@barney:
limiting AA to one rd of fire is interesting. A lot of times though, only one plane will come in to attack a blocker so the 3 dollar AA will get the same # of shots as a 5.
That’s why it seems a little OP’d, even though your numbers match up.
I agree that vs plane it can be one on one, and you can take a shot at one ground unit too.
I intended to make it a bit stronger and less specialized than OOB, so you get an incentive to buy them.
On big clashes like Battle of Moscow, it will not be very different than OOB instead of 2 or 3 OOB AAAs, you will need 3 to 5 of them, to get your shots at Axis planes.
The real change is that it can be standing alone in a TTy, so you loose only 3 IPCs and still have a shot at airplanes.
OOB, you need to loose 8 IPCs as blocker, to make TTy trading a bit less attractive for planes.
Just a way to make AAA somehow a better defensive unit than Infantry, at least for opening combat round.
@Baron:
AAA as a blocker unit, (and reinforced defensive line):
Attack 0
Defense 1* on first combat round only.
*@1 first strike against up to 2 units, 1 roll max per unit, plane first, then any other ground unit.
Move 1 in CM or NCM
Hit 1
Cost 3
No move issue, in itself its defense is weaker than Inf, but if two or more units are attacking it gives similar odds to hit.
First strike makes for bunkers, hidden tunnels, trenches, mines, concrete and all other kind of defensive features, which gives more opportunity to kill before being killed.
Also, IMO this one time preemptive roll can simulate the fact that once fortifications are overwhelmed, they can no more use their defensive weapons.
Against 1 unit, it is weaker than Inf but blockers are usually attacked by more than 1 single unit.
What do you think?
Stronger than OOB AAA, no better than Inf and a specific role to play.
It is not as useful on offense, if you bring it in, because you lack a 1 or 2 attack factor, but to delay or make a costlier TTy exchange it gets a better use than OOB AAA.
This last AAA unit above is also a different answer to issues Argothair pointed out (bolded):
@Argothair:
**The thing that annoys me more than anything else about AAA guns is that they are only better than infantry when defending against an enormous stack of planes. If you spend 15 IPCs on 5 infantry, you get 5 HP and 10 defensive pips that roll in every round of combat. If you spend 15 IPCs on 3 AAA guns, you get 3 HP and 9 defensive pips that roll in only the first round of combat, but that have the potential to eliminate enemy planes before those planes can score hits against you. So the question is, how many hits would they have to score against you to even up that gap? At least 2 hits (since you can use your extra 2 infantry as ‘fodder’ and still come out ahead), and probably 3 hits unless your opponent is strafing (because the infantry’s ability to keep on rolling dice will let them pull ahead in ‘total’ defensive value as the battle goes on even if the advantage is to the AAA gun on the first round of combat).
So the break-even point for AAA guns is somewhere around an attack by 6 ftr OR 2 ftr, 3 bmbr. No matter how many AAA guns you pile into a territory, your opponent can still profitably attack you with ground forces supported by 3-4 planes. That’s really stupid.
If you have really dense flak coverage, a territory should become a death trap for planes, and even if you only have one AAA gun in a territory, it should be able to trade itself very profitably against attacking planes.**
Mechanically, to make that happen, I would say get rid of the pre-emptive strike ability – it’s unnecessarily fussy and it’s too hard to predict. Instead, just give each AAA gun a single combat die that hits on rolls of 4 or less, but the die can only be applied to hit (and must be applied to hit) attacking enemy planes. That way the AAA gun packs a noticeably stronger defensive punch than infantry for the price (5 IPCs), but is weaker on HP and is useless for anything other than deterring aerial attacks.
Conveniently, this new AAA unit would cripple the ‘light trading’ tactic that currently serves as the lynch pin of orthodox strategy on the 1942.2 map. Planes really, really don’t want to trade lightly against territories with AAA guns.
Note that even though this makes AAA guns much stronger than they are now, they can still be overwhelmed with a large enough air force. Suppose Germany is attacking with 1 inf, 1 art, 5 ftr and Russia is defending with 3 inf, 1 AAA. Germany rolls an expected 3.1 hits, versus Russia’s expected 1.8 hits. Germany loses 1 inf and 1 ftr (-13 IPC). Russia will have to lose 2 inf, 1 AAA (-11 IPC) because if it loses 3 infantry then Germany could retreat the planes and mop up with the artillery unit, which can’t be hit by AAA guns because it’s not a plane. In the next round of combat, Germany attacks with 1 art, 4 ftr for a virtually guaranteed hit, and Russia attacks with 1 inf for 0.3 hits. Germany loses another one-third of a fighter (-3 IPC) and Russia loses another infantry (-3 IPC). Germany seizes the territory (+2 IPC), and so the TUV exchange for the battle is even (14 net IPCs lost for each side).