“I’ve been trying like hell to get a downloadable scan of the A & A Europe board (I don’t own the game as yet), so I could give you a few ideas about ranges. If I could LOOK at the board it’d probably not be too hard to give you a decent range figure for Zepps/ “Super-Zepps”.”
Ask Emu was his WWI board that we are using for this Mod. I takes a while to download, though. As for the range, I think Zepps should have a range of 4/5 and Super Zepps should have a range of 5/6. Remember, there are airbases in this game! So a low number (such as 4), might be a higher number in reality.
“If I may be so bold, might I suggest a separate “scout” and “bomber” category for airplanes. As w/ A & A, the “bombers” (representing 2-or-more-seat planes) would have a longer range, but would be less able to fight other aircraft and have a poorer defense value. “Bombers” should increase in range w/ new technology.”
The problem is that even if we do have two classes of planes, there leaves no unit to represent airships (in this case, airships would have to be represented by bombers).
“A & A Europe’s Strategic Bombing model makes a lot more sense than A & A’s, but keep in mind that NO “scout-type” biplane in WWI had the capability to fly such long distances as to provide close escort to a Belgium-London bomb run. Ever. Defensively the system would work. Incidentally, one of the “Zeppelin strategy’s” major victories was the large amount of military forces (planes, guns & men) that UK had to keep in Britain to defend against them, rather than send them to the front…”
True. So the main advantage of the zepp would be it’s “climp” ability. And also, planes would become more advanced, so they would also defend at a higher number. I guess we would have to compare upgraded vs. unupgraded units to find out what each fighter defends at.
“Maybe (just a thought) you could have as land units Infantry, Cavalry and Artillery. The Cavalry get less useful as the game progresses but are useable in the opening rounds as a “shock-type” weapon. I know you don’t like units that decrease in effectiveness–but I’m thinking like standard A & A Battleships; something you wouldn’t BUY, but would be useful for certain purposes (like invading lightly-defended territories. Of course, armor will eventually make its appearance.”
I’m sure Emu already explained the difficulty in doing this (lack of units to represent Calvary).
“How are you gonna handle gas? I’m impressed you guys are even willing to tackle that one (its a moral can of worms).”
Well I think gas will be more of an “area of effect” type unit. Plus you also have to tackle the question, “what if the wind shifts directions?” In this case you would actually lose your own units! :o
“Can’t Russian Empire start the game with Artillery? They had it–and it was often of good quality–there was just; a.)not nearly enough of it; b.) not enough ammo for its effective use (a common problem for belligerents in 1914-15, and; c.) it (being indifferently trained) had a tendency to flee the battlefield at inopportune moments, abandoning the infantry to its fate. Maybe Russia could just start the game with very few guns, and be too poor to afford to buy many more.”
Talk to Emu on this. It may not be “historically correct,” though we generally want the Eastern Front to be the “weaker” of the two Fronts to give the Central Powers some breathing space so they don’t feel so boxed in.
“BTW blimps and Zeppelins are NOT the same thing! A blimp is a gasbag with no internal structure. A “Zeppelin” is a rigid airship with an internal “skeleton” and one or more “gas cells” inside. Zeppelins are more sturdy and are less likely to buckle in heavy winds or under excess weight. This is one reason Zepps can be made vastly larger than any conventional blimp.”
Hahahaha :lol: … thanks for point that out.
“(the Germans made a lot of fun of us for this, actually, but we kicked them out of Vimy ridge, so that’s ok).”
Why does ever Canuck seem to know about Vimy Ridge? Hmmmm… :roll: