AARHE: Phase 3: land Combat


  • Interdiction

    from D-Day rule

    Fighters : Fighters do not attack when they enter a zone containing Axis land units. They are on patrol,
    waiting for enemy movement. They have the opportunity to strafe any Axis land u nit s that move into or out of the zone. Roll one die per fighter against each Axis land un it that moves, including reinforcements (see below); a roll of 1 destroys that unit. The Axis player can not return fire.

    from your proposal

    B. Interdiction
    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.

    How come one is fighter and one is bomber?

    Maritime Defense

    I think this can be under Defensive Air Support.
    Its just a special case of it involving an adjacent friendly sea zone, rather than an adjacent friendly territory.

    Note: Under current rules, land FTR or BMR may only fight for one cycle in the sea.


  • How come one is fighter and one is bomber?

    ++++ great question! i think this fell thru the cracks… it really should be either.

    Maritime Defense

    I think this can be under Defensive Air Support.

    ++++ yes probably right… to simplify that should be changed… the idea was to seperate it because now were dealing with oceans and warships instead of.

    Its just a special case of it involving an adjacent friendly sea zone, rather than an adjacent friendly territory.

    Note: Under current rules, land FTR or BMR may only fight for one cycle in the sea.


  • so now, only air interdiction left

    is it a move by the active player? or a response move by the passive player?


  • Its on the active players turn… he places his bomber in a territory on his turn… the bomber stays until exactly one turn later when it can be used for other things


  • is a territory has enemy air units, can you still put your bomber there for interdiction?


  • Yes you fight it out with pne round of interdiction combat. so your bomber will need escorts. the defending player is using his passive air mission in this case.


  • oh i see
    no further questions at this point


  • although you’ve skipped again my question of whether its ok to not able to do “Battle of Britain 2”


  • I cant find this section: I think you want multiple air battles over British skies?

    OK so heres a possible solution: German planes can fly over British territory and SBR its industrial complex with one round of combat. this is the only current method where we allow such a dogfight for its own w/o any land units involved… Now say we use any remaining movement points left over that the German planes have to force additional combat rounds with each additional round costing one additional movement point.

    example: lets give the fighters 6 movement points and bombers 8 MP however the planes have to land exactly where they came from… no more take off from UK to bomb Africa and land in north Africa…thus in western Europe German planes can expend 2 MP to get to england and use 2 MP to get back… this leaves 2 free MP which allows up to 3 rounds or air combat over england ( using those modified aerial combat values).

    thats one free round as per normal rules and one round for each free MP available.


  • thats a big change from the “retreat when you have no land units left” rule

    is this “additional round per movement points” rule only for dogfighting or also for bombing?

    I duno if we should force planes to land where they started though

    but this idea I think can be applied to land planes combating in sea zones, but only for sea zones adjacement to a friendly territory

    I am actually ok with our current rules
    see the philospies behind them
    just wondered if you think it was ok because you bought up “battle of britain” when we first discussed whether planes need land control to operate

  • Moderator

    Planes needing land control? What about mainly “Airpower” being stationed at Gibraltar? I understand the Rationale, but maybe you should consider allowing Aircraft to Retreat when being attacked alone?

    GG


  • The stated rule can also be used universally to solve the sub stall debate and also fix the idea of stopping a naval fleet with a single ship ( also stalling it).

    example:

    The phasing player has two MP he spends one moving into a zone occupied by enemy naval units. the attacking player can decide to force combat and end his combat move in this territory. The defender can now decide he is unwilling to block the fleet and allow your fleet to pass thru the SZ and move into a new sea zone. Note: the attacker decides first whether he wants to attack and the defender has a second option also to engage. If neither side wants combat the ships may pass. In this latter case the same routine occurs with each side having an option to attack or be attacked. Each round of combat beyond the first combat phase costs one MP.

    If we decide to change naval movement to 3 this idea would work better, but 2 is also ok… except as you know Carriers and Cruisers move 3 anyway under the new ideas. (fast carriers and new cruiser unit)

    The very same idea can be extropolated from this same idea… namely with air combat  beyond the first round costing one MP. Planes may even be able to attack in one territory and continue into another territory if they have MP left… this is a new idea.


  • @Guerrilla:

    Planes needing land control? What about mainly “Airpower” being stationed at Gibraltar?

    Thats different. I was referring to if enemy control the territory can you fight there for extended period of time.
    Currently you have to retreat if you have no land units there.

    “At the end of a land combat cycle, the side with no land units must retreat.”

    But now I think it should be extended to

    “At the end of a land combat cycle, if only one side has land units remainig the other side must retreat.”

    I understand the Rationale, but maybe you should consider allowing Aircraft to Retreat when being attacked alone?

    Certainly.
    We did lots of work for attacker retreat in phase 2.

  • Moderator

    Tekkyy
    Would Agree, I assume you activate a new round of “Dogfighting” if only Aircraft remain after any combat phase… ?

    Imp
    The problem with making SBR able to make more hits is trying to identify whether they are on the same run and just have more bombs, or is it a different run with planes in the same bombing group… I think it is “legal” when dealing with Naval Fleets, since they have a one way ticket 'till I send them a new order, but planes are different… Isn’t that more of the risk you take (lost MPS’s)?

    GG


  • @Guerrilla:

    Tekkyy
    Would Agree, I assume you activate a new round of “Dogfighting” if only Aircraft remain after any combat phase… ?

    Yeah. Combat (dogfighting only) can then go on for multiple cycles.


  • Yes and thats something you wanted a while back… i think it would reflect the war better… the air combat values have to be possibly modified to the 1-2 range or entire air force may get wiped out in a single turn.

  • Moderator

    Imp,
      Did you see what I wrote in response to you?

    GG


  • Yes sir. well have to see what happens on that.


  • I believe that all units should be able to retreat after enduring 1 round of fire. It is very unrealistic to have an attacking force completely wipe out a defending force. The British were cornered in France and retreated back to England, Rommel retreated from the British counter offensive in Africa. The only times where the attacking force completely wiped out the defending force was not only, but usually in the Pacific rim. It just seems more historically accurate to me to be able to give both sides the option to retreat after 1 cycle of combat.

    If this has already been said, I apologize. I am new to these forms and there is so much to read and I am suffering from a heat stroke.

    RD


  • Guerrilla Guy writes:

    “Imp
    The problem with making SBR able to make more hits is trying to identify whether they are on the same run and just have more bombs, or is it a different run with planes in the same bombing group… I think it is “legal” when dealing with Naval Fleets, since they have a one way ticket 'till I send them a new order, but planes are different… Isn’t that more of the risk you take (lost MPS’s)?”

    The concept of SBR remains at one combat round and the mission is over. The only time when they have multiple air combat is when a player sends out his planes for “dogfighting missions” the Attacker can sustain combat but each additional combat round beyond the first combat round costs one MP. this idea may require planes having more movement than before possibly going to 6 spaces and bombers 8. The idea of more than one round consists of a sustained bombing campaign where each sortie is counted in days and every day consists of a new sortie. Thus a turn should in theory allow for more combat rounds.

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