Phase two ideas template: land and naval combat


  • Land Combat Sequence Summary:

    1. All attacking artillery units fire first preemptively on the first round and can conduct one of two forms of combat as follows: 1) artillery units can make a special attack that does not require that they move into the territory as follows: They may fire one “salvo” from a territory they reside from and into an enemy territory for one round only. This attack is considered preemptive and the defender cannot roll in its defense. 2) A second more common method is to attack in conjunction with other attacking units and fight in multiple rounds of combat .However, again  only during the first combat round they fire in preemptive fashion. Any ground forces hit as a result of the first artillery bombardment attacks are now removed from play.

    2. If attacking air units are brought into battle over a territory with a Victory City or an Industrial Complex, then these can be fired upon by Anti- Aircraft defenses. (See Anti- Aircraft defense).  In any event the hits are taken preemptively on these planes before moving on to the next step.  If the attacker has brought in air units, then they must engage defending air units separately each combat round until only one side has any air units left. This can be accomplished by one side destroying the enemy or retreating their own air units. During each round where ground combat continues and only one side has air units, those remaining air forces can attack ground forces with preemptive rolls each combat round. Land units cannot attack planes in any manner, except in territories that contain an Industrial Complex (this would be rolled before the start of the first combat round).All ground forces hit as a result of aerial attack are now removed from play and in this case the owner of those ground units has a choice of which ground units that may be taken as loses. Note that if one side has lost its air units and the side with planes still has not used all its planes in battle, then additional hits can “spillover” as casualties against the other side.

    3. During each ground combat round the attacker followed by the defender rolls one D6 for each engaged unit trying to hit at or lower than its attack factor. Each hit caused by an Infantry unit can only be applied to an infantry unit, while armor unit hits (not Artillery) must be applied to any defending armor units first before any other unit can be selected as causality. Armor units chosen as casualties can also include artillery units. Sometimes in the course of rolling an automatic retreat result (see below) may apply and these units retreat and take no further part in combat.

    4. The defender then rolls for his defending units including those selected as causalities again trying to roll at or lower than each unit’s defense value. Second, each defending combat unit rolls for each unit using their defense value. Lastly, the defending player removes all hits first, followed by the attacking players’ casualties.  The attacker must remove loses in the same manner as required by the defender.

    5. The attacker followed by the defender can now make retreat declarations. All units engaged in combat have a voluntary and an automatic (forced) retreat option. Full or partial retreats by either side are allowed after the first round of combat and only the currently engaged units’ can fire at each other. Retreating units do not get to fire as they retreat. All units left to fight still roll on defense in the normal fashion. Note: Any defending Infantry that decides to retreat after any combat round is subject to a roll of one D6 and is lost on a roll of one. This is to simulate the ability of the attacker to “envelop” and capture enemy forces that did not escape the retreat.

    In the second case specific rolls during land combat can result in automatic retreats which result in that unit having no further part in combat. All attacking units must retreat to original territories from where they attacked, while defending units simply move to an adjacent friendly territory. Automatic retreats do not occur to units performing Paratrooper drops, or Amphibious Landings.  Defending units in Territories that contain an Industrial Complex are exempt from this rule. All artillery units and any planes involved in air combat can ignore automatic retreat results. Each nation has a specific propensity to be forced into automatic retreats as follows:

    Germany: 6 ( optional SS panzer unit is exampt
    German minor axis allies (Rumania, Hungary, and Bulgaria): 5-6
    Italy: 5-6
    Japan: 6
    Soviet Union: 5-6 (optional Shock troops are exempt)
    U.K.6
    U.S.A.:6

    1. If the defender is either destroyed or retreats, then the attacker automatically occupies the territory and a control marker is placed in the territory.

    Anti-Air Artillery Defense
    Industrial Complexes and Victory Cities have a fixed preemptive defense against air attacks as follows: First roll a D6 and if the result is a 2-3, then that plane has to return to its original base of departure and take no further part in combat. If you roll a one then continue to the next section. If on the second roll you obtain a one result then that plane is destroyed. The total number of actions in this manner against air units during any turn cannot exceed a total of three attacks. In no other respects can ground “units” target air units.

