• @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2
    M6
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3 or escape roll @3
    M7
    C12
    Dog Fight @2  Every 1st round of combat only if enemy planes.
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    A7 Roll of 3 or less can pick target with return shot. Naval only.
    A3 against surfaced subs only. No return shot.
    D5 Can pick target with a return shot. Ground only .
    D5 Roll of 3 or less can pick target. Naval only.
    M5
    C11
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Tac Bomb

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 3 or less can pick target with a return shot. Ground and Naval.
    A3 against surfaced subs only. No return shot
    D5 Roll of 3 or less pick target with a return shot. Ground and Naval.
    M4
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Dive Bomb

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3  Every 1st round of combat only if enemy planes.
    AA Gun D@2 against ea N. Fig
    Cannot hit surfaced subs.

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3  Every 1st round of combat only if enemy planes.
    AA Gun D@2 against ea Fig
    Cannot hit surfaced subs.

    AA Gun
    A0
    D@2 at each plane
    D@1 at ea H Bomb, Tac & Dive Bomb
    M1
    C5

    Air Transport
    A0
    D0
    M5
    C10  Can transport 2 Elites or 2 Paratroopers or 1 Elite 1 Paratrooper in combat and any combination of 2 inf or 1 inf 1 art in non combat. If you get Paratrooper Tech can transport 3 units any combo. Only 2 inf or 1 inf 1 art non combat still.

    Ger. Grenadiar build 2 starting T2
    A4
    D4
    M2
    C4
    Can Blitz

    SS Panzer build 2 starting T2
    A7
    D6
    M2
    C6

    Tiger Tank build 1 starting T3
    A7
    D7
    M2
    C9 2 hits

    IS-1 Russia build 2 starting T3
    A7
    D7
    M2
    C6

    Elite Inf
    A4
    D2
    M1
    C3    Build 2 only per turn. NA for US-Italy can build 3 a turn

    Paratroopers
    A2-3  A3 FSR only on AMP ASSLT
    D4
    M1
    C3     Paratrooper Tech- Can air transport 3 Paratroopers

    Art
    A4
    D4
    M1-2 towed by Mech and SPA
    C4

    SPA
    A4-5
    D4-5  Tank  boost +1 on A/D 1:1
    M2
    C5  Can tow Art and blitz

    German Wolf Packs 2 or more subs attacking.
    A6  FS
    A7  FS if get NA Wolf Pack or Sub Tech get A7 FS  D3
    D2
    M2
    C7
    Subs cannot hit subs
    Subs can submerge after DF or Tac FS
    Subs doing FS have to stay surfaced.
    Cannot submerge until next round of combat.
    Submerged subs after 1 round of combat can
    1. Resurface
    2. Stay Submerged
    3. Escape @2  Place on map same sz.
    If escape roll fails Sub has to resurface.
    Surfaced subs can be taken as casualties.

    Subs
    A5  FS  Sub Tech - A6  FS  D3
    D2
    M2
    C7
    Subs cannot hit subs.
    Subs can submerge after DF or Tac FS
    Subs doing FS have to stay surfaced.
    Submerged subs after 1 round of combat can
    1. Resurface
    2. Stay Submerged
    3. Escape @2  Place on map same sz.
    If escape roll fails Sub has to resurface.
    Surfaced subs can be taken as casualties.

    Battleships
    A9
    D9
    M2
    C15   2 hits

    Cruisers
    A7
    D7
    M3
    C9

    Destroyers
    A3
    D3
    M2
    C6
    Can pick 1 of 2 choices per round of combat.
    1. Depth Charge A or D submerged subs @3 only.
    2. Attack or Defend on the surface only.

    Carrier
    A2
    D4
    M2
    C14   2 hits

    Transport
    A0
    D1  at plane only if not taken as casualty
    M2
    C7
    ES2 only if Transport is alone and being attacked by
    only subs or planes and is not killed per round.

    Japan doesnt receive H. Bombers.

    This has been updated.  May 13,  2018

    These values are for next game. We will see if H Bomber A against navy is to strong.

  • '17 '16

    @SS:

    Finally had a sub dest tac only battle. Italy got a free tech at start of T5 now and got Super Subs Tech. So now they get subs at A6 D3. So they decide to Attack with
    Italy
    1 Tac
    3 Subs
    vs
    US
    2 Subs
    3 Dest

    Rd 1 Attack
    1 Tac FS roll a 3. 1 hit  
    US sub submerges instead of D@2 with FS
    US loses a sub no return fire.
    3 subs roll 2,4,10  2 hits
    US has to take 2 Dest for casualties.

