That’s an interesting way of looking at it. Thank you !
AA Guns
-
No because a mechanized division would not be capable of transporting an additional 10000-30000 soldiers around. That’s double the soldier count with the same epuipment
Divisions are often formed to organize units of a particular type together with appropriate support units to allow independent operations. In more recent times, divisions are more often organized as a combined arms unit with subordinate units representing various combat arms. In this case, the division often retains the name of a more specialized division, and may still be tasked with a primary role suited to that specialization.
Again note from above: appropriate support units; independent operation; primary role; specialization
-
@Uncrustable:
No because a mechanized division would not be capable of transporting an additional 10000-30000 soldiers around. That’s double the soldier count with the same epuipment
Divisions are often formed to organize units of a particular type together with appropriate support units to allow independent operations. In more recent times, divisions are more often organized as a combined arms unit with subordinate units representing various combat arms. In this case, the division often retains the name of a more specialized division, and may still be tasked with a primary role suited to that specialization.
Again note from above: appropriate support units; independent operation; primary role; specialization
Thanks, that’s a fast answer.
But I feel :cry:.
On a game level, it could had a little something for strategical maneuver of reinforcement.So the last option would remain a Fast Com Line in a specific tt in which AAA, Art and Inf can make a 2 tt move.
Have you ever think about this?
I’ve read some posts on it and it is far more complex than what I suggested above.
I saw that many would like to be able to bombard it like SBR. -
Could use railroads as faster movement
I bought a set of rail markers from HBG but have yet to use them
Use the naval/airbase mechanics, but with a unit cap(let’s say 3): a railroad give +1 movement to up to 3 land units per turn per territory that has a rail marker. Cannot be used to enter a hostile territory.
-
@Uncrustable:
Could use railroads as faster movement
I bought a set of rail markers from HBG but have yet to use them
Use the naval/airbase mechanics, but with a unit cap(let’s say 3):
a railroad give +1 movement to up to 3 land units per turn per territory that has a rail marker.Cannot be used to enter a hostile territory.
So, if I don’t want to “derail” :wink: this tread,
that would mean AAA in such tt will be able to fireback against TacB and StrB bombing them.
And need to worth somehow the cost and the risks.
A complex matters… -
Well, there was a national advantage that Russia had in a version of AAR in which they could move infantry at twice the normal rate in certain territories. It was not only feasible, but used extensively (you had to select a couple from a list, and this one was selected often)
Coupled with the fact people pay for transports all the time and transports currently cant engage in combat anyway, I see a merging of these two as feasible, warranted and would be used if available.
Perhaps, maybe, a rule that stipulated that infantry may non-combat move two spaces within your own country only? So Britian would get a boost, Russia would get a boost, to a lesser extent Germany would. Italy doesn’t really have the territories neither does Japan and the American ones are so bloody far away, it’s not worth it for them either way. What, they can deploy from DC to California faster? So what! lol.
-
Railroads would cost 8 (effectivly half of naval/airbases)
They would have the same health for SBR as air/naval bases and all the SBR rules would apply the same too including built in AAScuttle, I believe all facilities should have this option:
You can inflict maximum damage to any of your current facilities during the purchase new units phase
Note that any facilities scuttled would be unusable until the purchase new units phase of your following turn (if you decide to repair them at that time)If an enemy is about to take one of your tts with facilities in it, on your turn you scuttle everything. Effectivly denying the enemy using them without paying to repair them
-
Ummmmmmmmmmmmmmmm….
Shouldn’t this be moved to House Rules, like all those other evil threads that aren’t exactly about the real game?
Thanks! ;)
-
That requires work on my part. What’s innafo me? (sound it out, go slow, you’ll understand what I said.)
:P
Later. I have showings today and can’t be bothered to do it right now. I only get to rest for half hours between, so…lol
-
I’m coming back here with my final version of a balance AAA house rule which can fire every round instead of only during the opening phase but don’t interfere with SBR (or at minimum, optional).