    RETREATS

    Except for strategic air missions, where the defending intercepting units simply return home after one round, after any round of combat, either player may decide to withdraw and retreat. After any combat round, retreating attacking units do not all have to retreat to the same territory, but it must be from original territory where the attack began. Defending units that cannot retreat ground units on an island, or evacuating ground units in excess of transport capability must remain and continue to fight. Note: These ground units that engage in combat which results in automatic retreats simply take no further part in combat. They retreat back to their original territory and do not suffer return fire. Defending units in either Victory Cities or Industrial Complexes that roll automatic retreat rolls as the defender can ignore these rolls. They also have at their option the ability to conduct a naval evacuation if friendly transports are in adjacent sea zones. Destroyed units that roll in combat ignore automatic retreat results as they have already been selected at casualties. Note: units rolling automatic retreat rolls during invasions are required to convert those forces into Light Infantry as they embark on transports.

    Air Missions:
    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-Bomber…1… 1
    Bomber… 1… 1
    Jet Fighter…2X 1-4… 2X 1-4
    Jet Bomber… 1-2… 1-2

    Air Combat Sequence:

    1)The attacker moves planes into the defenders territory (along with possible land forces).
    2)Possible Anti- Aircraft rolls are performed in territories with a VC or Complex.
    3)The defender can allocate air units in defense.
    4)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.
    5)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 unit’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:

    1. 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).

    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.

    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 from 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). Note: Any air units in the territory can immediately participate in DAS missions. 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 retreats his forces. 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 “retreat” do not get a free parting shot from enemy planes. If only one side has planes left over after destroying enemy air units; further hits can “spill” over as hits on ground units. 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 defender’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.

    1. 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 three sea zones to the target territory and three 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.

    Rail Movement
    All ground forces that begin in a friendly territory can obtain a movement bonus of double its current movement allowance. However, all movement must be limited to only traveling along this path and must also end in a territory with a rail line. The enemy can also conduct Air interdiction forcing these units to possible attacks. Rail movement is only performed during the non- combat movement sequence.

    The  Rail capacity for each nation is as follows:
    Germany 9
    Italy 5
    U.S.S.R  6
    United Kingdom  6
    Japan    6
    U.S.A.  10

    This idea is basically combining my previous strategic redeployment ideas to facilitate additional movement.

  • Moderator

    One thing to consider in Phase 2 (and perhaps imo the most overlooked aspect of AaA) is “overkill”, or no return fire if on a last round roll the “winner” of the battle rolls the same or more then a units defense or offense #.

    Example:

    A final Fighter remains in Lybia, defeated by an overwhelming American Assault group of 2 Infantry, 2 Tanks, 1 Fighter, and a Bomber. Out of those units they roll 4 hits. The fighter is shot down without returning fire. This could work for multiple units in the same territory, defender chooses overkills (so in some cases it isn’t “devestating”).

    Please give me some thoughts on this idea!

    GG


  • Under our work no land units can allocate hits on air units. Only air can cause air hits. Of course naval units can destroy planes ( except subs). Also, in some cases flak batterys at factories and victory cities can take out air units.

  • Moderator

    Ok change the Fighter for a tank… This more of a concept post.

    GG


  • Ooooh I didn’t see this coming.
    I recall hearing from you that the defender or inactive player should get to do so much  :-P
    (You were saying air units without land units at a territory must retreat on land invasion.)

    With air support, the +1 bonus from FTR to ARM 1-to-1 is in addition to FTR’s ability to kill?

    With the automatic retreat, I don’t support yet.

    With Air Transport, I think thats under non-combat-move. Airborne Assault would be the combat-move counterpart.

    With Air Escort, we once discussed that it would be too much to explicitly assign air escort for the damage a strategic bombing raid can cause. Aren’t we just letting “Long Range Aircraft” implicitly include escort fighters? (ability to pay say 5 IPC instead of letting the BMR die)

    With Rail Movement, I also think thats under non-combat-move. I don’t like the rail capacity number per nation though, its not modelling territories.
    We should model only major rail lines. The special (faster) movement should also require not changing betweel rail lines.

    With coastal defense, what happens with assphibious assault?


  • With air support, the +1 bonus from FTR to ARM 1-to-1 is in addition to FTR’s ability to kill?

    ++++ yes right… they get both the fighter boosts the tanks and the planes get to fire as well… just like how artillery is treated.

    With the automatic retreat, I don’t support yet.

    +++++++ its just a concept to look at. The idea is to model the idea that units can break in combat. IN combat its not allways possible to continue the effort. Look at the Germans at moscow on dec 5th 1941. Hitler launches operation Typhon and the whermacht cannot move more than a few kilometers closer because they are exhausted and cold. Sometimes the men who fight can no longer have the stomach to fight on… they are like a tired fighter having spend all their energy. This is a good idea because it brings into the fold all other idea as well. it can model: equipment breakdown, logistical supply problems, tired soldiers, morale, leadership, the “cost” of the offensive. IN war you cannot allways just turn on and off the “battle button” armies don’t allways behave like this. Note: the italians and Soviets cannot just steamroll… they have unique problems in how they fight war. This is very historical and presented in a easy format.

    With Air Transport, I think thats under non-combat-move. Airborne Assault would be the combat-move counterpart.

    ++++++ yes it is but i group them together as an air mission . you can perform more than one mission so its easier to group them to see exactly what air units can do.

    With Air Escort, we once discussed that it would be too much to explicitly assign air escort for the damage a strategic bombing raid can cause. Aren’t we just letting “Long Range Aircraft” implicitly include escort fighters? (ability to pay say 5 IPC instead of letting the BMR die)

    +++++ ON the escort thing… fighters can naturally escort and protect bombers ( like i had illustrated with naval loses against submarines attacks BTW). This does not matter if its LRA or not. The 5 buck thing does not seem plausible IMO.

    With Rail Movement, I also think thats under non-combat-move. I don’t like the rail capacity number per nation though, its not modelling territories.
    We should model only major rail lines. The special (faster) movement should also require not changing betweel rail lines.

    ++++ Rail lines are in all nations ( well most) the numbers are largely representitive of the economic capacity to redeploy units thru friendly territories. I would include this to contain captured enemy territories, except only after an addtional turn to simulate the transfer of rail gauge and other construction to comply that nations capacity. The number idea is also an easier way to stimulate strategy because you have to choose which units to move by rail.

    With coastal defense, what happens with assphibious assault?
    ++++++Coastal defense is basically the ability for land based defending planes to be able to be called into duty and fight the invasion. These can be used against the ships… actually let me get back to you on that… the answer will take more time than i have now.


  • you can perform more than one mission

    I duno about that. You can perform one combat mission and one non-combat mission but I duno about 2 combat missions or 2 non-combat missions.

    like i had illustrated with naval loses against submarines attacks BTW

    Oh, I might not have understood the “screening” part then.
    When a DD “screens” a CV, what happens to submarine hits towards DD? and submarine hits towards CV?


  • I duno about that. You can perform one combat mission and one non-combat mission but I duno about 2 combat missions or 2 non-combat missions.

    They cannot perform 2 combat missions as the active player. They can perfrom DAS as defender and one mission as attacker. Only one as active and one as passive player. In non combat they can also say transport planes ( 4-6 month turns)

    Quote
    like i had illustrated with naval loses against submarines attacks BTW
    Oh, I might not have understood the “screening” part then.
    When a DD “screens” a CV, what happens to submarine hits towards DD? and submarine hits towards CV?

    No the sub hit is allocated to the screening ship instead. if your out of cruiers and destroyers then any ship can be targeted instead for the hit.


  • yes right… they get both the fighter boosts the tanks and the planes get to fire as well… just like how artillery is treated.

    I think its weird for the planes to have a destroy mission of its own, yet supporting tanks at the same time.

    How that you’ve mentioned artillery…I think its strange there too
    why artillery helps infantry but not tanks?
    I used to think he rule is modelling advancing infantry spotting for the artillery

    in which case, it should be artillery getting the bonus


  • how does the bombing-FTR-selectively-attack thing work with retreating units?


  • I think its weird for the planes to have a destroy mission of its own, yet supporting tanks at the same time.

    ++++ what do you mean “destroy mission” they can perform a mission of combat over the airspace, while facilitating the punch of tanks into enemy lines by taking out enemy armor ahead of the armor spearhead. They do this preemtively when the defender has not supporting planes, while they also add to the tanks attack ability as they disrupt the defense. a +1 is not much to add for this huge benifit.

    How that you’ve mentioned artillery…I think its strange there too
    why artillery helps infantry but not tanks?

    +++++ its like this> artillery helps infantry and planes help tanks. Its a question of mobile vs. static battlefield stasis. Artillery softens up the defending positions so the infantry does not get chewed up, Air and tanks also work together in unison but on a higher mobile scale, while infantry and artillery are fixed based systems.  Infantry mops up what the tanks leave behind. The tanks are the major spearhead. Infantry only slows them down. Of course they are both necessary. But the idea is to clearly define the boundries of each group of units and how they relate to each other.