    Rd 2 attack
    Tac no FS at Surfaced subs.
    1 sub rolls FS 4. I hit no return fire
    US takes last Dest out of game.

    Now the US submerged sub decides to stay submerged due to Tac bomber flying over head.
    So the question is because I probably forgot the sub would need to resurface no matter what if he tried an escape roll and failed.

    Thanks for giving me the roster above.
    It really helps understand.

    I forgot that, in your GW40, TcB and NavalDB have no first strike outside Subs.
    In your rule, it is easy to determine what value you use with TcB whether @3 or @7.
    It was a long shot from Italy, here. I would have been more cautious and choose to attack US DD with an higher odds.
    But it payed off for Italy, sinking this Sub.

    You wrote: “US sub submerges instead of D@2 with FS”
    But, according to “Sub cannot hit Sub”, they were only sitting duck against Italian TcB (which might have elect to attack Destroyers in regular combat). So there was no target for US Sub and makes sense to submerge.

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?

    Played around with another turn and pics show results. Yes it is better if you can do convoy raiding inside boxes for damage and 1 damage ea ship or sub touching a convoy box. Gives the Axis more convoy raiding and does make Allies come get me. This also helps on pacific side to the point of at least getting a 1 or 2 damage on a convoy box without being inside one for US and Japan. Its better to have a sub do damage then a Dest if theres figs in the area and no Tac B. As you can see the US is got some kind of threat for raiders in the Atlantic side but also Italians are buying a few subs too to keep some kind of pressure on allies while allies buying more in Pacific side for the KJF plan. Plus US needs those Tacs also too.
    With Germany taking Gibr and Azores island, it is preventing landing spots for the allies to use there Tac Bombers against German Wolf packs! Hey what do you know. Action finally in thee Atlantic !

    I really like what you are describing.  :-) :-) :-)
    More action in ATO, Azores and Gibraltar making sense to be captured to prevent Allies from using TcBs on u-boats.
    Expanding Convoy Raiding boxes to adjacent SZs seems a winning idea.
    (It feels like a target with a bull eyes when a Sub reach the central Convoy box.)

    With figs not being able to hit subs the Tac is kinda a nice piece now with the Stg B hitting them as well. Plus as mentioned the Carriers only being able to hold naval D B and N figs and only moving 4 is huge in the game. Japan cant just go and Jam every plane in a battle. You have to plan your naval attacks on naval better ( land too ) and plan ahead. Also with ground planes M5 -6 with AB you are just constantly looking for all planes that can counter against you every where. You really need to think and look now. With the added stuff yes the game is a little slower but will speed up once people get used to the new added stuff to game.

    It seems very interesting to specialize TcB vs Fighters (Naval or Land-based).
    Not being able to hit Subs has a direct impact about how you make plans against aircraft or submarines.
    There is more tactical decisions for battle and planning when purchasing.
    Fighters provides a pretty good defense against all warships and planes, but have an Achilles’ heel: Sub!

    A fleet with Carrier have to balance between Fg, DD and TcB to be well-rounded.

    All this ring very promising: “For what its worth it is getting more Historical now than ever.”

    According to my taste, there is probably a few special things to cut out, so you can speed up more the game.
    But having more units and more possibilities is a great addition and it is normal that this slow the pace a bit. Clearly, I would not change these interesting variants between Naval and Land-based aircraft, as well as TcB vs Fighter specialization.

    If I would change something, it would be around the sequence and too much combat values variation.
    But this is another story…  :-D

    For instance:

    A7 Roll 4 or less can pick target with a return shot
    A3 against surfaced subs only. No return shot
    D5 Roll of 3 or less pick target with a return shot

    I would make all: roll of 3 or less can pick target… (Easier to remember.)

    I’m very happy you and all friends enjoyed all these new changes.

  • '17 '16

    @SS:

    @Baron:

    @SS:

    We got that right right ? Tac can only hit ground ? and now Surfaced sub @3.

    I just need a yes or no on Tac hitting navy ? I know ive been playing it with ground only but I believe I forgot in game. Cant see why a Tac cant hit navy to.

    Hurts Germans. But if its history then its history.

    I never tried TcB targeting navy.

    If about history, Dunkirk movie showed Stuka attacking Destroyers and TP.

    From game POV, Tac are just land-based Dive bombers.
    So, they can be part of naval combat.

