@Baron:
Here is the most preeminent features which revised actual units cost structure, combat value and interaction in play:
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First, except for 5 specific units: AAA’s, TcB’s, Fgs’, TPs’ and Subs’ casualties, all casualties are now chosen by the owner and there is no specific order for any units, including Transports.
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Anti-Aircraft Artillery now defends almost as OOB but in every round against up to 2 aircrafts,
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Fighter A2 D2-3 M4 at 6 IPCs (hit plane first) then AAA and
a weaker Tactical Bomber A3 D2 M4 C8, always selecting ground casualties and no Combined Arms.
This makes two different planes with distinctive functions.
This fighter unit (remotely related to his 1914 counter-part) is another answer to this question: “why planes can’t hit planes in A&A?”
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This also includes a still acceptable historical Strategic Bombing Raid escort and intercept combat values in which:
Fighter gets A2 D2-3,
Tactical Bombers A1 first strike
Strategic Bombers A1 first strike against up to 2 Fgs, whichever the lesser (works like the new AAA, for a single combat round).
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3-planes Aircraft Carrier at 12 IPCs with 2 hits and defending @3 (carrying up to 3 planes whether Fighters or Tactical Bombers).
The defense is highered up to D3 to keep with a full 3 Fgs load a similar advantage (to OOB) over attacking Carrier with 3 TcBs.
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A cheaper and weaker Submarine A2 first strike D1 at 5 IPCs with almost same offensive (on battle calc) and lesser defensive combat value compared to OOB but an increase elusiveness against Destroyers,
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Destroyer A2 D2 at 6 IPCs no more blocking submarines’ Surprise Strike , but blocks 1:1 for Submerge (1 round only) and Stealth Move
In addition, any hit by planes against submarines is treated normally: planes need no more special presence of Destroyer to hit submarine.
In addition, submarines are no more able to hit submarines.
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Transport able to defend: A0 D0 as regular AA 1 plane maximum per TP, 1 hit, at 8 IPCs and get a combat value which simplify interactions with other units.
Also, it contains 2 additional units from HBG (to get a more complete historical roster of weapons) such as:
Mechanized Artillery A2-3 D2-3 M2 which becomes a substantial and competitive units at 5 IPCs,
Escort Carrier D2, carrying 1 plane (Fg or TcB) (an historical 1/3 ratio of Fleet Carrier capacity) with Anti-Sub Vessel capacity same as Destroyer.
So, now you get my simpler complete A&A units historical roster incremented scaled by 3 IPCs for surface warships, and a smoother game mechanics.
It is as balance (within itself, IMO) and as close as possible from historical feel dynamics (Battle of Atlantic) without too much sacrifice toward complexity.
The more interesting feature is the Fighter unit at same cost with Tank.
It is more able to figure the usefulness of Tank, Tactical Bomber and Fighter (3 important driving machine-weapons of WWII) on the battleground, not just Tank, and make them almost equivalent loss, from IPCs POV.
Fighter (A2 D2-3 M4 C6) is more versatile on Sea / Air / Land but have a lower offensive and defensive punch than Tank, and is unable to conquer land territory by itself while being directly vulnerable to AAA unit and other Fighters.
Tactical Bomber A3 D2 M4 C8, with the ability to select ground casualties provides an interesting feature either for offense or defense. But stay very vulnerable against Fighters while able to directly destroy AAA ground units.
This is a summary of their special abilities (some are house rules I already used and tested):
ANTI-AIRCRAFT ARTILLERY A0 D1 CM1 Cost 3, 1 hit,
Each round, up to 2 preemptive defense @1 against up to 2 planes, whichever the lesser, works similar to OOB AAA but can defend each combat round.
Stop any blitz, and defend itself @1 against enemy’s ground units, if no attacking air unit is present.
Can move during combat move phase, can be taken as casualty (owner’s choice).
INFANTRY A1-2 D2 M1 Cost 3
Get +1A if paired 1:1 with Artillery or Mechanized Artillery
MECHANIZED INFANTRY A1-2 D2 M2 Cost 4,
Get +1 if paired 1:1 with Artillery or Mechanized Artillery
Can Blitz when paired 1:1 with a Tank
ARTILLERY A2 D2 M1 Cost 4
Gives +1A to 1 Infantry or 1 Mechanized Infantry
(MECHANIZED ARTILLERY) (Self-Propelled Artillery / Assault Gun) A2-3 D2-3 M2 Cost 5 added for completeness
Gives +1A to 1 Infantry or 1 Mechanized Infantry when paired 1:1 with.
Tank Hunter as a Tank Support capacity: gets +1A/D when paired 1:1 with a Tank.
Both bonus can work at the same time.
TANK A3 D3 M2 Cost 6
Can Blitz
Allow Mechanized Infantry or Mechanized Artillery to Blitz on 1 on 1 basis or a 1:1:1 basis.
_Gives +1A/D to Mechanized Artillery when paired 1:1 with
Both bonus can apply.