    I used to think he rule is modelling advancing infantry spotting for the artillery

    in which case, it should be artillery getting the bonus

    +++++ Artillery and infantry work together, but artillery does not benifit because its not getting mowed down by enemy machine guns, while its destroying up the dug in defenders so as to save lives. The artillery is too far back to gain some benifit. Of course they need to be spotted, but they have their own field service for that. Infantry calls " hey mable i need artillery support on hill 234" then artillery basically destroys the defending infantry and the attacking infantry have some benifit. This benifit is everything for infantry and thats why they recieve a bonus.

    how does the bombing-FTR-selectively-attack thing work with retreating units?

    +++++++++ Ok when either player decides to end combat, all units just retreat. their is no additional combat. Remember at any time after at least one combat round any portion or all of your forces. their is no parting shot rule.


  • @Imperious:

    a +1 is not much to add for this huge benifit.

    What that was used to be blitzkrieg thing?
    Then again, wikipedia does say German “Blitzkrieg relies on close co-operation between infantry and panzers (tanks).”

    their is no parting shot rule.

    oooh thats a new direction
    all of a sudden just because you can’t out air unit selectively attack with respect to retreating forces?  :-D

    although I think not too hard to reason why no parting shot


  • What that was used to be blitzkrieg thing?
    Then again, wikipedia does say German “Blitzkrieg relies on close co-operation between infantry and panzers (tanks).”

    ++++ yes they all have a part in the concept of “blitzkreig” but only having 2 types of +1 bonus art/inf and tank/air is a good basic and simple way to reflect this. IN blitzkreig concept Air and armor both punched at the decisive point into and thru the enemy lines and razed hell in the rear, while infantry and artillery mop’ed up the straglers. It was not done in perfect unison because tanks move at 45 MPH and planes at 450MPH while infantry is at 4 MPH. one group then another.

    Quote
    their is no parting shot rule.
    oooh thats a new direction
    all of a sudden just because you can’t out air unit selectively attack with respect to retreating forces?

    ++++ ok your not clear… The only idea is simply if after destroying one sides air forces…. we allow any additional hits to spill over into as land combat causaulties… because look at the following:

    5 fighters and 2 bombers are engaged against 2 defending fighters .  Both defending fighters hit and the fighters roll but yield 3 hits and the bombers havent even got a chance to roll… the solution is to allow the 3rd fighter hit to go against a defending land unit and the bombers are allowed to roll against defending land units because after all the defender is destroyed. BTW all those “spillover hits” are preemtive against the defender so he has to lose these units before they fire . I presume the defender will soon withdraw from combat.

    although I think not too hard to reason why no parting shot


  • Blitzkrieg sought decisive actions at all times. To this end, the theory of a schwerpunkt (focal point) developed; it was the point of maximum effort. Panzer and Luftwaffe forces were used only at this point of maximum effort whenever possible. By local success at the schwerpunkt, a small force achieved a breakthrough and gained advantages by fighting in the enemy’s rear. It is summarized by Guderian as “Nicht kleckern, klotzen!” (“Don’t tickle, smash!”)

    To achieve a breakout, infantry or, less commonly, armored forces themselves (otherwise preserved for maneuver beyond) would attack the enemy’s defensive line, supported by artillery fire and aerial bombardment in order to create a breach in the enemy’s line which would pass the mobile forces in their entirety. The breaching force attacked to the flanks to increase security through distance. This point of breakout has been labeled a “hinge”, for from it motorized forces maneuvered forward and developed “leverage” against the defensive line’s forces.


  • Oh I duno about letting excess dogfighting hits go to bombing land units.
    It make does sense when one side has like 10 FTR the other has 1 FTR.

    But now we don’t model the sacking of some planes as to delay the bombing on their land units…maybe because of incoming air reinforcements, for the defender.

    We are making air units more and more powerful.
    It brings me again to think of ways of modelling anti-aircraft in every cycle of combat hehe.


  • During playtesting we found some holes in the ideas…

    1. air units alone attacking ground units
      a- there has to be some limits:

    in cities their is no automatic retreats so the problem was planes can totally destroy land units and as you know they cant fire back.
    ideas:

    1. allow air units just one round against land units hitting what they can
    2. allow air units to attack, but if they want to stay more rounds then allow land units to be able to shoot at planes ( dont like this idea)
    3. increase the AA rule to every round ( e.g. roll 1, then re roll roll 1 destroyed, roll 2-3 plane has to return to base)
    4. increase AA rolls in every territory that contains enemy units ( part of intrinsic ability to fire at planes) … very token roll however.