    Ha ha you trying to avoid an answer ? Lol. Well I need to decide. Was thinking of giving them a lower value like Stg bomb like a A5 D5 pick target. Just thinkin

    Now, I better understand the question.

    I would make something like:
    TcB would be same as Naval Dive Bomber in Naval combat:
    A7 Roll 3 or less pick target with a return shot
    A3 against surfaced subs only. No return shot
    D5 Roll 3 or less pick target with a return shot

    And for simplicity, I would use @3 everywhere.

    So, only TcB in land combat would pick target at their nominal combat values:
    A@7
    D@5

    But, Naval Divebomber in land combat would keep:
    A7 Roll 3 or less pick target with a return shot
    D5 Roll 3 or less pick target with a return shot

    So, @3 would be everywhere for special situation. Easier to remember.

    What do you think?

  • '17 '16

    @SS:

    Sorry that Tac hitting FS surfaced subs is nawing at me know. Why not just have Naval Dive Bombers can only hit surfaced subs. Can switch out US UK starting Tacs or most with Dive Bombers.

    On that one, I would wait about forbidding Land-based TcB not being able to FS Subs with @3.
    You are already splitting Fg from TcB.

    IMO, DeHavilland Mosquitoes (UK’s TcB sculpt) was used in Anti-Sub mission.
    They cannot be carrier-based as was the US TBF Avenger.

    Coastal Command had seven squadrons equipped with the FB.VI, and later also received the 27 FB.XVIIIs. The Mosquitos were used for anti-shipping strikes, mainly against coastal traffic. Because this brought them within the range of land-based Luftwaffe fighters, good performance was essential. But the coastal convoys were also well protected with anti-aircraft guns, and attacks were dangerous.

    The Mosquito fights the U-boats
    From November 1943 on wards the Mosquito was also used to attack U-boats shortly after, or just before they entered a port. Warning of these opportunities was provided by code breakers. At that moment the U-boats travelled on the surface, and therefore were vulnerable to rockets or the 57mm shells of the FB.XVIII. For safety, the U-boats usually formed small convoys, with an escort of mine sweepers or so called Sperrbrecher ships, which had hulls reinforced with concrete as a protection against mines; both types bristled with anti-aircraft guns. For example, on 27 March 1944 six FB.VIs and two FB.XVIIIs attacked a convoy towards La Pallice, formed by U-960 with a escort of four M-class mine sweepers and two Sprerrbrecher vessels. Three mine sweepers suffered light damage, U-960 was badly damaged, two Mosquitos returned home with serious damage, and one crash-landed.

    https://uboat.net/allies/aircraft/mosquito.htm

    Also, TacB sculpts works for all Medium bombers with less range than StB, 4 engines bomber.

    The B-25 enters battle …
    The first unit to receive B-25s was the 17th Bombardment Group (Medium). After Pearl Harbour this moved to the west coast to fly submarine patrols, and on 24 December one sank a Japanese submarine. Later the 17th moved to the east coast, where they sank a German submarine. Other B-25s, including 40 originally built for the Dutch, were sent to the South-West Pacific area. Operating from bases in Australia and New Guinea, they tried to halt the Japanese advance. They were joined by a Dutch unit. Later other B-25s groups operated in the Central Pacific, and over the Aleutian islands. In June 1942, B-25s appeared in Burma, and in August 1942, the 12th Group began operations in North Africa, were they were joined by the 340th Group in March 1943. The USAAF observed that the faster B-26 was more suitable for operations in Europe, and operated the B-25 mainly in the Mediterranean and the Pacific.

    As an early revenge for Pearl Harbour, one of the most unusual operations of the war was planned. Sixteen B-25Bs were modified by installing extra fuel tanks, for 4319 liters instead of the usual 2627. The volunteer crews received additional training. The bombers were loaded on the aircraft carrier USS Hornet, and on 18 April 1941, the bombers lead by Major J. Doolittle took off to their targets in Tokyo, Nagoya, Osaka and Kobe. The plan was to land in China, where the bombers would be a welcome reinforcement; but because USS Hornet was detected by the Japanese the aircraft had too take off early, and none reached its destination. Although damage was light and all aircraft were lost, the “Doolittle Raid” was a big boost for the American morale. It also was a serious concern for the Japanese, who became acutely aware that an American force could come to within strike distance of Japan almost undetected.

