Here is a new start for an Air Combat phase before Naval Combat:
This house rule on Air Combat phase is the first part of an Air Supremacy house rule:
Air-to-air combat for the first cycle of combat where only air units may be taken as casualities.
If no side has got Air supremacy after the first cycle of combat, the aircrafts attack as normal.
If Air Supremacy is obtained, then aircrafts attack/defend during opening fire step of combat.
Air Supremacy
Aircrafts making first shots when their is no air cover or AAA to protect ground/naval units.
Aircrafts attack or defend in the opening fire step of combat if no enemy aircraft (Fighters / Tactical Bombers / Strategical Bombers) or AAA guns are present or remain in combat.
Effect: any ground or naval casualties are removed from play without being able to counterattack.
AAA: each AAA (1942.2/1940) blocks 3 aircrafts from getting Air Supremacy.
Cruiser (house rule: if acting like 1 naval AA gun): each CA block 1 aircraft from getting Air Supremacy.
Units and value:
Escorts are attacking fighters.
Interceptors are defending fighters.
Jet fighter A@2 & D@3
Fgt Interceptor @2
Bombers (StrB and TcB) @1
**Fighter escort @1 +1 if paired with 1 TcB or Fgt. *****
So 1 pair of Fgts: 1@2 and the other 1@1.
TacB can be either attacking (each giving +1 Att to 1 Fgt) or defending.
Since defending Fgts already @2, defending TacB give no bonus to Fgts.
For a single round, aircrafts from each side fires (attacker, first, then defender, no preemptive shot) against ennemy aircrafts.
The defending player get some choices to determine the number of defending aircraft(s):
If there is only 1 fighter(or TacB) on a carrier, then their is no air combat (the aircraft is considered patrolling near the other naval units).
The naval battle is as usual.
If there is 2 fighters (or TacB) on a carrier, then 1 or 2 aircraft(s) are sent away against incoming attacking aircraft(s).
If he had 3 or more aircrafts, the defender must send all aircrafts but one; he could also send the 1 aircraft kept in reserve near the naval units.
(So the defender can always keep 1 aircraft that will fights normally (at @4 or @3) screened by cheaper unit or a BB that absorbs 1 hit.)
In the 1940 version, if the sea-zone is near an airbase, the defender can scramble up to 3 fighters (no TacB) against the attacking aircrafts.
To determine which aircraft is a casuality:
When interceptors rolls “2” they hit the escorting fighters first, then the StrB or TacB.
Attacker choose casuality between StrB or TacB.
When interceptors rolls “1” they hit the bombers (TcB and StrB) first, then fighters.
When intercepting TacB rolls “1”, a hit, the attacker choose casuality amongst aircrafts.
When an escorting fighter Att@2 rolls “2”, it hits an intercepting fighter first, then a TacB, and a StrB at last.
Defender chooses all other casuality between Fgt, TacB or StrB (if present).
Optional rule for Minimizing damages from Air Combat phase:
At least 1 aircraft must be lost from 1 side or the other.
If 1 escorting aircraft and 1 interceptor are both hit, we can introduce this special rule:
both hits are negate for attacker and defender so neither aircrafts are destroyed.
Priority is to destroy bombers (either StrB or TacB) from attacker and to destroy fighters from defenders.
In this way, it minimizes the dramatic effect of attrition on precious units so for Aerial Combat phase the loss are reduce on each sides, for examples:
2 Fgts lost vs 1 Int lost becomes 1 Fgt escort lost vs 0 Fgt Int.
1 TacB and 1 Fgt lost vs 1 Int lost becomes 1 TacB lost vs 0 Fgt Int.
1 TacB lost vs 1 Int lost becomes 0 TacB lost vs 0 Fgt Int.
1 StrB and 1 TacB vs 1 Fgt and 1 TacB lost: 1 StrB lost vs 1 Fgt.
In the last example, the minimum lost of 1 aircraft is applied.
Of course, if attacker looses 2 Fgts and defender none, their is no trade off.
Latest OOB SBR rules for reference and comparison:
1942.1 : AA fires, then surviving Fgt A1/Bmb A0 vs Fgt D2
1942.2 : Fgt A1/Bmb A1 preemptives shots vs Fgt D2, then AA fires
Global 1940: Fgt A1/Bmb A1 vs Fgt D1, then AA fires
@Baron:
Re: DK’s Strategic Bombing Rules - submitted for your review
Here is my proposal D revised:
Jet fighter A@2 & D@3
Fgt Interceptor @2
Bombers (StrB and TcB) @1
**Fighter escort @1 +1 if paired with 1 TcB or Fgt. *****
So 1 pair of Fgts: 1@2 and the other 1@1.
When interceptors rolls “2” they hit the escorting fighters first, then the StrB or TacB.
When interceptors rolls “1” they hit the bombers (TcB and StrB) first, then fighters.
StrB now still can be destroy even behind a screen of escorting Fgts.
*** I modified the escorting Fgt with 1@2/2 Fgts to get the exact proportion of number /2 for aircraft against ground target:
Fgt Def4/2=2 Fgt A3/2=1.5
TcB and StrB are still inferiors in dogfight with their @1.
It does not contradict history in the way that even when the StrB and TacB were priority target, the intercepting Fgts doesn’t have the choice but to engage the escort screen and sometimes destroy the escorting Fgts instead of the bombers.