Welcome! If you're a returning member of the forums, please reset your password. If you don't receive an email within minutes, it means your account is listed under another, likely older, email address. Contact webmaster@axisandallies.org for help.

Another simplified dogfight with 3 planes-Carrier and SBR House Rule for 1942.2

  • 2017 2016

    Here is a different way of playing with Fighters.
    The Carrier combat value as been change to keep balance amongst themselves: attacking against defending Full Carrier.
    Hope you will enjoy.
    Let me know if you ever play-test it.


    Another way to play a 1942.2 game with some elements which can simulate air-to-air combat between Fighters or against Bombers are as follow.
    This House Rule keep the same principles as the opening post system:

    • Fighters are having dogfight against other Fighters and Bombers and not just hitting grounds targets (as casualties chosen by owner’s) acting like a shield.

    • That Strategic Bombers are weak and vulnerable against Fighters in air-to-air combat.

    • But Strategic Bombers have a heavy payload of bombs against ground targets.

    There is no special phase in this HR and the dogfight in SBR is consistent with the air-to-air combat value of Fighter and Bomber units.
    However, it implies a few changes on combat values and cost of these units:

    Attack 2
    Defense 2
    Move 4
    Cost 7
    Always hit enemy’s aircrafts first, if any available.
    A Destroyer must be present to hit submarine.

    Strategic Bombing Raid Escort and Interception
    Attack 2
    Defense 2

    Attack 4
    Defense 1
    Move 6
    Cost 12 (Optional: reduced to 10 IPCs)
    A Destroyer must be present to hit submarine.
    Can make a Strategic Bombing Raid against Industrial Complex.
    OPTIONAL: Every time on attack a “1” is rolled, then an enemy’s plane (either Fighter or Bomber) must be taken as casualty.

    **Strategic Bombing Raid Escort and Interception
    Attack 1

    Damage on IC: 1D6+2**

    1942.2 FLEET CARRIER
    Attack 0
    Defense 3
    Move 2
    Cost 14
    Hit: 2 hits
    Carry 3 planes (Fighters)
    Damaged Carrier can still carry 1 plane.
    Carriers are repaired at the beginning of the Power’s turn (Purchase and repair damage phase),
    unlike Battleship which are repaired at the end the player’s turn (Placement phase).

    Attack 0
    Defense 0
    Move NCM1
    Cost 4
    1 hit
    Up to 3 preemptive defense @1 against up to 3 planes, whichever the lesser,(as OOB AAA) and
    fire regular defense @1 against up to 1 plane on the following combat rounds.
    Stop any blitz, but cannot defend itself against enemy’s ground units.

    Additional units are added:

    For every 2 Fighter units, you can add on the board 1 new Fighter unit.
    USSR gets 1 additional Fighter unit. (1 Fg is put in Russia.)
    UK gets 2 additional Fighter units. (1 Fg is put on Carrier, 1 Fighter is put in UK.)
    USA gets 3 additional Fighter units.  (1 Fg is put on Carrier, 1 Fg is put in Western USA and 1 is put in Eastern USA.)
    Optional: You can add an AAA in China instead of a Fighter in Eastern USA.

    Germany gets 3 additional Fighter units. (1 Fg is put in Northwestern Europe, 1 Fg is put in Germany, 1 Fg is put in Polland)
    Japan gets 3 additional Fighter units. (2 Fgs are put on each Carriers, and 1 Fg is put in Manchuria.)

Log in to reply

Welcome to the new forums! For security and technical reasons, we did not migrate your password. Therefore to get started, please reset your password. You may use your email address or username. Please note that your username is not your display name.

If you're having problems, please send an email to webmaster@axisandallies.org

T-shirts, Hats, and More

Suggested Topics

  • 37
  • 43
  • 22
  • 27
  • 6
  • 10
  • 5
  • 1
I Will Never Grow Up Games