Here is my earlier version:@Baron:
There’s already a lack of strategic bombing in the game anyway, why are you guys making it harder to do??
I agree with you. :-)
I was waiting this comment about SBR.
You have see the whole picture. :mrgreen:
(Actually, I think both of you help me out finding a HR to increase the number of SBR and interceptions).
It is another point against Active and Always Active AA gun.And that’s why I prefer to improve AAA in combat-zone first and foremost.
(Because of the SBR, it was one of my other reason to promote the AAA at 1/12 instead of 1/6.
But anyone can keep OOB rule on SBR and in-built IC AAA at 1/6.)Thus, (with a lesser hit ratio 1/12) I think we get a much more balance and interesting AAA unit:
Preemptive strike still on for the first combat cycle.
AAA keep fodder capacity to take 1 hit.
Up to 3 planes attacked per AAA on first cycle.
Every round after, each AAA got 1 shot @1/12, up to the max of 1 per each attacking plane/ round.
And any plane flying over a territory with an AAA during CM, had a “chance” to be destroyed.And you can have a HR with Always Active (CM/NCM) and In-built AAA all @1/12.
This way AAA will always be in touch but not overpowered.
Example: 1 StrB his escorted by 2 Fgts. There is one AAA in the IC territory.
1- All 3 planes must endure the “1” on D12 fired at them.2- After fighting the interceptors, the StrB endures the in-built AAA fire still 1/12.
3- And if you like Always Active AA gun then the surviving StrB in NCM is under a last fire still 1/12.
(I’m not quite sure for me, but Uncrustable will love it.)In this example, the StrB faces 3 shots at 1/12= around 3/12 = 1.5/6
Just a little higher odds as a OOB SBR rule. :-)The AAA is no more boring, always part of something when planes are near but not that killer 1/6.
That’s all.Here is my last version:
First, you keep the basic:
A) preemptive strike of AAA gun and
B) 3 shots at plane per AAA gun up to a maximum of 1 shot for each plane.
C) Now, you are allow to fire up to 3 shots (preemptive) on every cycle of a battle with a single AAA gun.
D) The odds to get a hit is 1/18.
It is achieved by a first roll of “1” and, when obtained, then a second roll of “2” or less.
E) For SBR on IC, AB and NB, since it is only a single shot, keep the 1D6 roll/plane and hit on “1”.Option: for those who want to simulate flying deep over a well-defended territory, you can decide to allow active AAA gun in a SBR against IC or NB and AB.
So, in addition of in-built AA gun fire after the combat between aircrafts, you can precede the dogfight by an AAA first strike at 1/18.
Condition: if a territory (under SBR) have AAA units on it then you can also roll a 1 cycle shot of preemptive fire against StrBs, TacBs and Fgts. (Limited to 3/AAA and up to max 1/plane).Why did I reduce from 1/12 (8.33%) to 1/18 (5.55%)?
It is to get uniformity: no more first shot against 3 planes, then 1 regular shot against 1 plane thereafter.
Always the same: 3 first strike against 3 planes, every round.Why is it more balance?
Because it give around 1/6 (16.66%) chance to hit for each AAA for each round, no matter how long is the fight.How is that?
The regular AAA give 1 single shot against 3 planes.
This mean around 3x1/6 to hit a plane (near 50%) on the first round, then it is over.
By giving 3x 1/18 to hit a plane, odds is near 1/6 to take down 1 plane.
A low 1/6 each round for AAA (when against 3 planes) is equivalent to other weak attacking unit like Inf @1/6 each round.AAA seems less powerfull against a single plane?
True, if the battle last only 1 round (5.55%) or 2 rounds (11.1%).
It is equal if it last 3 rounds (16.66%). I think 3 rounds is an average battle, don’t you think?
After 3 rounds, the odds to hit aircrafts are better and better.
In fact, a slow increase of 5.55% for each plane under AAA fire, per additionnal round past the third.Now AAAgun can always be useful and take a part in the battle, and are not just ridiculous cannon fodder.
(As if they were plainly silence in a very long battle, taking place during many rounds.)The way to roll 1/18 is not gracious (but not that complex either), very true.
But I believe it is nearest equivalent (odds vs odds) of the OOB rule on AAA 1/6 first strike. -
If you want to go that many shots, what about having wounded planes.
If your plane is hit by AA Gun fire, you have a 1 in 6 chance (roll a 1 on a six sided die) and that plane can limp home under it’s own power and costs 1-3 IPC to repair or you may choose to ditch over the ocean instead of repairing the plane. So instead of doing SBR dmg, you TAKE SBR dmg. Sure it’s complicated, but it’s a house rule, it doesn’t have to be so easy anyone who can afford the box can figure it out. :P
Actually, just the 1/6 chance to survive despite being hit, but having to leave the battle is fine with me.
-
@Cmdr:
If you want to go that many shots, **what about having wounded planes. **
If your plane is hit by AA Gun fire, you have a 1 in 6 chance (roll a 1 on a six sided die) and that plane can limp home under it’s own power and costs 1-3 IPC to repair or you may choose to ditch over the ocean instead of repairing the plane. So instead of doing SBR dmg, you TAKE SBR dmg. Sure it’s complicated, but it’s a house rule, it doesn’t have to be so easy anyone who can afford the box can figure it out. :P
Actually, just the 1/6 chance to survive despite being hit, but having to leave the battle is fine with me.
You probably don’t know but you are borrowing an idea from Der Kuenstler in this tread:
@Der:
Re: DK’s Strategic Bombing Rules - submitted for your review
After learning some more about the math I’ve come to the conclusion that the best SB rules are in the latest edition.
From AA1940 SE:
1. All attacking planes fire @1
2. All defending planes fire @1
Remove casualties. Bombers proceed to take aa fire.That’s it.
The “bomber turned back” idea, although interesting, violates the rest of the rules of unit interaction. I just don’t see how to make it better.
Once a bomber faces one interceptor @1 and then one aa gun @1, he’s already has a 1/3 chance of being shot down, right? That’s double the worst losses ever historically! You can’t reduce the odds either, due to the limits of the D6 dice.
I quote only the shortest post for reference.
If I follow you correctly, you mean each AAA fire @1 first strike every round against up to 3 planes, but they are not destroy.
Every plane hit by a AAA fire must quite the battle immediatly and have to land during NCM phase.The rest of this House Rule about repairing cost remain to discuss.
Is it correct?
-
@Cmdr:
**If you want to go that many shots, what about having wounded planes. **
If your plane is hit by AA Gun fire, you have a 1 in 6 chance (roll a 1 on a six sided die) and that plane can limp home under it’s own power and costs 1-3 IPC to repair or you may choose to ditch over the ocean instead of repairing the plane. So instead of doing SBR dmg, you TAKE SBR dmg. Sure it’s complicated, but it’s a house rule, it doesn’t have to be so easy anyone who can afford the box can figure it out. :P
Actually, **just the 1/6 chance to survive despite being hit, but having to leave the battle is fine with me. **
I read a few more times your post. I see that I interpreted it incorrectly but nonetheless you give me some ideas about another way to play the AAA.
The first round, first strike is as usual and planes are destroyed.
The other rounds, AAA can still rolls @1/6 preemptively against up to 3 targets but instead of destroying a plane upon a hit, it is considered damaged and immediatly stop the battle.
Every plane hit by a AAA fire must quite the battle immediatly and have to land during NCM phase. Play it as an aerial retreat in an amphibious assault.The plane is not considered destroyed.
But you don’t need to pay an additionnal cost to repair it since it was hit by an irregular HR bonus on AAA fire.
More, the attacker is actually paying a tactical cost since he can no more use a plane on any further attacking round including the one in which the preemptive AAA hit this plane.What do you think about this?
A lot simpler than anything else no? -
Why overrcomplicate things when you dont have to?
