Lots of great ideas on this subject already and as it pertains to an air units revision overall.
To the question, yes, I do occasionally buy Tacs when my current situation warrants it. Fighters are still more useful overall in the standard game though, IMO. But with a Tac Attacking on 4 with fighters OR tanks present is a huge plus. I would propose to revise that ability per the comments of some below.
@Narvik:
In case you ask me, I think too many combined arms possibilities makes the game too complex, so maybe just go for infantry and artillery, since the cooperation between aircrafts and land units in 1940 were more random.
Agreed. Too much is not good. Combined arms should be offered only when logical or to incentivize purchase or give certain units a unique aspect (assuming you want to add a couple of unit types not in the OOB game). The Tac-Tank boost is not rooted in very much tactical logic but rather in the tagline of a blitzkrieg propaganda poster.
@Narvik:
I think Tacs should attack on 4 and defend on 3, since they could add surprise to the attack.
Disagree. Simply giving Tacs a 4 Attack (without even requiring pairing with a Tank or Fighter) immediately makes Strategic Bombers irrelevant. Why buy a Str Bomber at higher cost with lower defense when you can get a Tac cheaper and harder hitting? Yes Str Bomber has greater range, but the defense tradeoff is worth more IMO.
If you mean Tacs attack @ 4 only in first round (e.g. surprise like subs), that is much more reasonable.
@Narvik:
In this game Tanks works wrong too, they should be like the Tanks in the A&A 1914 edition, Tanks should absorb two hits, because massing of tanks work like a shock wave that run over the enemy, or scatter them, before they can defend themselves.
Giving tanks a 2 hit absorption at 6 IPCs is way too much. IMO there is no single land or air unit that should have 2 hits to destroy. Tanks would be the closest thing, but you would have to increase their cost to compensate. Still… if you did that you would de-incentivize their purchase because Powers with less money wouldn’t spend that much for them. Making them 2 hits and adding to cost, even if not doubling the cost to 12, further dilutes the Tank’s power-to-cost ratio; it just makes them less useful. Additionally, the Tank unit in A&A is perhaps the most diverse single unit type represented. A single 6 IPC cost tank sculpt represents an equivalent force for the Germans as it does for the Japanese. Germany produced some of the biggest and best tanks of the war. Japan produced some of the smallest and least effective. Yet when you buy a tank in A&A, everyone buys a unit of the same capability. To that point, there were many more light and medium tanks seen in the war than KV-1s and Tigers.
@Narvik:
Fighters should do dogfight and struggle for air supremacy, and not do the job of the Bombers. They could strafe land units, but at a 1 or 2 as hits, not the 3 or 4. Add an air to air sequence before the general combat, like A&A 1914 got. Fighters cost like 6 or 8 IPC but roll attack on 1 and defend on 2, both against other aircrafts and against land units. There are no way a WWII Fighter had stronger firepower against land units than a Tank.
I do like this and it plays into completely revising the air unit structure.
@WILD:
I like the idea of giving tac bmrs target abilities. I recall Larry even saying that they tested the tac bmr with some kind of targeting ability when developing G40 but didn’t go into detail (table scraps).
I think that the tac should be able to target higher end units on land or at at sea in normal battles to some limited level. Ftrs should also be able to run escort for them killing off enemy frts trying to intercept, or work as interceptors against incoming tacs/sbmr in defense.
I’m not crazy about an extra dog fight type step in normal battles. I would be more inclined to look at any time an attacking or def tac rolls a “1” it chooses target on land or sea (air chosen last).
Similarly when a ftr rolls a “1” in attack or def that hit is applied to air units first (enemy still chooses).
I would probably make the tac a 3/3 unit (same attack as def), and take away the combines arms pairing. I would probably also leave the cost the same for both units (ftr-10, tac-11) because both ftrs and tacs would be getting an upgrade. Don’t think you would make either cheaper because they will be taking out more expensive stuff. Don’t want to go higher because there will be more attrition to air units as well.
I read in the other posts that if ftrs are allowed to take out enemy planes then there would be too much attrition to tacs and S bmrs. That might be true, but air superiority should account for something, and it would force you to have ftrs on hand. I also think that there should be a defender retreat option especially for air.
Now the strat bmr, yea I’m tired of it being a flying one hit battleship at sea.
It should be geared more to SBR and carpet bombing. I’m not in the camp of giving it no attack value at sea because it has been a long time standard in AA.
Probably lower its attack value to 2, def 1, move 6, cost 12. Give it one dice at sea, two dice in land battles (carpet bombing). Leave SBR OOB (two dice). To make it worth the cost allow it drop para trooper in combat, or transport one inf in NCM.
With attack at 2 it won’t dominate the sea
WILD BILL got it about all right here. Can’t say I disagree with anything.
Targeting ability is a must in developing a useful Tac. I am not crazy about another step in combat (e.g. dogfight phase) either. Just assign or stratify hits based on rolled numbers.