I’m just curious, because if AB allows +2M in Combat Move, but only +1M in NCM does it open some space?
It seems absurd but in game, combat move usually means going from point A to B, then returning to A.
Or, AB allows +2M, only if returning to same Base? Otherwise +1M.
This one can be explained by more familiarity with terrains and navigators using known transmission towers and radars.
This would certainly work for me as a compromise solution. Though I can’t see an easy way to enforce it tripleA. The movement restriction would probably have to be player enforced. In other words the AB would grant +2 standard, but it’s up to the players to make sure whether it will afford the +1 or +2 on a given move (only if returning to the same base.) Anytime you leave it up to player enforcement you run the risk that some players might ignore the rule (either accidentally or perhaps on purpose), and just go +2 at all times. But that’s not the end of the world in my view. Most things can be edited, if caught before the turn ends.
Something tells me, had Larry introduced the AB unit at +2 in the first place, no one would be in a big hurry to nerf it down to +1. We’d have just happily gamed it like we always do, but of course that’s not how it went down haha.
At least the requirement to return to the same AB for the full +2, would prevent what is probably the major concern here, namely that people don’t want fighters from E. US to reach England in one move. Or fighters from UK or W. Germany to reach so deep into Russia. Or fighters from Japan to reach so far vs China or India etc.
As for the proposed trade off with bombers… less damage for more range, I don’t see a clean way to do this under such a system, unless you reverse the trade from damage for range, to range for damage.
To clarify, the initial suggestion, as I understood it, was that the damage +2 would be the default, and you could sacrifice this for +1 movement. Here I’m basically suggesting the opposite, sacrifice -1 off the default movement to gain the +2 to damage.
It’s similar, but just has the max movement rate already fixed, and the default damage for this range at 1d6. If you want a larger payload you sacrifice mobility, instead of the other way round. If that makes sense. Assuming the AB as Baron described it above, ie only +2 if returning to the same base from which you departed.
Escorts could work in a similar fashion. Though I’m still not sure how that would effect the attrition rate overall, or the cost/benefit return for SBR vs intercept.
What do you think YG?
The reason I suggest handling it this way, is because in TripleA you can edit the damage value after the fact, but you can’t edit the max range in the middle of a combat move (for SBR/Escort).
So it really only works the one way, ie if you subtract from the default max range (player enforced) and then add damage afterwards (edit +X damage to the facility.) The reverse works equally well on the table top, but I can’t simulate it easily on the machine. Ideally the rule needs to work on both, or we cut off a large section of the player base from being able to try it out.