Instead of rolling 3 dice for AA in normal combat and having to get 2 hits, just roll one dice lolSo AAA current OOB rules, 3 dice per gun or number of aircraft (whichever is less) preemptive etc…
Then AFTER the preemptive AAA round, normal combat begins and AAA guns defend at a 1. Even if there is no aircraft presentSo i have slightly changed my view on AAA (still agree with OOB rules on not moving during combat phase)
Increase the price to 6 per.
Now onto SBR…ive come up with a simple VERY SIMPLE way to help SBR and at the same time require more AAA guns to be present to protect bases
OK…THIS IS VERY EASY…AA guns get 3 dice rolls right? Let us say that naval bases, air bases and minor IC have built in AA, but like the normal AA, can only roll up to 3 dice. Major IC get 2 built in AA, so 6 dice. Easy right? and no need to change any cost of bases
You could supplement built in AA with AAA guns in the territory. But you would have to decide, BEFORE THE BOMBERS HAVE CHOSEN THEIR SPECIFIC TARGETS, what facility each AA gun is defending. (So one AAA gun cannot roll AA against bombers in 2 or more facilities.
Also if the territory is attacked conventionally aswell as SBR, then you must decide what your AA guns are going to do BEFORE ANY BATTLE STARTS
So what/how many AA guns will defend the tt, or naval base, or IC, etcEXAMPLE:
-you have a territory, with an airbase, a naval base, and a major IC and 3 AAA guns.-The airbase gets 3 aa rolls (as it has a built in AAA gun) same for the naval base. The major IC gets 6 AA rolls (as it has 2 built in AAA guns), and you also have 6 AA rolls in the 2 AAA units on the board
-lets say that your opponent sends in 10 bombers to SBR, AND attacks the tt (probably a rare occurence)
-So you decide to have 1 AAA gun defend against the conventional attack, 1 AAA gun will defend the major IC (meaning the Major IC now has up to 9 dice rolls) and 1 AAA gun to defend airbase (airbase now has 6 rolls) and that leaves the naval base with only 3 rollsin summation
1-increase AAA cost to 6 IPC
2-reduce ‘built in AA’ to 3 dice rolls each for minor ICs and bases (essentially they have 1 ‘built in’ AAA gun) and major ICs to 6 rolls (2 built in AAA)
3-AAA guns on the board can be chosen to defend the territory OR a base or IC. Can only choose one per AAA gun.
4-AAA guns defend at 1 during normal combat (can hit anything, tank, bomber, infantry, etc…choose your own casualties)
5-No change to AAA preemptive rolls against enemy aircraft from OOBSimple, effective
If anything it would produce more SBR, as built in AA is reduced (but not removed)
-Can overwelm AA defenses in SBR, defender can also increase AA defense in SBR by adding in AAA guns on the board.
MAkes the AAA an overall more effective unit, and i believe it would be purchased moreI like this so much i cant wait to implement it. It will by my house rule going forward in G40
-
So AAA current OOB rules, 3 dice per gun or number of aircraft (whichever is less) preemptive etc…
Then AFTER the preemptive AAA round, normal combat begins and AAA guns defend at a 1. Even if there is no aircraft presentYou are turning upside down your way of thinking about AAA unit.
Radars, ground to air platform, etc.
@Uncrustable:@Cmdr:
I view AA Guns that are movable more as machine guns attached to the top of halftracks now. They arn’t always manned, and they are highly mobile, so they go to the front with the supply trucks and supply trains to provide transportational security. If the enemy happens to attack when they are present, then they’ll do their best to stop the incoming planes.
Built in AA Guns might need a beefup since I see these as more city wide AA Gun defensive screens of interlinked fields of fire being orchestrated by highly trained gunners and mixing canons and machine guns.
How in worlds do you view AA guns as half tracks with machine guns?
Would not these units already be there regardless of the AA gun? Armor, Infantry, Artillery; all these units can shoot down planes.Built in AA Guns might need a beefup since I see these as more city wide AA Gun defensive screens of interlinked fields of fire being orchestrated by highly trained gunners and mixing canons and machine guns.
