Still wanting to introduce a balance way of air-to-air direct dogfight, it becomes necessary to reduces their cost, due to the higher attrition rate upon aircrafts.
Aircrafts are very multipurpose units. They work both on ground and naval combat.
However, at a too low cost, planes become far more useful than Tanks (A3 D3 Move 2 Cost 6 IPCs) on offense.
The Tank units is the bottom line to determine the cost for Fighter (A3 D4 Move 4), at 6 IPCs, such Fg unit becomes too powerful compared to Tank.
So, clearly, such a Fighter unit (A3 D4) cannot be lower than 7 or 8 IPCs.
This could imply that Strategic Bomber (A4 D1 M6) should be put around 9 or 10 IPCs, since OOB StB is 2 IPCs above Fgs
On the other side, keeping the same combat values for planes at such low cost, immediately makes them overpowered units compared to warships.
Assuming temporarily that specific values and prices for these 3 planes, would you consider proportionate and well balance this roster of warships units under these values and cost?
Fighter A3 D4 M4 Cost 8, hits enemy’s planes on “1” or “2”
Tactical Bomber A3-4 D3-4 M4 Cost 8, hits enemy’s planes on a “1”, gets A4 or D4 when paired 1:1 to a Fg unit or when there is no enemy’s aircraft.
Strategic Bomber A4 D1 M6 Cost 10, on attack, hits enemy’s planes on a “1”, SBR damage: 1D6+2.
http://www.axisandallies.org/forums/index.php?topic=33334.msg1276464#msg1276464
Submarines A2 D1 Cost 5, Surprise Strike, Submerge, No hostile sea-zone, cannot hit airplanes
Destroyer A2 D2 Cost 7, Anti-Sub Vessel
Cruiser A3 D3 Cost 9, shore bombard @3
1942 Carrier A1 D2 Cost 12, 1 hit, carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 Cost 14, 2 hits, carry 2 planes (Fg or TcB)
Battleship A4 D4 Cost 16, 2 hits, shore bombard @4
Transport A0 D0 Cost 6, no hit, defenseless and taken last
Transport A0 D1 Cost 8, 1 hit, taken last
Escort Carrier A0 D1 Cost 9, 1 hit, carry 1 Fg or TcB, Anti-Sub Vessel
AAA unit should be reduced to 4 IPCs, 1 hit, @1 preemptive against up to 3 planes.
Or,
this HRuled Anti-Aircraft Artillery unit acting more like regular A&A unit:
AAA A0 D0 NCM1 Cost 3, 1 hit, @1 preemptive against up to 1 plane, able to fire against plane each combat round.
Infantry A1-2 D2 M1 Cost 3
Mechanized Infantry A1-2 D2 M2 Cost 4
Artillery A2 D2 M1 Cost 4
Tank A3 D3 M2 Cost 6
The two main posts from EnoughSaid and Oztea which are at the origins of my ideas are coming from these threads:
1940 Cheaper Boats
http://www.axisandallies.org/forums/index.php?topic=34687.msg1339369#msg1339369
Introducing Tactical Bomber and an evolved Fighter in a 1942 third edition?
http://www.axisandallies.org/forums/index.php?topic=34224.msg1368121#msg1368121
@Baron:
@oztea:
No new air units. But the current ones should be cheaper, and have slightly different rules.
Fighters 8, bombers 10
Fighters hits of “1” and the person rolling gets to assign that hit to an air unit if present.
AA guns should continue to fire every round. 3 shots the first round, 1 shot every round after.
I agree about the reduced cost.
What do you think about Fighters (A3 D4 M4 C8) hit enemy’s aircrafts on a “1” or a “2”
while bombers (A4 D1 M6 C10) hit enemy’s aircrafts on “1” when on attack?
However, owner’s choose his own casualty amongst plane. (No change from OOB, on this point.)
Keeping the same numbers on SBR:
Fg attack or defend @2. Strat Bomber attack @1.
Wouldn’t that be better that all planes can hit planes somehow ?
And this will be more balance when limiting A&A 1942 Edition to two types of planes?
Don’t you think?
Giving AAA unit a way to fire each combat round is also a manner of making Fgs on attack more vulnerable than Fighter on defense, even if both can directly hit each other with the same number: “1” or “2”.
I find this more historically accurate.
In addition, rising up to “2” will make Fgs a better weapon to hit aircraft than AAA unit, as it should be.
Here is all the unit roster in order by cost:
AAA A0 D0 NCM1 Cost 3, 1 hit, @1 preemptive against up to 1 plane, able to fire against plane each combat round.
Infantry A1-2 D2 M1 Cost 3
Mechanized Infantry A1-2 D2 M2 Cost 4
Artillery A2 D2 M1 Cost 4
Submarines A2 D1 Cost 5, Surprise Strike, Submerge, No hostile sea-zone, cannot hit airplanes
Tank A3 D3 M2 Cost 6, can blitz and gives it to Mechanized Infantry.
Transport A0 D0 Cost 6, no hit, defenseless and taken last
Destroyer A2 D2 Cost 7, Anti-Sub Vessel
Transport A0 D1 Cost 8, 1 hit, taken last
Fighter A3 D4 M4 Cost 8, hits enemy’s planes on “1” or “2”
Tactical Bomber A3-4 D3-4 M4 Cost 8, hits enemy’s planes on a “1”, gets A4 or D4 when paired 1:1 to a Fg unit or when there is no enemy’s aircraft.
Cruiser A3 D3 Cost 9, shore bombard @3
Escort Carrier A0 D1 Cost 9, 1 hit, carry 1 Fg or TcB, Anti-Sub Vessel
Strategic Bomber A4 D1 M6 Cost 10, on attack, hits enemy’s planes on a “1”, SBR damage: 1D6+2.
1942 Carrier A1 D2 Cost 12, 1 hit, carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 Cost 14, 2 hits, carry 2 planes (Fg or TcB)
Battleship A4 D4 Cost 16, 2 hits, shore bombard @4