Changing the subject a little, I’d like to hear your opinion on the following odds:
(Example: a bomber being shot down by AA gun would be about 1/10)
+++++ yes thats accurate BTW
Two location techniques came to the rescue of the Allied Powers. The first was the development of sonar in ships and the second was radar in both ships and aircraft. Another innovation to become widely used later was the airborne searchlight, but the more powerful models needed such amounts of electricity that only with the introduction of turbine powered aircraft did they become really useful.
The provision of seaborne air cover was essential. At first, the British developed temporary solutions such as merchant aircraft carriers and CAM ships. These were superseded by mass-produced, relatively cheap escort carriers supplied by the United States and operated by the US Navy and by the Royal Navy. At this point there was a significant difference in the proficiency and tactics of the two navies and criticsm was aimed at the British.
The Americans favoured aggressive hunter tactics with escort carriers on search and destroy patrols, whereas the British preferred to defend convoys, forcing the submarines to go elsewhere. The American view was that this did little to reduce or contain U-boat numbers. In the event, the tactics were complementary, suppressing and destroying U-boats.
The critical Allied advantage was provided by the breaking of German naval codes.
how about a fighter unit destroying a sub unit?
+++++++only after say mid 1943 were “fighters” able to help sink subs. I think they were largely used as spoters and used radar to locate, while surface ships were used to deliver the Coupe De Grace…
a fighter unit and destroyer unit destroying a sub unit?
++++++++ Since the beginning of the war coordination were used.
a sub destroying a sub?
++++++never at all in ww2
Aerial combat system:
You may perform one of 9 missions for each air unit during each turn. Some missions such as Strategic Air defense, Defensive Air Support (DAS) and Maritime Coastal Defense can be played as the defender during your opponents turn. In each case air units will invariably conduct combat against each other and now have modified air combat values as follows:
Unit>>>>> As attacker As defender
Fighter>>>> 1-2 1-3
Dive-Bombe>>>> 1 1
Bomber>>>> 1 1
Jet Fighter>> 2X 1-4 2X 1-4
Jet Bomber>> 1-2 1-2
Air Combat Sequence:
The attacker moves planes into the defenders territory (along with possible land forces).
Possible Anti- Aircraft rolls are performed in territories with a VC or Complex.
The defender can allocate air units in defense.
Aerial combat occurs for a specific duration of separate combat rounds (as outlined by a specific air combat mission). The combat values of all planes are outlined in the above chart.
Once the defender has either been destroyed or retreats, then the attacker can conduct his original air mission.
Note: The above air unit values apply to air to air combat. The value of planes attacking land targets is the unitâ€s normal combat values. In any case after clearing the skies of enemy air units you may now perform one type of air mission summarized as follows:
Tactical Air Command Missions:
A. Close Air Support
The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid one armored unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range (see below).
Each Bomber can attempt to stop the movement of enemy units out of a given territory. The Bomber is placed into the space until the following turn when it can then be used for further missions. For each Armor class unit that attempts to move into or leave the space is subject to a roll of one D6. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the space that turn.
C. Air Transport
Bombers can transport up to two Infantry units from one territory to another (of any type). The transport path can be over either land or sea zones. All air transport is done during the non-combat movement phase.
D. Airborne Assault
Only Airborne Infantry can carry out such missions and a drop cannot be greater than two territories from any friendly unit. Bombers are the only units that can drop such units. And they cannot perform any other functions on the turn they drop Paratroopers. Note: No more than two paratroopers can be dropped by each bomber per turn. Paratroopers must start out on the same space as the Bombers that carry them.
During the phasing players turn the defender also has a number of actions that they can undertake as follows:
E. Defensive Air Support (DAS)
During Ground Combat Resolution, defending fighters may move to an adjacent territory and participate in the defense of friendly ground units being attacked. 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). All air units then fight combat rounds concurrent but separate to the current ground combat rounds. Aircraft called up for DAS missions are not committed to fight a minimum number of combat rounds. For example: defensive Air Support was called in on combat round one and ready to fight on round two, but the defender rolled very poorly on his first round and decided to call off DAS and not risk losing his planes. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original territory, if possible. All hits and loses from air combat are taken from those participating air units until 1) only one side has planes, 2) one side retreats their planes, or 3) one side retreats his ground units thus ending combat. Note: planes that â€œretreatâ€ do not get a free parting shot from enemy planes. If one side has planes left over the hits can be applied to ground units for the duration of combat rounds. On their own turn they can still move into new combat missions, but they cannot perform multiple defensive air functions such as DAS and coastal defense. Only one action can be done on their turn, and one action delegated in a defensive action during another players turn.
F. Maritime 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 defenderâ€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 Air Command:
A. Strategic Bombing Run
Each player can bomb enemies Industrial Complex as follows: 1) each bomber (and possible escorts) moves over a targeted IC. 2) The defending player can fire any AA shots on each plane and/or he can call in defensive air support for one round of air combat. 3) Each surviving bomber rolls two D6 with the result equaling the number of IP that is lost from defending players next turn. When you attack/perform SBR attacks you take of the money from those nations IP balance. An IC may lose more IP than its printed value.
B. Air Escort
All air units (except bombers) may accompany moving bombers or naval units as far as their range allows them and participate in air combat, but they may only enter two sea zones to the target territory and two sea zones when returning from the target territory.
C. Strategic Air Defense
Directly before strategic bombers roll for damage on an IC, defending fighters in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending Industrial Complexes have a built in AA gun defense against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the IC.
a fighter unit destroying another fighter unit?
a fighter unit being shot down by flak in a combat against ground troops?
this site encapsulates the model of ASW very well.