Hi, everyone,
since a long time with the help of Uncrustable, Razor and more recently Narvik, and a few comments of Knp7765 and Der Kuenstler,
I hoped to develop within A&A system a game which introduce more planes and better reflect and depict their historical use in Air, Earth and Sea battles.
@Narvik:
Fighter cost 8, att 2, def 3, move 2, can scramble, intercept and escort bombers, land on carriers and newly captured territory.
AIR COMBAT
1. One round only of Air-to-air dogfight
Escort fighters att at 2, intercepting fighters def at 3.
All types of attacking Bombers roll 1 in the dogfight. Def Bombers roll 0
@knp7765:
… I think they more reflect how strategic bombers worked. One thing that always bothered me is someone sending transports for an amphibious assault escorted by bombers to fight any scramble planes. For the game it does make sense, bombers attack @4 so they would be great to deal with scrambling fighters and/or tacs. However, in reality, it is just ludicrous.
I found that is with Fleet Carrier able to hold on board up to three planes that it works better to keep an high combat value for Carrier group while giving much lower values to each individual plane unit. Lower values which are required to provide a still balance direct attack between planes instead of always picking up ground fodders before them.
My last attempt was here:
Alternate 3 planes CV, more Air oriented A&A for G40 or 1942 with TacBs
http://www.axisandallies.org/forums/index.php?topic=33334.msg1268768#msg1268768
A different approach was develop here:
Rethinking Air units simulating historical air-to-air combat
http://www.axisandallies.org/forums/index.php?topic=34667.msg1337965#msg1337965
And was grounded on these previous threads:
Alternate 3 planes CV, more planes oriented A&A for G40 or 1942 HR with TacBs
http://www.axisandallies.org/forums/index.php?topic=33226.msg1262224#msg1262224
Alternate 3 planes CV, more Air oriented A&A for G40 or 1942 with TacBs
http://www.axisandallies.org/forums/index.php?topic=33334.msg1268768#msg1268768
Here are the principles I tried to put in this House Rule on Tactical Bombers and Fighters.
http://www.axisandallies.org/forums/index.php?topic=33229.msg1262286#msg1262286
I also develop a simple roll “1” and hit a plane system for 1942.2 (the thread also included some Charts to judge the worthiness of different SBR HRs values):
A simplified dogfight and SBR House Rule for 1942 2nd Edition
http://www.axisandallies.org/forums/index.php?topic=34227.msg1317357#msg1317357
To summarized them:
Fgs and TcBs must have their own capacities:
Fighter being smaller, faster but weaker against ground targets but always have the better hand in dogfight against any bombers (TcB or StB).
Tactical Bomber being a bigger, slower and heavier hitter against ground targets but clumsier against Fighters in air-to-air combat.
In addition, attacking Fighters should be less effective than defending ones. At least, in some specific situations, such as similar to Battle of Britain.
And this principle, I think, should be maintain for TcB: at least a defending TcB should not be more effective than an attacking one.
Because, the same reasoning applied to TcBs and pilots about distant targets, less fuel, less time in the air above targets, more tired pilots, less accurate bombing, etc.
I believe that I have maintain balance between units and this is a better depiction of air combat than my last attempts.
It is intended to be played with the starting board with a few change on planes set-up (such as: any full carrier complement received an additionnal plane units).
FIGHTER
Attack 2, same in SBR
Defense 2 or 3, same in SBR
Move 4
Cost 8
1 hit
Air combat unit, Fighter as an Air Superiority aircraft:
All hits are allocated to aircraft units first, if any available, (choose your own casualty still applies).
Combined Arms Bonus, Fighter as a close-escorting aircraft for Dive or Torpedo Bombers:
Gives +1 Attack/Defense to any Tactical Bomber paired 1:1 with, if TcB is able to attack Ground or Naval units or defend against them.
Fighter as part of an extended Air Defense System:
Up to 3 Fighter units receive +1 Defense when paired with one AAA unit,
All Fighter units receive +1 Defense if protecting a territory with an operational Air Base, (or 1 Fg for a Victory City if playing 1942.2)
Up to 3 scrambled Fighters from an operational Air Base received +1 Defense.
_Only this unit can intercept in SBR or TBR*_**: Attack @2 / Defense @2, or @3 for up to 3 Fgs if an Air Base is present or +1 Defense per any AAA unit paired with.
Up to 2 Fighter units can land on a newly captured territory, if it has still 1 movement point left. (Max: 2 units, 2 Fgs or 2 TcBs or 1 Fg & 1 TcB)
Fighter as part of Carrier Air Group:
EDIT: Up to 3 Fighter units receive +1 Defense if paired with an Aircraft Carrier unit
Carrier operations: up to three units can be on board a fleet Carrier (Max.: 3 units whether Fgs or TcBs per fleet Carrier.)
TACTICAL BOMBER
Attack 2 or 3 or 4, SBR @1
Defense 2 or 3 or 4
Move 4
Cost 8
1 hit
Combined Arms Bonus with Fighter support, Tactical Bomber as a less vulnerable “Dive Bomber” or “Torpedo Bomber” when escorted:
Gain +1 Attack / +1 Defense, when paired 1:1 with a Fighter and, also, attacking or defending against any Ground or Naval units.
