• I like the idea of fighters being able to assist an adjacent territory in a battle or SBR interception.

    Only I think it’s more realistic to limit land based fighters to only being able to assist an adjacent LAND based territory.  Same goes for sea based fighters being limited to supporting an adjacent SEA territory only.


  • Excellent … but we are getting of ourselves…I will post some ideas along these lines.


  • Air Interception of Air Units
    Defending fighters may intercept and AA guns may fire at moving air units leaving the airspace of the defender’s territory or sea zone. Defending fighters hit on a die roll of 2 or less (1 for torpedo and/or dive bombers and 3 or less for jet fighters); the moving air units hit on a die roll of 1. One round of air interception combat occurs in the defender’s territory or sea zone.

    Coastal Defense
    During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible.
        Air units may provide coastal defense even if the land territory they are from is under attack.  They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one.  At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.

    Strategic Bombing
    Bombers may perform strategic bombing against enemy ICs within their range. Strategic bombers may be intercepted by defending fighters and attacked by strategic air defense. Each bomber that survives may roll one die; this is the number of IP that the IC is reduced by during the owning country’s next turn. An IC may lose more IP than its printed value.

    Fighter Escort
    Fighters may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter one sea zone to the target territory or sea zone and one sea zone when returning from the target territory. If intercepted, fighter escorts and bombers hit on a die roll of 1. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.

    Strategic Air Defense
    Directly before strategic bombers roll for damage on an IC, defending fighters and AA guns in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending AA guns have a first-shot attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Defending fighters hit on a die roll of 2 or less (1 for torpedo and/or dive bombers and 3 or less for jet fighters); strategic bombers and their escorts hit on a die roll of 1. Any surviving bombers may then bomb the IC.


  • You’ve quoted us with your “bombers shot down 10% of the time” rule. Many bombing raids included fighters in this activity and using all these new rules drastically change it, if you use the 10% rule that is.


  • Yes, well at least its not as bad as 1 out of 6 … ouch. The worst is when a tranny kills the bomber, which means every bomber Germany had during the war was shot down by a liberty ship carrying tea bags to england.I just want to throw the board out of my window after that.

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