@Cmdr:
Baron:
Strategic Bomber + Long Range Aircraft + Air Base
- Take off,
- Fly over AA Gun 1
- Fly over AA Gun 2
- Fly over AA Gun 3
- Fly over AA Gun 4 at target coordinates
- Return over AA Gun 3 (5th shot)
- Return over AA Gun 2 (6th shot)
Return over AA Gun 1 (7th shot) That’s not possible, it is a friendly landing-zone.
- Land
- Give pilot a hero’s welcome and buy him a new girl to sleep with every night in hopes of repopulating your nation with super pilots who are immune to AA Gun fire! :-D
Cost for Germany: they have 6 guns, so technically 0, right?
Cost for Russia: 12 IPC since they have to buy the bomber first!
Just an example. It would probably never arise, but you can see how things can get freaking INSANE with it. Then of course there’s the “okay, so fly to where the Johnson’s house used to be before the fire, then go down to 7th avenue and make a right, then make an immediate left where the cow is - unless the cow isn’t there today, and when you get to the end of the road, make a u-turn and make a left down the ally where Bill was mugged last week, another hundred yards or so and you’ll be there!” Crud for flying around guns all day, only to have your opponent complain that you had to fly over one of his guns in some obscure territory your pilot should never have been flying in AA Gun range in, taking up another 2 or 3 days of online play so you can correct them because they failed to notice that territory A and sea zone B are connected.
It’s annoying. Been there, done that. Rather not go back to it, thanks. =^_^= If you want to, more power too you, but I say if that’s the case, those AA Guns better cost 12 IPC minimum to compensate for the significant increase in potential losses to attackers and the nuissance of dealing with alternate flight paths.
Wow! You take it seriously when you refute someone. :-)
Actually, I can see now that the maximum AAA 1 single plane can fly over in a Combat move is 4AAA. However, the maximum AAA attack if AAA are always active is 6 shots, since the StrB must land in a friendly-zone.
I agree all along with you with the rationalization behind AAA fire only in the battle-zone territory.
Planes are flying high and above clouds (out of reach from any AAA). But planes must get down below in low altitude when only near the target (within reach of any AAA in the combat-zone).
But I thought, in strategical board game perspective, it was funny to find a path to escape AAA fire to reach the main target.
I presume too much and maybe Uncrustable opinion and mine wasn’t so widespread.
Do you have any suggestion to upgrade the usefulness and interest in buying and developing strategies with AAA gun?
If I limit this HR revised to the combat-zone, do you see an interrest in it or already too overpowered?
Combat-zone: on first cycle, 1AAA get preemptive attack to up to 3 planes at 1/12 odds on each.
Second round and after: no more preemptive roll, but 1 AAA still fire against 3 planes at 1/12 odds.
No limits on the number of round AAA can fire.
That’s all.
Here, 2 rounds of AAA firing vs 3 targets at 1/12 will be almost the same as 1 opening firing at 1/6 vs 3 targets.
So, on the 3rd round, you start with a slight advantage against plane vs OOB rule, if you kept all your AAA. And it will increase, if you kept AAA for further rounds.
If you forget the trouble of finding a 12 sides dice, what is your opinion Cmdr Jen?