    All seperation of air and land worked very well i may add, people loved the boost idea of planes to tanks added with artillery to infantry…

    one problem was how is it possible for air units to boost armor if they are in a dogfight?

    1. this needs to be addressed so that planes while occupied cannot aid tanks in battle. this seems an easy fix

    People liked how DAS works allows the defender to set up air units in special zones to aid either groups of land forces.

    They really liked how we model subs… they can pass thru enemy ships and have to be " hog tied" like running pigs. this makes each player want to seperate his naval into smaller squadrons looking/hunting down subs and killing them.

    Problems found: The ASW rolls are a bit overpowering.

    1. ASW ships ( cruisers and destroyers ) get 2 rolls each… so say you get 3 destroyers going after 2 subs… that means you get 6 ASW rolls and say you got 4 scores ( one finds the sub and the other 3 are kills)… all the while subs get just one roll against these ships.

    solutions:

    1. change the esisting ASW rules… SO FIRST using the example you only have 3 locating rolls… followed by 3 possible hitting rolls at 2.
      in this way we seperate the looking around idea with the attack idea…

    that makes things easier.

    they also liked the idea that we no longer allow tanks to hide behind infantry and infantry now hids behind tanks…

    all tank hits go against tanks was a hit, because it meant you needed to buy lots of tanks to keep up with the enemy or you would lose what you had. THe old idea of having a force of infantry attacking with tanks was still in effect because hits needed to be allocated so in a way the old strategy works… just that tank battles are really modeled like the war. Preemtive artilley worked good too and made them have value.

    we started one “trick” which was to land say 4 infantry and get a free BB shot and also attack with our entire air force… basically leeching off the enemies infantry…


  • @Imperious:

    in cities their is no automatic retreats so the problem was planes can totally destroy land units and as you know they cant fire back.

    eh, this isn’t really about automatic retreats I think
    we are gonna have defender retreat anyway

    1. increase the AA rule to every round ( e.g. roll 1, then re roll roll 1 destroyed, roll 2-3 plane has to return to base)

    good to see you now want this direction now
    I mean AA firing in opening fire only is unfair
    giving too many AA hits for very short battles

    so we’ll tune the rates
    your d1 + d1 = 2.8% , thats sounds ok

    one problem was how is it possible for air units to boost armor if they are in a dogfight?

    lol looking back I actually thought you meant only bombing air units boost armor

    they can pass thru enemy ships

    SS can already decide if they want to engage enemy, provided no DD
    but I think DD should also be able to do the same
    if the DD don’t wanna engage, the enemy SS can pass thru

    in fact, before sonar technology upgrade, I think DDs shouldn’t be able to stop SS from passing thru
    its many many miles of ocean in a SZ

    Problems found: The ASW rolls are a bit overpowering.

    hehe I think I expected this

    in this way we seperate the looking around idea with the attack idea….

    you should have knew better :-P
    we have this in antiaircraft already


  • in cities their is no automatic retreats so the problem was planes can totally destroy land units and as you know they cant fire back.

    eh, this isn’t really about automatic retreats I think
    we are gonna have defender retreat anyway

    ++++++OK i should rephrase it… The defender has the option of retreating on automatic retreats if he is in a city ( VC). of course after a round he can retreat as well.

    Quote
    3) increase the AA rule to every round ( e.g. roll 1, then re roll roll 1 destroyed, roll 2-3 plane has to return to base)

    good to see you now want this direction now
    I mean AA firing in opening fire only is unfair
    giving too many AA hits for very short battles

    Yes right… playtesting bears out experience and what seems to work. it should be each round but still harder to kill planes than 1 out of 6… thats crazy.

    so we’ll tune the rates
    your d1 + d1 = 2.8% , thats sounds ok

    ++++ ok so you roll a 1 , then you get to roll another die… if you get a 1 its gone, 2-3 or even just 2 then its out of the battle ( flies back to base)

    Quote
    one problem was how is it possible for air units to boost armor if they are in a dogfight?
    lol looking back I actually thought you meant only bombing air units boost armor

    ++++ no bombers have nothing to do with this … they have other values… only fighters and a new “dive- bomber” unit could have such a boost for armor.

