@simon33:
Zero complaints? The way transports defended battleships in classic was ridiculous!
A2D2 fighters in air raids should be universally accepted!
I’m wondering why AA Guns have a first strike capability in SBR. What if the AA Gun shot simultaneously to the bombing? Isn’t it possible that bombers are shot down after they release their payload?
Once upon a long time ago, there was no Destroyer unit.
It is a totally different paradigm now.
Even more if your naval fodder unit is at 5 IPCs and Subs at 6 IPCs.
Ask the question the other way around:
do you still need all of these special rules to prevent taking an 8 IPCs TP as casualty at owner’s choice?
Do you really think it will change the game so radically?
Would you built an entire naval fleet around 8 IPCs fodder TPs and Carriers, instead of a more well rounded one with attack and defense capacity: DDs and Subs ?
With all the new possibilities, balance will be certainly affected anyway.
Adding this one, worth a try IMO.
At least from a tabletop and educational POV, KISS is always better.
On AA in regular combat, I played with it too. Simpler, but have to roll up to twice @1 each combat round against aircraft. But my aircraft was Fg A2 D2 C7, always hit aircraft first.
Can work but need to be a competitive defensive unit compared to an Infantry.
Something like allowing always two roll @1 per AAA unit, each combat round.
That way, even with no attack capacity, it would keep similar odds to hit as an Infantry.
It can be easier to pay 4 IPCs for it (similar to artillery)
Of course, it is much harder to change in Triple A. AA gun phase always precede regular combat is hard coded in engine.
But, if it becomes a feature that an AA unit can directly hit an aircraft in regular combat, then there will be no xml barrier to try my Fg hitting planes above and a TcB able to directly hit costlier ground units first (tank buster). To get an increase feel of aircombat above battlefield.