors and escorts per Alpha 2 rules.  When it comes time to perform the bombing raid use the following:

    Each Strategic Bomber does 3 Damage and one extra if the die roll is 5 or less (total 4)
    Each Tactical Bomber does 3 Damage and one extra if the die roll is 3 or less (total 4)

    Each Strategic Bomber takes 2 Damage (paid for during the collect income phase just like you pay for convoy raids during the collect income phase)
    Each Tactical Bomber takes 1 Damage and one extra if the die roll is 5 or less (total 2).

    As you can see, it is always in the attacker’s favor to conduct a bombing raid, however, the defender will always do some damage to the attacker.  This ends the 14 rounds of SBRs without a single AA Gun hit!  It also ends the 14 rounds of perfect AA Gun fire!

    Heavy bomber fire would be accounted for in the same way. Just add up the total damage possible / 6. (Because an AA Gun should hit once every six rounds in a perfect world.)

  • Sponsor

    @Cmdr:

    This just seems to be very complicated for a simple proceedure.

    I thought it was about the same complexity level as the alfa +2 SBR rules. I just thought with my house rule players would bomb more if they didn’t risk loosing valuable fighters.

  • '18 '17 '16 '11 Moderator

    @Young:

    @Cmdr:

    This just seems to be very complicated for a simple proceedure.

    I thought it was about the same complexity level as the alfa +2 SBR rules. I just thought with my house rule players would bomb more if they didn’t risk loosing valuable fighters.

    I think the alpha 2 rules are too complex as well, really.

  • Sponsor

    Agreed, sometimes I miss the classic SBR rules.

  • Sponsor

    You just know that everyone’s Sealion plans will go up in smoke if Larry gives us a workable SBR rule in Alfa+3.

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