@Uncrustable:
Baron you over think everything lol
And OP = over powered
Ftw = fukkk the world
You do not need an AA gun to shoot at planes SBRing under current OOB rules
Used to be you have to have anAA gun to protect your IC from SBR
Used to be you had to think about aircraft routes to avoid AA shooting at you
Now AAguns are worthless cannon fodder that no one thinks about buying
And ftw AA guns should not be able to attack that is absurd
All land units have mobile AA within their unit and can shoot down planes under current OOB rules
To me an AA gun represents a territory wide network of strategically placed radar, aircraft spotters and surface to air weapons platforms
@Uncrustable
I find it interesting the way you see AAA gun unit.
It is a way to rationalize the fact AAA can intercept and destroy some fly over aircrafts going somewhere else for combat duty.
On game level, it was more interesting.
However, don’t you think that there is also another historical basis for the new AAA rule?
Aircrafts will fly high in the sky to be out of range of this AA platform from the first territory and, when on the second territory combat-zone will go low altitude for ground attack and, as such, become much more vulnerable to AA platform.
Anyway, I like your idea.
I will probably house rule something like this but the odds for to hit ratio will be 1/12 (3/36) instead of a high regular 1/6. To apply it I find a better way than the first time I post this HR (so it is revised):
for every AAA shot against 1 aircraft rolls 1d6 and when you get a 1, reroll it and if it is a 3 or lower then the aircraft is down.
This second dice roll allows to divide by two the odds from 1/6 x 3/6= 3/36 to 1/12.
So you roll as normal and when you get a “1”, now you know that this specific aircraft unit is under a direct fire and as 50% chance of survival.
There is only 3 possibilities out of 36 to reach this rolls and get down a plane: “1”-“1” / “1”-“2” / “1”-“3”.
At this condition only, I will reintroduce the flying over AAA unit during combat move in any ennemy’s territory implies being also under AAA fire no matter what if this is or not the final combat destination.
For simplicity, every roll and hit will be directed on each individual aircraft. as by OOB AAA rule for 1942.1.
So it will be easier to get down StrB (because attacker often choose to screen them by using Fgt as cheaper casuality).
Example: To reach a combat-zone with 3AAA, 2 Fgt and 2 StrB fly over another territory with 1AAA.
1 AAA can still fire at maximum of 3 planes.
First territory: 3 rolls from 1AAA. Defender throw 3D6.
“2” vs Fgt#1 “6” vs Fgt#2 “1” vs StrB#1 Got a “1”, reroll for StrB#1 “3”. Hit! So StrB#1 down.
Second and final combat territory: still 3 Max rolls from 1AAA. The defender throw again 3D6.
“5” vs Fgt#1 “1” vs Fgt#2 “6” vs StrB#2 Got a “1”, reroll for Fgt #2 “2”. Hit! So Fgt#2 down, this time.
Now the remaining Fgt#1 and StrB#2 can attack.
The defender had kill 1 StrB and 1 Fgt.
After first round, for each AAA up to the max number of aircrafts still flying allows 1 firing.
So, even if there is 3 AAA in this given territory, there is only 2 planes attacking, it get only 2 rolls.
3AAA: 1AAA vs Fgt#1 and 1AAA vs StrB#2.
Example: 1Fgt#1 and 1StrB#2 are attacking on a second cycle of combat.
3AAA can fire once at 1/12 odds. Rolls 2D6 since there is 2 planes.
Let’s suppose: “6” vs Fgt#1 “1” vs StrB#2 Got a “1”, reroll for StrB#2
If the second rolls get either “1” / “2” / “3” then the last StrB#2 is destroyed.
It is no more a preemptive strike.
And since there was 2 targets fired at, the attacker could not choose the cheaper Fgt as casuality.
Suppose StrB#2 was down after this 2nd cycle.
On a third cycle, even if there is still 3AAA, only 1AAA can shoot at the remaining Fgt#1.
Thus, (with a lesser hit ratio 1/12 and a simpler more A&A roll of dice) 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.
Every round after, each AAA got 1 shot @1/12, up to the max of 1 per each attacking plane.
And any plane flying over a territory with an AAA during combat move, had a “chance” to be destroyed.
What is your opinion Uncrustable? Playable and fun?
I think I would also allow aircraft retreat after first round like on amphibious assault.
Just to give more tactical option to the attacker if dice get awfully wrong for him.