This is more what AA guns SHOULD be
@Uncrustable:
To cmdr Jen: You say that AA included simulates being ‘deep in enemy territory’, well under the old rule you could place AA guns so enemy bombers would have to fly over multiple AA. This simulates being ‘deep in enemy territory’ far better.
To me in this STRATEGIC game, AA guns represent a territory wide system of radar/aircraft spotters/scout aircraft and strategically placed surface to air weapons batteries. This system could pack up and move just as far as an infantry division, but would be near useless in a raid. Hence why AA guns cannot move during the combat move phase.
And in reality i highly doubt you buy as many AA guns as you seem to talk up, they are better fodder units (what each nation starts with) than they are at being AA guns
Built in AA is a mindless rule. You can send your AA to the frontlines for fodder to protect your army ranks and no worry in the world about how your going to protect your bases/ICs
They may still have their use, but far less than they use toYou drop this rationalization, for the sake of a more versatile and useful AAA, isn’t?
A few ones, turn AAA into anti-tank gun after first round.
Your are expanding their scope now to any unit; in a sense, it is less powerfull than the antitank gun.
It is another acceptable way to increase the usefullness of AAA and a good reason to increase the cost to 6 IPCs.However, for my part, I really prefer your previous way of rationalizing AAA unit.
That’s why I will keep them AAA gun only.About:
Instead of rolling 3 dice for AA in normal combat and having to get 2 hits, just roll one dice.
So AAA current OOB rules, 3 dice per gun or number of aircraft (whichever is less) preemptive etc…Just remember, as you said there is a limit of dice (whichever is less).
And also, many times you don’t even bother to reroll dices because you rolled “2” and more the first time.If this rule was integrated in a triple A software, nobody will bother about the odds since all the rolls would be done by IA.
I already played modified rules World War II Expansion rules to A&A from Gamers Paradise by David Schwartzer.
In this game, planes can still attack subs at their regular odds but they must first search and find their target on a roll of “1” or “2”.
“3” and higher means cannot find sub to destroy this turn.
This rules implied 2 rolls and it wasn’t so difficult to catch up.You can rationalize the first roll at “1” in my HR as an occasion when planes are effectively crossing a defensive perimeter and flying in a fire barrage of antiaircrafts shells (from a fixed AAA positions) while moving.
Remember as you said, it is not the AA artillery which are included in any ground unit (Inf, Art, Arm) which can defend while attacked by planes.The second roll with a “2” or “1” means an entire aircraft’s unit has been destroyed under this intensive AAA fire. Otherwise, they escape and the unit is still a combat unit which can reach his target.
-
@Uncrustable:
Why overrcomplicate things when you dont have to?
Instead of rolling 3 dice for AA in normal combat and having to get 2 hits, just roll one dice lolSo AAA current OOB rules, 3 dice per gun or number of aircraft (whichever is less) preemptive etc…
Then AFTER the preemptive AAA round, normal combat begins and AAA guns defend at a 1. Even if there is no aircraft presentSo i have slightly changed my view on AAA (still agree with OOB rules on not moving during combat phase)
Increase the price to 6 per.
Now onto SBR…ive come up with a simple VERY SIMPLE way to help SBR and at the same time require more AAA guns to be present to protect bases
OK…THIS IS VERY EASY…AA guns get 3 dice rolls right? Let us say that naval bases, air bases and minor IC have built in AA, but like the normal AA, can only roll up to 3 dice. Major IC get 2 built in AA, so 6 dice. Easy right? and no need to change any cost of bases
You could supplement built in AA with AAA guns in the territory. But you would have to decide, BEFORE THE BOMBERS HAVE CHOSEN THEIR SPECIFIC TARGETS, what facility each AA gun is defending. (So one AAA gun cannot roll AA against bombers in 2 or more facilities.
