[Global 1940] Changing AA in the game


  • @baron-Münchhausen said in [Global 1940] Changing AA in the game:

    @General-6-Stars said in [Global 1940] Changing AA in the game:

    @baron-Münchhausen said in [Global 1940] Changing AA in the game:

    @General-6-Stars

    Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.

    Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.

    Someway to figure strongholds and somekind of defensive fortifications.

    Buying them is still a niche units for specific defensive situation but cannot buy only such.

    Cost to low for a 2 hit unit. Be used as a fortification.

    Hi General,
    Can you develop a little more, please ?

    In many occurrence, unless a very large stack of units in Capitol Victory city, when on defense with AA guns, they might be destroyed in many battles due to overwhelming attacking units. In addition, beside the opening rolls, it is only value as hit soaker while an Inf or Arty still roll @2.
    5 IPCs for 2 hits, is 2.5/ hit but AA gun has no mobility Combat move and cannot be use on offense, to the contrary of standard units.

    I don’t see how it can drag down so much a game to make it an all purchase favorite to turtle up. 2x 5 IPCs can provide a Fighter and is much more interesting in many aspect.

    Maybe it can be interesting to compare all cases :
    1- 10 infantry (A10 D20, 10 hits)
    2- 6 AA guns (A0 D1* vs up to 18*, 12 hits)
    3- 3 Fighters (A9 D12, 3 hits)

    4- 5 Inf, 3 AA (11 hits)
    5- 5 Inf, 1 AA, 1 Fg (8 hits)

    SO if you have 5 AAA Guns in Moscow. Can shoot at 15 planes in this so called G40 game etc etc.
    But if you only use 3 guns then the other 2 AAA Guns get a Defense shot @2. You can make it they all get a defense shot too if each AAA Gun can only hit 3 planes.
    many ways to play it.


  • Cost 3
    Attack 1
    Defense 1
    Gets 1 shot vs air at 1.


  • @Faramir said in [Global 1940] Changing AA in the game:

    Cost 3
    Attack 1
    Defense 1
    Gets 1 shot vs air at 1.

    Do you mean 1 AA shot both for offense and defense? Or just as usual AAgun on defense only?


  • @baron-Münchhausen Yes he has a good idea. Think German flak 88 artillery. it hits planes or land on both attack or defense. All nations had some form of flak artillery. Not sure about Japan



  • @shadowhawk

    Simplest step would be to simply decrease its cost to 1-2 IPCs. Make it a “super fodder” unit.

    To be historically accurate:

    When defending, the participate in special combat like the out of box version, but they each shoot 1 shot that hits at 2 or 3 (haven’t decided). Have this happen every turn.

    When there are no air units, it participates in regular combat and hits at 2 or 3.

    Lower the cost to 4 or 3 IPCs.

    I’m fine with it not being able to attack. Anti-aircraft guns that the unit represents are the super heavy and large types that can’t move easily (i.e not the mobile, field anti-aircraft weapons but the large complexes that defend cities). Ground units that are attacking being able to destroy air units represent the field anti-aircraft weapons.


  • @SuperbattleshipYamato said in [Global 1940] Changing AA in the game:

    @shadowhawk

    Simplest step would be to simply decrease its cost to 1-2 IPCs. Make it a “super fodder” unit.

    To be historically accurate:

    When defending, the participate in special combat like the out of box version, but they each shoot 1 shot that hits at 2 or 3 (haven’t decided). Have this happen every turn.

    When there are no air units, it participates in regular combat and hits at 2 or 3.

    Lower the cost to 4 or 3 IPCs.

    I’m fine with it not being able to attack. Anti-aircraft guns that the unit represents are the super heavy and large types that can’t move easily (i.e not the mobile, field anti-aircraft weapons but the large complexes that defend cities). Ground units that are attacking being able to destroy air units represent the field anti-aircraft weapons.

    Large complexes are already handled differently, these are the special mobile AA divisions. Although mobile is a relative term. Like the Flak 88, yes it can be moved but takes time to setup and stuff.
    Most divisions also had some smaller caliber AA guns that could shoot down planes but not that well.
    Its like the arty from the game, every infantry division did have its own small caliber arty guns. But the unit represents the bigger concentration of heavier guns.

