Bombing by Average
@GEN-MANSTEIN tbh the 3 dice and math way feels simpler to me, but others might be more comfortable with the chart.
How about this attempt:
After the AA gun hits (targeted - roll for each plane) the owner of the hit plane rolls on the damage table:
1-2: Half damage to IC
3-4: No damage to IC
5: Plane is destroyed
6: Plane is forced zu land in zone of the IC and gets captured (replace it with a corresponding piece in the owners color of the IC) …
Maybe make number 6 plane is damaged to much and has to return home. Don’t like free planes to other side. Or instead of getting a plane maybe give the enemy 2-3 icps for parts of plane but how much of an enemy plane can they use for parts let a lone rebuild a enemy flyable plane.
Would the AnA still roll 3 dice? Would the bomber be less effective if it gets hit?
the damage means you don’t need to sit on 5 or 10 ipcs all the time.
He’s saying after aa gun rolls it’s up to 1-3 dice and if the aa gets a hit @1 then the hit plane owner rolls for what’s on chart.
1 hit = 1 plane roll for chart
2 hits = 2 plane rolls for chart
3 hits = 3 plane rolls for chart
@Imperious-Leader is that 10% lost figure specifically for flack? (I thought that the majority of bombers the allies lost were to fighters) Or just the allies overall stat. If we want to be to realistic we nd to factor in altitude, and weather and day vs night bombing. Which could be really cool! Pick different types of sbr and roll for weather to. But i was trying to leave the rest of the game untouched to make it playable.
My statement was that 10% of bombers were lost or damaged ( not used serviceable any more in the war) during the bombing campaign over Germany. Thats a number which does not include Fighters. Its a combination of day/night Bombing missions. Obviously night missions caused less damage overall, but even less damage to targets.
I suppose players could say this is a night bombing mission and obtain a lower score against enemy factory, but also suffer less damage