    Quote
    they can pass thru enemy ships
    SS can already decide if they want to engage enemy, provided no DD
    but I think DD should also be able to do the same
    if the DD don’t wanna engage, the enemy SS can pass thru

    +++++ thats allready accounted for except subs can go “on- station” and declare the intention to engage the enemy ships hereby stopping the movement of your ships ( note: sub stall debate issues)… however i feel that if the subs are sunk within one round then naval forces should be allowed to continue movement up to full movement.

    in fact, before sonar technology upgrade, I think DDs shouldn’t be able to stop SS from passing thru
    its many many miles of ocean in a SZ

    it may work… but it gives too much benefits to DD… the great idea of subs is their ability to sneak under ships undetected. we should give them this ability unmolested. perhaps we can have something where after a certain point in time any sub that moves thru occupied zones can be intercepted… but sufficient tech has to come first. I see the possibility of say placing a plane in a sea zone as some form of CAP and from this it watches the ocean zone and gets to roll as subs pass thru.

    Quote
    Problems found: The ASW rolls are a bit overpowering.
    hehe I think I expected this

    Quote
    in this way we separate the looking around idea with the attack idea…
    you should have knew better
    we have this in antiaircraft already

    ++++ yes now its seperate so you roll 2 to look ( changing with tech)
    and 2 to hit. each portion done seperate.


  • OK i should rephrase it… The defender has the option of retreating on automatic retreats if he is in a city ( VC). of course after a round he can retreat as well.

    I’ll have to look back. Maybe you need a table showing all the cases of automatic retreat.
    One table showing values
    One table showing if it happens (attacking, defending, land, air, sea…)

    ++++ ok so you roll a 1 , then you get to roll another die… if you get a 1 its gone, 2-3 or even just 2 then its out of the battle ( flies back to base)

    Yes. Specifically a search roll detecting on 1.  Then an attack roll hitting on 1, sending enemy air home on 2.

    no bombers have nothing to do with this … they have other values… only fighters and a new “dive- bomber” unit could have such a boost for armor.

    Yep. Bombers don’t boost armor…

    thats allready accounted for except subs can go “on- station” and declare the intention to engage the enemy ships hereby stopping the movement of your ships

    Thats allready accounted for? really?
    I know SS can choose to engage passing enemy ships or not.
    I am saying DD can choose to engage passing enemy submarines or not.

    And the funny situatiion because submarines can’t hurt submarines, if when 1 US DD + 1 US SS tries to move pass 1 Jap SS…if the Jap SS decides to engage, should the US SS do allowed to choose between 1. engaging the Jap SS alongside the US DD or 2. move on?

    in fact, before sonar technology upgrade, I think DDs shouldn’t be able to stop SS from passing thru
    its many many miles of ocean in a SZ

    it may work… but it gives too much benefits to DD… the great idea of subs is their ability to sneak under ships undetected. we should give them this ability unmolested. perhaps we can have something where after a certain point in time any sub that moves thru occupied zones can be intercepted… but sufficient tech has to come first.

    But now we are giving sonar to BB CV and TR…is that accurate?

    yes now its seperate so you roll 2 to look ( changing with tech)
    and 2 to hit. each portion done seperate.

    and its the same as antiaircraft where you can share target information right?


  • And the funny situatiion because submarines can’t hurt submarines, if when 1 US DD + 1 US SS tries to move pass 1 Jap SS…if the Jap SS decides to engage, should the US SS do allowed to choose between 1. engaging the Jap SS alongside the US DD or 2. move on?

    ++++++no the US ss has no business in combat… its ignored. only the us DD can be involved in combat as a combatant or a causaulty.

    Quote
    in fact, before sonar technology upgrade, I think DDs shouldn’t be able to stop SS from passing thru
    its many many miles of ocean in a SZ

    it may work… but it gives too much benefits to DD… the great idea of subs is their ability to sneak under ships undetected. we should give them this ability unmolested. perhaps we can have something where after a certain point in time any sub that moves thru occupied zones can be intercepted… but sufficient tech has to come first.

    But now we are giving sonar to BB CV and TR…is that accurate?

    ++++++ no they done have ASW capabilities… however if they travel in a group of DD and CA and become incolved with combat… and if the DD and CA sucessfully locate the SS… then the BB only should have the same capabilities to HIT the SS at a 2 just like the others ships ( not the CV or TR)

    Quote
    yes now its seperate so you roll 2 to look ( changing with tech)
    and 2 to hit. each portion done seperate.

    and its the same as antiaircraft where you can share target information right?

    ++++ yes but thats a 1… its nice that the rule found its mate!

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