    But currenty they can cause whole games to chance due to luck, which i dont like.
    Imagine attacking moscow with germany, normally you got your airforce there to help out. Now you have to do it without your airforce because the defender rolled all 1s on defence. Or just losing like half your airforce. It changes the odds drastic. It chances the game because suddenly you lose @moscow and germany cannot win anymore. Just because of 1 lucky roll of the dice.

    It would be better if they didnt shoot pre-combat but during the defence step but every round, but still targetting only air. That would make chosing them as casualties also somewhat interesting.
    Or maby give them 1 pre-combat shot each round.
    This makes them stronger and weaker at the same time. They are still good, they still hit planes only but they shoot only @1, but every round.
    Now they are a shoot and destroy unit, Free extra hps basically.


  • @shadowhawk said in [Global 1940] Changing AA in the game:

    Large complexes are already handled differently, these are the special mobile AA divisions. Although mobile is a relative term. Like the Flak 88, yes it can be moved but takes time to setup and stuff.
    Most divisions also had some smaller caliber AA guns that could shoot down planes but not that well.

    That is what I meant, sorry if I didn’t make that clear.

    Its like the arty from the game, every infantry division did have its own small caliber arty guns. But the unit represents the bigger concentration of heavier guns.

    I agree.

    But currenty they can cause whole games to chance due to luck, which i dont like.
    Imagine attacking moscow with germany, normally you got your airforce there to help out. Now you have to do it without your airforce because the defender rolled all 1s on defence. Or just losing like half your airforce. It changes the odds drastic. It chances the game because suddenly you lose @moscow and germany cannot win anymore. Just because of 1 lucky roll of the dice.

    House rule it how you’ll like, but it’s not a big concern because I use low luck.

    It would be better if they didnt shoot pre-combat but during the defence step but every round, but still targetting only air. That would make chosing them as casualties also somewhat interesting.

    I still want them to have a special combat to prevent confusion. Instead, how about we move that special combat to after the “defenders take casualties” but before the “defenders fire” part of the combat round?

    Or maby give them 1 pre-combat shot each round.

    Agreed. As said above, make them hit at 2 or 3. That would give it increased utility (it really needs it for a unit that’s more expensive than infantry and yet cannot attack).

    This makes them stronger and weaker at the same time. They are still good, they still hit planes only but they shoot only @1, but every round.

    Again, make it 2 or 3. Otherwise I agree.

    Now they are a shoot and destroy unit, Free extra hps basically.

    Please clarify. It seems your plan would give them the same amount of hit points.


  • @SuperbattleshipYamato

    Well atm they are free hps. After the pre-combat shots they dont do anything in the fight except take a hit. So as a defender unless its clear im winning the first hits go to the AA, they are dead weight at this point.

    When they can return fire every round against planes ( might want to keep the @1 because they target units ) then it might give the defender a reasonable choice.
    Do i keep an inf that shoots @2 but is going to hit infantry first.
    Do i keep an AA gun that shoots @1 but attacks the planes.
    The targetting thing can keep their price at 5 because its a pretty strong ability. Maby make it so that if there are no planes it attacks armor ( like the real works flak88 did )

    IMO they represent flak88 batteries, a bit more specialised AA guns then the divisional version but a lot weaker then the static stuff that defends ports/airfields and the likes.


  • @shadowhawk said in [Global 1940] Changing AA in the game:

    Well atm they are free hps. After the pre-combat shots they dont do anything in the fight except take a hit. So as a defender unless its clear im winning the first hits go to the AA, they are dead weight at this point.

    When they can return fire every round against planes ( might want to keep the @1 because they target units ) then it might give the defender a reasonable choice.

    I agree. I thought when you said that you were referring to the version with your house rules, not the out of box version.

    IMO they represent flak88 batteries, a bit more specialised AA guns then the divisional version but a lot weaker then the static stuff that defends ports/airfields and the likes.

    Agreed.

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