SUBMARINES A2 first strike D1 M2 Cost 5
Surprise Strike, always on when attacking
Submerge, instead of rolling for a Surprise Strike attack (blocked by ASV on a 1:1 basis for the first combat round only),
Stealth Movement: No Hostile Sea-Zone (except ASV can block Submarine Stealth movement on 1:1 basis),
Cannot hit airplanes,
Cannot hit submarines,
Can be hit by planes, doesn’t require an Anti-Sub Vessel.
Re: Reality wrecking destroyer rules need a revamp…
http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793
DESTROYER A2 D2 M2 Cost 6
Anti-Sub Vessel:
Cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
(When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.
(1942.2 or G40.2 ESCORT CARRIER) A0 D2 M2 Cost 7, 1 hit, added for completeness
Carry 1 Fighter or 1 Tactical Bomber,
Anti-Sub Vessel, working the same as a Destroyer.
TRANSPORT A0 D0 regular AADef@1 Maximum 1 plane per TP M2 Cost 8, 1 hit
and each transport unit can be taken individually as casualty.
As long as their is still 1 TP remaining, it can roll this single defense @1 against plane.
If no enemy’s plane, 1 Transport per round can escape, beginning at the end of the second combat round.
Must be escorted by a warship when making an amphibious assault in an enemy’s Submarines infested SZ, so to be able to ignore them/ or fight them with combat units.
Otherwise, Submarines and Transports may be ignored during Transport Combat Move or Non Combat Move.
http://www.axisandallies.org/forums/index.php?topic=34290.msg1373212#msg1373212
CRUISER A3 D3 M3 Cost 9
Shore bombardment @3
Gives +1 Move to any surface vessel (TP, DD, CVE, CV, BB) paired 1:1 with
G40.2 and 1942.2 FLEET CARRIER A0 D3 M2 Cost 12, 2 hits
Carry 3 planes (Fgs or TcBs)
Damaged Carrier can still carry 1 plane.
BATTLESHIP A4 D4 M2 Cost 15, 2 hits
Shore bombardment @4
FIGHTER A2 D2-3 M4, same in SBR Cost 6
Air combat unit, Fighter as an Air Superiority aircraft: All hits are allocated to aircraft units first, if any available, then AAA, and finally other kind of units.
Fighter as part of an extended Air Defense System:
1 Fighter units receive +1 Defense if protecting a territory with an operational Air Base, (for 1942.2, 2 Fgs can scramble from an Air Base/Victory City instead.)
SBR/TcBR Attack @2, Defend @2, or even Defend @3 for 1 Fg if an operational Air Base is present.
Can scramble in adjacent SZ up to 4 Fgs: 3 defend @2 and 1 defend @3, getting the +1 Defense bonus from an operational Air Base.
Can hit submarines without Anti-Sub Vessel.
TACTICAL BOMBER A3 D2 M4 Cost 8
All hits are allocated to any ground units of your choice.
This can makes for Tactical Bomber as a “Dive Bomber” and “Tank Buster”:
SBR/TcBR Attack @1 first strike,
Allowed to do escort mission of Strategic Bomber without doing Tactical Bombing Raid on Air Base or Naval Base,
Bombers (StB or TcB) are the first targets destroyed by interceptors.
Cannot do interception mission on defense,
TcBR damage: 1D6.
Can hit submarines without Anti-Sub Vessel.
Strategic BOMBER A4 D1 M6 Cost 10
Strategic Bombing Raid (SBR*)/ TBR : Attack @1 first strike against up to 2 fighters, whichever the lesser, similar to AAA.
SBR/TBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base
Bombers (StB or TcB) are the first targets destroyed by interceptors.
If destroyed by IC’s, AB’s or NB’s AA gun, a minimum SBR damage apply: 2 IPCs.
No damage if destroyed by Fighter interceptor.
Can hit submarines without Anti-Sub Vessel.
Re: Rethinking Air Units
http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015
SBR/TcBR escort and intercept combat values:
Fighter: Attack 2 Defense 2 or 3 (+1 to 1 Fg from an operational Air Base)
Tactical Bomber: Attack 1 first strike Defense 0
Strategic Bomber: Attack 1 first strike , as AA gun against up to 2 Fgs, Defense 0
Bombers (StB or TcB) are the first targets destroyed by interceptors.
I would allow 2 types of defensive maneuvers for aircraft.
DEFENSIVE MANEUVERS allowed for 2 or 3 types of aircraft:
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Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),
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Limited landing in a just conquered territory (which includes at least 1 ground unit): 2 planes (either Fighter or Tactical Bomber), as long as each units can provide 1 extra movement point for this special landing.
I hope you will comment this whole A&A game changer (and feel free to talk about any features above, if you ever tried in your own F2F A&A game).
I also provides every tables in this document needed to summarize all these combat values.
1941, 1942.2 and AA50 Set-ups also includes the specific SZs for playing with Convoy Disruption House rule.
Convoy Disruption for 1942.2, AA50 & G40 Submarine economic warfare
http://www.axisandallies.org/forums/index.php?topic=35687.msg1467061#msg1467061
AA_Baron Munchhausen units & set-up charts for 1942 2ndEd_1941_AA50.doc_