• This is soon to be playtested in a FTF game. A combo of LL rules and beer inspired this one…

    Mechanic- It costs 1 IPC for the attacker to industrial bomb (per bomber), taken out during the collect income phase. A successful bombing run does 1-4 IPCs damage (use your polyhedrons, nerds- or roll a d6 and disregard 5s and 6s). A roll of a 1 for the defending AA (if one is present) results in the Bomber being turned away for no IPC damage, but the attacker must pay an additional 2 IPCs during the collect income phase. If no AA is present, the 1 IPC does not need to be paid- just 1-4 IPCs damage.

    Rationale- It is absurd that on a roll of 1 on the AA a bomber dies. No precedent in history whatsoever. The U.S. 8th Air Force did go through a particularly brutal time early in the strategic bombing campaign over Europe, but it survived and eventually thrived. The money paid during the collect income phase represents the continual upgrades, refits, repairs, and payloads required to keep the bombers rolling. The additional 2 IPCs for a roll of 1 on an AA represents the need to replace planes- further, no damage was done on the bombing run. 1-4 IPCs is a good trade off for the bomber being essentially unable to die (at least during SBRs). It is, however, costly to run them.

    On average, each bomber will do 1.5 IPCs damage after factoring in the cost to make the SBR in the first place. There is a 16.67 % chance that 3 IPCs will have to be paid by the attacker with no damage done, however bombers are no longer vulnerable to complete destruction during SBRs. It seems like a good trade to me- way more realistic, and it makes buying bombers a little more interesting. It also becomes less shattering when an AA hits- although you do have to pay for it.

    I’ve seen too many games tip early on when a bomber is shot down. The line is so fine in this game that it sucks to see a good game derailed by one dice roll. I’m not saying that the loss of one bomber is the be-all end-all, but between two good players in a good game it can make a critical difference. This is an attempt to address that issue.

    (BTW, To help make up for the sudden impotence of AA guns during SBRs, they cost 4 IPCs rather than 5, defend on a 1 if not being used as AA, and can be taken as a casualty. But that’s a seperate matter…)

    What do people think, and any ideas to make it better?


  • BTW, To help make up for the sudden impotence of AA guns during SBRs

    Normal air combat’s exposure to AA fire depends on tactical situations in combat. It would also be ongoing hence should be every cycle.

    SBR exposure to AA fire is particularly tough. But only for a short moment. Hence is should be increased values and but still just one cycle.

    In any case the OOB rule of defend on 1 is a bit high for realism. Maybe SBR attack turned around for on a roll of 1, SBR bomber destroyed for rol of 1 and than roll of 3.


  • I like the idea- still gives the AA teeth but not quite as much. How do you feel about paying for the SBR, and the reduced damage done?

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Ill look at this idea, but i have to play it first


  • For me I think a couple of bombs couldn’t cost much.  😛

  • Moderator

    My only problem with LL type SBR rules are, they are a distinct advantage for the side that already has the lead.  Say a Japan earning 40+ vs. a Russia earning 20 or a US and UK earning a combined 55 vs. Germany earning 30.

    Once you have the economic lead the cumulative effects can be devasting even if you are only doing 3 damage while also losing 3 each time.

    I’ve thought about keeping the regular AA fire rules, but for the attacker 1’s and 6’s are removed.  So you can still do 2,3,4,5 in damage but once again the extremes are removed.

    I’ve also thought about making aa-fire two-fold.
    First you roll, then if you get a “1” that means you’ve done damage to the Bomber.
    So, a 1/6 shot at doing damage.
    Now you roll to see how much damage. 
    On your second roll if you roll a:

    1 or 6:  Bomber is destroyed (about a 5% chance when first roll is taken into account - I think)

    2, 3, 4, or 5:  Cash damage to attacker

    (alternative) 
    2,3,4: Cash Damage
    5:  Non-lethal hit to bomber, no damage.


  • Perhaps a simpler method that achieves this purpose…

    Again, all you former D&D players get out your dice…

    AA roll is d10 (or d12, depending on how strong you want AA fire)

    On a 1:  Bomber destroyed
    On a 2:  Bomber damaged, d6 to determine IPC’s that must be spent at “Collect Income” phase to repair
    On a 3:  Bomber could not find target/turned away by strong AA over target (no damage to either side)
    4-9:  Bomber run is normal, D6 for damge
    10:  AA destroyed by bomber, no IPC damage to target, but AA gun destroyed

    (With D12, the 4-9 range is extended to 4-11 and the 10 roll becomes a 12 roll)

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    My only problem with LL type SBR rules are, they are a distinct advantage for the side that already has the lead.  Say a Japan earning 40+ vs. a Russia earning 20 or a US and UK earning a combined 55 vs. Germany earning 30.

    Once you have the economic lead the cumulative effects can be devasting even if you are only doing 3 damage while also losing 3 each time.

    I’ve thought about keeping the regular AA fire rules, but for the attacker 1’s and 6’s are removed.  So you can still do 2,3,4,5 in damage but once again the extremes are removed.

    ++++ or you can do this:

    roll one D6:
    1-2= 2 ipc lost
    3-4= 4 ipc lost
    5-6= 6 ipc lost

    or
    1-2=1 ipc lost’
    3-4=2 ipc lost
    5-6=4 ipc lost

    I’ve also thought about making aa-fire two-fold.
    First you roll, then if you get a “1” that means you’ve done damage to the Bomber.
    So, a 1/6 shot at doing damage.
    Now you roll to see how much damage.
    On your second roll if you roll a:

    1 or 6:  Bomber is destroyed (about a 5% chance when first roll is taken into account - I think)

    2, 3, 4, or 5:  Cash damage to attacker

    (alternative)
    2,3,4: Cash Damage
    5:  Non-lethal hit to bomber, no damage.

    In the real war only 10% of sorties were lost on avarage due to flak batteries ( ground based causes)

    under our system rolls one d6  if you get a one roll again

    if you roll one a second time its destroyed, 2-3 it must return to base no mission. this is dont before any defender can even engage the SBR planes and/ escorts.

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