    In 1942 a small number of B-25Bs was sent to Britain, which deployed them in North Africa and eventually in India. Operations in West Europe were postponed until the more capable B-25C arrived. The 2nd Group of Bomber Command flew its first mission on 22 January 1943, against oil storage facilities in Belgium. It soon adopted very tight formations for mutual support, and their aircraft retained the ventral turrets. The RAF continued to use the Mitchell until the end of the war, receiving B-25H and B-25J models. Total deliveries were 872, but a substantial number of these were sent to the Bahamas for anti-submarine patrols.
    Some were also sent to the USSR. The USSR would receive 862 B-25s, and after the war the NATO allocated the type the recognition name Bank.

    In the summer of 1942 the USAAF and the USN came to an agreement which allowed the Navy to operate land-based bombers. In early 1943 the Marine Corps began to receive its first B-25Cs, which were given the Navy designation PBJ-1C. On 17 March 1944 the “Flying Nightmares” of VMB-143 flew their first operational mission, against Rabaul. A total of 706 aircraft were delivered to the USN and USMC. These aircraft were painted grey, or later sea blue. Radar was installed, and depending on the type it was under the aft fuselage, on the wing tip, or in the nose. Their normal armament consisted of depth charges, but they could also carry a torpedo. Nine USMC squadrons used the PBJ-1 in combat.

    https://uboat.net/allies/aircraft/b25.htm


  • @Baron:

    @SS:

    Finally had a sub dest tac only battle. Italy got a free tech at start of T5 now and got Super Subs Tech. So now they get subs at A6 D3. So they decide to Attack with
    Italy
    1 Tac
    3 Subs
    vs
    US
    2 Subs
    3 Dest

    Rd 1 Attack
    1 Tac FS roll a 3. 1 hit  
    US sub submerges instead of D@2 with FS
    US loses a sub no return fire.
    3 subs roll 2,4,10  2 hits
    US has to take 2 Dest for casualties.

    Rd 2 attack
    Tac no FS at Surfaced subs.
    1 sub rolls FS 4. I hit no return fire
    US takes last Dest out of game.

    Now the US submerged sub decides to stay submerged due to Tac bomber flying over head.
    So the question is because I probably forgot the sub would need to resurface no matter what if he tried an escape roll and failed.

    Thanks for giving me the roster above.
    It really helps understand.

    I forgot that, in your GW40, TcB and NavalDB have no first strike outside Subs.
    In your rule, it is easy to determine what value you use with TcB whether @3 or @7.
    It was a long shot from Italy, here. I would have been more cautious and choose to attack US DD with an higher odds.
    But it payed off for Italy, sinking this Sub.

    You wrote: “US sub submerges instead of D@2 with FS”
    But, according to “Sub cannot hit Sub”, they were only sitting duck against Italian TcB (which might have elect to attack Destroyers in regular combat). So there was no target for US Sub and makes sense to submerge.

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?
    No. Thr Italians had 2 subs against 1 US destroyer for 2nd round of combat.

    Played around with another turn and pics show results. Yes it is better if you can do convoy raiding inside boxes for damage and 1 damage ea ship or sub touching a convoy box. Gives the Axis more convoy raiding and does make Allies come get me. This also helps on pacific side to the point of at least getting a 1 or 2 damage on a convoy box without being inside one for US and Japan. Its better to have a sub do damage then a Dest if theres figs in the area and no Tac B. As you can see the US is got some kind of threat for raiders in the Atlantic side but also Italians are buying a few subs too to keep some kind of pressure on allies while allies buying more in Pacific side for the KJF plan. Plus US needs those Tacs also too.
    With Germany taking Gibr and Azores island, it is preventing landing spots for the allies to use there Tac Bombers against German Wolf packs! Hey what do you know. Action finally in thee Atlantic !

    I really like what you are describing.  :-) :-) :-)
    More action in ATO, Azores and Gibraltar making sense to be captured to prevent Allies from using TcBs on u-boats.
    Expanding Convoy Raiding boxes to adjacent SZs seems a winning idea.
    (It feels like a target with a bull eyes when a Sub reach the central Convoy box.)

    With figs not being able to hit subs the Tac is kinda a nice piece now with the Stg B hitting them as well. Plus as mentioned the Carriers only being able to hold naval D B and N figs and only moving 4 is huge in the game. Japan cant just go and Jam every plane in a battle. You have to plan your naval attacks on naval better ( land too ) and plan ahead. Also with ground planes M5 -6 with AB you are just constantly looking for all planes that can counter against you every where. You really need to think and look now. With the added stuff yes the game is a little slower but will speed up once people get used to the new added stuff to game.