Also if the territory is attacked conventionally aswell as SBR, then you must decide what your AA guns are going to do BEFORE ANY BATTLE STARTS
So what/how many AA guns will defend the tt, or naval base, or IC, etcEXAMPLE:
-you have a territory, with an airbase, a naval base, and a major IC and 3 AAA guns.-The airbase gets 3 aa rolls (as it has a built in AAA gun) same for the naval base. The major IC gets 6 AA rolls (as it has 2 built in AAA guns), and you also have 6 AA rolls in the 2 AAA units on the board
-lets say that your opponent sends in 10 bombers to SBR, AND attacks the tt (probably a rare occurence)
-So you decide to have 1 AAA gun defend against the conventional attack, 1 AAA gun will defend the major IC (meaning the Major IC now has up to 9 dice rolls) and 1 AAA gun to defend airbase (airbase now has 6 rolls) and that leaves the naval base with only 3 rollsin summation
1-increase AAA cost to 6 IPC
2-reduce ‘built in AA’ to 3 dice rolls each for minor ICs and bases (essentially they have 1 ‘built in’ AAA gun) and major ICs to 6 rolls (2 built in AAA)
3-AAA guns on the board can be chosen to defend the territory OR a base or IC. Can only choose one per AAA gun.
4-AAA guns defend at 1 during normal combat (can hit anything, tank, bomber, infantry, etc…choose your own casualties)
5-No change to AAA preemptive rolls against enemy aircraft from OOBSimple, effective
If anything it would produce more SBR, as built in AA is reduced (but not removed)
-Can overwelm AA defenses in SBR, defender can also increase AA defense in SBR by adding in AAA guns on the board.
MAkes the AAA an overall more effective unit, and i believe it would be purchased moreI like this so much i cant wait to implement it. It will by my house rule going forward in G40
-
@Uncrustable:
So i have slightly changed my view on AAA (still agree with OOB rules on not moving during combat phase)
Increase the price to 6 per.
Now onto SBR…ive come up with a simple VERY SIMPLE way to help SBR and at the same time require more AAA guns to be present to protect bases
OK…THIS IS VERY EASY…AA guns get 3 dice rolls right? Let us say that naval bases, air bases and minor IC have built in AA, but like the normal AA, can only roll up to 3 dice. Major IC get 2 built in AA, so 6 dice. Easy right? and no need to change any cost of bases
You could supplement built in AA with AAA guns in the territory. But you would have to decide, BEFORE THE BOMBERS HAVE CHOSEN THEIR SPECIFIC TARGETS, what facility each AA gun is defending. (So one AAA gun cannot roll AA against bombers in 2 or more facilities.
Also if the territory is attacked conventionally as well as SBR, then you must decide what your AA guns are going to do BEFORE ANY BATTLE STARTS.
So what/how many AA guns will defend the tt, or naval base, or IC, etcEXAMPLE:
-you have a territory, with an airbase, a naval base, and a major IC and 3 AAA guns.-The airbase gets 3 aa rolls (as it has a built in AAA gun) same for the naval base. The major IC gets 6 AA rolls (as it has 2 built in AAA guns), and you also have 6 AA rolls in the 2 AAA units on the board
-lets say that your opponent sends in 10 bombers to SBR, AND attacks the tt (probably a rare occurence)
-So you decide to have 1 AAA gun defend against the conventional attack, 1 AAA gun will defend the major IC (meaning the Major IC now has up to 9 dice rolls) and 1 AAA gun to defend airbase (airbase now has 6 rolls) and that leaves the naval base with only 3 rollsin summation
1-increase AAA cost to 6 IPC
2-reduce ‘built in AA’ to 3 dice rolls each for minor ICs and bases (essentially they have 1 ‘built in’ AAA gun) and major ICs to 6 rolls (2 built in AAA)
3-AAA guns on the board can be chosen to defend the territory OR a base or IC. Can only choose one per AAA gun.