Said otherwise: if there is only enemy’s aircrafts units remaining in a SZ or a Territory, Combined Arms bonus doesn’t apply.
Air Supremacy Bonus, Tactical Bomber as a “Dive Bomber”:
Gain +1 Attack / +1 Defense when no ennemy’s aircraft is present.
These two bonuses can be added to raise up to Attack @4 or Defense @4.
Combined Arms Bonus in Tank support, Tactical Bomber as a “Tank Buster”:
Gives +1 Attack / +1 Defense to any Tank paired 1:1 with if also attacking or defending against any Ground units.
Said otherwise: if there is only enemy’s aircrafts units remaining in a Territory, Combined Arms bonus doesn’t apply.
Air Supremacy Bonus can be added to this Combined Arms Bonus.
In this case, a lone TcB reach Attack @3 or Defense @3 while the paired Tank reach Attack @4 or Defense @4.
Can do a Tactical Bombing Raid (TBR**) vs Air Base and Naval Base.
Tactical Bombing Raid: Attack @1
TBR damage: 1D6 on Air Base or Naval Base
On SBR can also do escort mission*: Attack @1
Up to 2 TcBs can land on a newly captured territory, if there is still 1 movement point left. (Max: 2 units, 2 Fgs or 2 TcBs or 1 Fg & 1 TcB)
Carrier operations: up to three units can be on board a Fleet Carrier (Max.: 3 units whether Fgs or TcBs per fleet Carrier.)
STRATEGIC BOMBER
Attack 4 or 1, SBR @1
Defense 1
Move 6
1 hit
Cost 10
Naval combat restriction against aircrafts: when no more enemy’s warships, combat value get down to Attack 1
Said otherwise: if there is only enemy’s aircrafts units remaining in a SZ, then Attack factor is reduced to @1.
Strategical Bombing Raid (SBR*): Attack @1
SBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base
The Naval combat restriction will limit somehow the aberration of Strategic Bombers doing high Attack @4 against Fighters above a Sea-Zone.
Now in such situations, aircrafts will be fighting each others with more logical values, almost the same as SBR values below (not considering the exception that TacBs have a basic A/D @2 in regular combat):
Fighter: Attack 2 Defense 2 or 3
Tactical Bomber: Attack 1 Defense 0
Strategic Bomber: Attack 1 Defense 0
DEFENSIVE MANEUVERS allowed for all 3 types of aircraft:
-
Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),
-
Limited Aerial Withdrawal of 1 space in a friendly territory after first combat round for defending planes up to 2 StBs or 2 TcBs or 2 Fgs.
FLEET CARRIER G40
Attack 0
Defense 2
Move 2
Cost 16
2 hits
Hold up to 3 planes : 3 Fgs / or 2 Fgs and 1 TcB / or 1 Fg and 2 TcBs / or 3 TcBs.
A damaged Aircraft Carrier still allowed flight operation for 1 plane unit.
Combined Arms Bonus:
Gives +1 Defense to up to 3 Fighter units if paired with.
FLEET CARRIER 1942.2
Attack 1
Defense 3 (Needed to balance against attacking Full Carrier, it keeps similar odds with OOB full Carrier against OOB full Carrier.)
Move 2
Cost 14
1 hit
Hold up to 3 planes : 3 Fgs / or 2 Fgs and 1 TcB / or 1 Fg and 2 TcBs / or 3 TcBs.
Combined Arms Bonus:
Gives +1 Defense to up to 3 Fighter units if paired with.
ESCORT CARRIER
Attack 0
Defense 1
Move 2
Cost 9
1 hit
Hold 1 plane : 1 Fg OR 1 TcB.
ASV: Anti-Sub Vessel, same as Destroyer against Submarine
Combined Arms Bonus:
Gives +1 Defense to a Fighter unit if paired_1:1 with_.
Here is basics principles and one of the starting points of all these refined and rethinked Air units threads:
@Uncrustable:
@Uncrustable:
Option 2
**Fighters-**cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
-Fighters defend at 3, if there is an operational friendly airbase present
Tac bombers- cost 10 A3D3, no SBR
-Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
Strat bombers- -SBR at one D6 (no more adding to dice)
No other change
I really like this.
Fighters- cheap, aircraft killers, good defense with AB
Tacbombers- best fighting air unit, needs fighters
Stratbombers- long range, good offense, SBR, poor defense
One needs fighters to both screen for their own bombers and attack enemy planes
Fighters have a clear advantage on defense with an AB (see: Battle of Britain)
Tacs are potentially deadly vs ground units (when their is no enemy air)
Strategic bombers for long range and SBR
This rule set combines historical realism and simplicity.
Aircraft are balanced amongst themselves, as well as with the other units.
Another influence post from Oztea:
@oztea:
Why wouldn’t you go:
Fighter 8 2/2/4
Defends at 3 when at a friendly operational air base or has an available landing spot on a carrier.
Tactical Bomber 9 3/3/4
Attacks at 4 when paired with a friendly fighter, defends at 4 when no enemy air units are present.
Strategic Bomber 10 2/1/6
Attacks at +2 when launched from a friendly operational air base
+2 to strategic attack die when launched from a friendly operational air base