    It seems very interesting to specialize TcB vs Fighters (Naval or Land-based).
    Not being able to hit Subs has a direct impact about how you make plans against aircraft or submarines.
    There is more tactical decisions for battle and planning when purchasing.
    Fighters provides a pretty good defense against all warships and planes, but have an Achilles’ heel: Sub!

    A fleet with Carrier have to balance between Fg, DD and TcB to be well-rounded.

    All this ring very promising: “For what its worth it is getting more Historical now than ever.”

    According to my taste, there is probably a few special things to cut out, so you can speed up more the game.
    But having more units and more possibilities is a great addition and it is normal that this slow the pace a bit. Clearly, I would not change these interesting variants between Naval and Land-based aircraft, as well as TcB vs Fighter specialization.

    If I would change something, it would be around the sequence and too much combat values variation.
    But this is another story…  :-D

    For instance:

    A7 Roll 4 or less can pick target with a return shot
    A3 against surfaced subs only. No return shot
    D5 Roll of 3 or less pick target with a return shot

    I would make all: roll of 3 or less can pick target… (Easier to remember.)

    I’m very happy you and all friends enjoyed all these new changes.


  • @Baron:

    @SS:

    @Baron:

    @SS:

    We got that right right ? Tac can only hit ground ? and now Surfaced sub @3.

    I just need a yes or no on Tac hitting navy ? I know ive been playing it with ground only but I believe I forgot in game. Cant see why a Tac cant hit navy to.

    Hurts Germans. But if its history then its history.

    I never tried TcB targeting navy.

    If about history, Dunkirk movie showed Stuka attacking Destroyers and TP.

    From game POV, Tac are just land-based Dive bombers.
    So, they can be part of naval combat.

    Ha ha you trying to avoid an answer ? Lol. Well I need to decide. Was thinking of giving them a lower value like Stg bomb like a A5 D5 pick target. Just thinkin

    Now, I better understand the question.

    I would make something like:
    TcB would be same as Naval Dive Bomber in Naval combat:
    A7 Roll 3 or less pick target with a return shot
    A3 against surfaced subs only. No return shot
    D5 Roll 3 or less pick target with a return shot

    And for simplicity, I would use @3 everywhere.

    So, only TcB in land combat would pick target at their nominal combat values:
    A@7
    D@5

    But, Naval Divebomber in land combat would keep:
    A7 Roll 3 or less pick target with a return shot
    D5 Roll 3 or less pick target with a return shot

    So, @3 would be everywhere for special situation. Easier to remember.

    What do you think?

    Ya I agree. I made changes.

  • '17 '16

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?
    No. The Italians had 2 subs against 1 US destroyer for 2nd round of combat.

    Is it a special Wolf-pack attack which allows First strike for Subs when 2 or more, even against Destroyers?


  • @Baron:

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?
    No. The Italians had 2 subs against 1 US destroyer for 2nd round of combat.

    Is it a special Wolf-pack attack which allows First strike for Subs when 2 or more, even against Destroyers?

    No Italians had 3 subs attacking 1st Rd lost 1 sub do to US 1 hit
    So Italy had 2 subs attacking 1 dest 2 Nd Rd so 1 sub gets a FS

  • '17 '16

    @SS:

    @Baron:

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?
    No. The Italians had 2 subs against 1 US destroyer for 2nd round of combat.

    Is it a special Wolf-pack attack which allows First strike for Subs when 2 or more, even against Destroyers?

    No Italians had 3 subs attacking 1st Rd lost 1 sub do to US 1 hit
    So Italy had 2 subs attacking 1 dest 2 Nd Rd so 1 sub gets a FS

    OK, I see.
    Destroyer are blocking on a 1:1 basis.
    Italian Subs being 1 more than US DD, 1 First strike allowed.

    For how long do you use this FS rule for Subs vs DD?


  • @Baron:

    @SS:

    @Baron:

    You wrote: “1 sub rolls FS 4. 1 hit no return fire”
    I cannot see why it was possible for Italian Sub to get a FS, since US Destroyer blocked it.
    Unless it is an NA?
    No. The Italians had 2 subs against 1 US destroyer for 2nd round of combat.

    Is it a special Wolf-pack attack which allows First strike for Subs when 2 or more, even against Destroyers?

    No Italians had 3 subs attacking 1st Rd lost 1 sub do to US 1 hit
    So Italy had 2 subs attacking 1 dest 2 Nd Rd so 1 sub gets a FS

    OK, I see.
    Destroyer are blocking on a 1:1 basis.
    Italian Subs being 1 more than US DD, 1 First strike allowed.