4-AAA guns defend at 1 during normal combat (can hit anything, tank, bomber, infantry, etc…choose your own casualties)
5-No change to AAA preemptive rolls against enemy aircraft from OOBSimple, effective
If anything it would produce more SBR, as built in AA is reduced (but not removed)
-Can overwelm AA defenses in SBR, defender can also increase AA defense in SBR by adding in AAA guns on the board.
MAkes the AAA an overall more effective unit, and i believe it would be purchased moreI like this so much i cant wait to implement it. It will by my house rule going forward in G40
As you mention this is a rare occasion when so many StrB are attacking.
Making SBR or TacBR on AB and NB is made by StrB and TacB only.
It reduces their number.I rather rationalize the infinite number as a simplify rule, because their is seldom more than 6 planes over an IC.
And also because IC, NB and AB are small zone that can be intensively armed with AAguns.
And imply a specific and limited aerial-zone which can not be invaded in a one time by all planes. When planes are in large numbers, they must wait to prevent collisions between them over the specific target-zone. So every planes are passing over the same guns which are not short of ammos.That why I prefer the simple OOB in-built AAgun rule.
In other part, I think the main reason which AAA are a separate unit now is to used them in combat situations. And your new HR about rolling @1 after first round is able by itself to promote more AAA buying.
-
@Uncrustable,
you quote your own post without adding anything?
What do you mean? -
@Baron:
@Uncrustable,
you quote your own post without adding anything?
What do you mean?I felt it necessary to repeat myself after reading your reply
:wink:So you like AAA defending at 1 in normal combat as a normal unit? After preemptive AA rolls of course
-
@Uncrustable:
@Baron:
@Uncrustable,
you quote your own post without adding anything?
What do you mean?I felt it necessary to repeat myself after reading your reply
:wink:So you like AAA defending at 1 in normal combat as a normal unit? After preemptive AA rolls of course
Repeating an idea is conditionning not arguing. :-D
Yes, we can surely think about how the Flak 88 was used during the war. It was famous for his anti-tank capacity. I’m sure it can be destructive against Art and Inf., also.
I’m just wondering, why Larry didn’t convert AAA to this kind, you are suggesting, of whole unit without defect, instead of the OOB no defending value after first round.
Your suggestion, just remind me I had a conversation, a few month ago, with one of my friend while introducing this new unit to him, about making them regular unit defending @1 after first round of fire.
I’m not sure the Sealion adjustment for London was his main reason for forbidding AAA with a defense roll @1 like what you just propose as HR.
-
@Baron:
@Cmdr:
**If you want to go that many shots, what about having wounded planes. **
If your plane is hit by AA Gun fire, you have a 1 in 6 chance (roll a 1 on a six sided die) and that plane can limp home under it’s own power and costs 1-3 IPC to repair or you may choose to ditch over the ocean instead of repairing the plane. So instead of doing SBR dmg, you TAKE SBR dmg. Sure it’s complicated, but it’s a house rule, it doesn’t have to be so easy anyone who can afford the box can figure it out. :P
Actually, **just the 1/6 chance to survive despite being hit, but having to leave the battle is fine with me. **
I read a few more times your post. I see that I interpreted it incorrectly but nonetheless you give me some ideas about another way to play the AAA.
The first round, first strike is as usual and planes are destroyed.
The other rounds, AAA can still rolls @1/6 preemptively against up to 3 targets but instead of destroying a plane upon a hit, it is considered damaged and immediatly stop the battle.
Every plane hit by a AAA fire must quite the battle immediatly and have to land during NCM phase. Play it as an aerial retreat in an amphibious assault.The plane is not considered destroyed.
But you don’t need to pay an additionnal cost to repair it since it was hit by an irregular HR bonus on AAA fire.
More, the attacker is actually paying a tactical cost since he can no more use a plane on any further attacking round including the one in which the preemptive AAA hit this plane.What do you think about this?
A lot simpler than anything else no?@Uncrustable,
what is your opinion about this one?
Is it too powerful to impose a retreat to any plane hit by AAA after the initial round?