    For how long do you use this FS rule for Subs vs DD?

    .

    Every turn

  • '17 '16

    :)

    My english got me.

    I meant for how many games, did you use this rule?


  • @Baron:

    :)

    My english got me.

    I meant for how many games, did you use this rule?

    50 games. Been playing this rule forever in games. 1:1 block

  • '17 '16

    Wow!
    This is kind of bullet proof in your games.
    :)


  • Ya. Cant see 1 DD blocking 10!subs. What TH, DD can launch depth charges and fire shells  a 100s at a time. I didnt know this. Lol

    Anyway why cant an AA gun get 1 shot in Attack only @1 up to three territories / SZ away. OR
    1. If you get Rockets Tech you can decide between a SBR 1 d8 dam 3 spaces away or you can do a 1 shot attack only against ground troops or navy. Your choice. OR

    2. Can SBR 1 d8 dam 3 spaces away against any facility. OR
    Attack 1 plane FS with AA Rocket Gun 1 space away while ground troops are attacking same territory in combat.

    This is to give the other countries more things to do in game. But this maybe to strong for game and yes kinda not historical for some countries. Was an idea for countries like Anzac Japan US could use.

  • '17 '16

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2

    M6
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12  @3 or escape roll @3

    M7
    C12
    Dog Fight @2  Every 1st round of combat only if enemy planes.
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Did you try them?

    What do you prefer: same combat value, different number of dice according to land, Sea, Defense or different combat value off land or Sea/ Def, same number of dice?


  • @Baron:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2

    M6
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3 or escape roll @3

    M7
    C12
    Dog Fight @2  Every 1st round of combat only if enemy planes.
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Did you try them?

    What do you prefer: same combat value, different number of dice according to land, Sea, Defense or different combat value off land or Sea/ Def, same number of dice?

    Ya I got 5 turns in game with them so far. With lower @ number makes them some what weaker on all. The over kill risk is lower. The naval attacks are a bit harder. Of probably 8 med bomber attacks only probably 4 kills. Couple bombers naval with no hits.

  • '17 '16

    @SS:

    @Baron:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2

    M6
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3 or escape roll @3

    M7
    C12
    Dog Fight @2  Every 1st round of combat only if enemy planes.
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Did you try them?

    What do you prefer: same combat value, different number of dice according to land, Sea, Defense or different combat value off land or Sea/ Def, same number of dice?

    Ya I got 5 turns in game with them so far. With lower @ number makes them some what weaker on all. The over kill risk is lower. The naval attacks are a bit harder. Of probably 8 med bomber attacks only probably 4 kills. Couple bombers naval with no hits.

    Still, the above odds are better for Heavy on Naval than below:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1


  • @Baron:

    @SS:

    @Baron:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2

    M6
    C10
    Dog Fight @1  Every 1st round of combat only if enemy planes.
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3 or escape roll @3

    M7
    C12
    Dog Fight @2  Every 1st round of combat only if enemy planes.
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Did you try them?

    What do you prefer: same combat value, different number of dice according to land, Sea, Defense or different combat value off land or Sea/ Def, same number of dice?

    Ya I got 5 turns in game with them so far. With lower @ number makes them some what weaker on all. The over kill risk is lower. The naval attacks are a bit harder. Of probably 8 med bomber attacks only probably 4 kills. Couple bombers naval with no hits.

    Still, the above odds are better for Heavy on Naval than below:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1

    Ya I crunched numbers too.

    Old way was the question is how much of a reward u want to make the bomber kill.
    Old way 2 Stg b rolled 2 rounds of combat and got 8 hits out of 16 rolls. The thing was it helped them take Calcutta but then in other battles like Europe it gave the allies the lil chance for same thing when they attacked Rome and naval and didn’t get the reward rolls.
    I’ll keep it where its at for now.

  • '17 '16

    With the new way you get easy value to remember:
    Medium: @2, all types of rolls
    Heavy: @3 all types of rolls

    It is too early to change something.
    Also, the Calcutta raid was an oddity, India got diced.


  • @Baron:

    With the new way you get easy value to remember:
    Medium: @2, all types of rolls
    Heavy: @3 all types of rolls

    It is too early to change something.
    Also, the Calcutta raid was an oddity, India got diced.

    Ya I look at this way the bombers where finally accurate ! Lol

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