From these last two posts of a previous thread on cheaper AAA unit, I thought about these two solutions.
@Black_Elk:
Honestly the thing that annoys me more than anything else about the AAAGUN is the movement restriction to Non Combat. It makes the unit very difficult to maneuver effectively on the map, and especially across the water. If making an HR adjustment I’d prefer if it worked like every other unit, ie able to move during the combat phase.
@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).
Antiaircraft Artillery #1
Cost: 5
Attack: 1
Defense: 1 or Air Defense before each combat round, never both in the same combat round
Move: 1
Unit Characteristics
No Limited Move:
Normally (OOB) this unit can be moved only during the Noncombat Move phase. An antiaircraft artillery unit can now move during the Combat Move phase (and can also be carried on a transport if the unit is loaded on the Combat Move phase of the same turn).
No No Combat Value: It can be taken as a normal casualty. If a territory containing AAA units and no other combat units is attacked by other units than aircraft, the AAA units are not automatically destroyed and can defend on a 1. AAA units may now attack at 1.
Air Defense :
An Antiaircraft artillery (AAA) unit can fire only at an air unit when that unit attacks the territory containing that AAA unit. AAA units fire each combat round, before the regular round of combat. Each AAA unit in the territory may fire up to two times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is two times the number of AAA units, or the number of attacking air units, whichever is the lesser.
Once the number of air defense dice is determined, the dice are rolled. For each “1†rolled, the attacker chooses one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AAA defense made immediately before each regular combat round occurs in the territory containing the AAA unit.
AAA units do not defend industrial complexes against strategic bombing.
Industrial complexes have their own “built in†air defenses.
Antiaircraft Artillery #2
Cost: 4
Attack: 0
Defense: 0 or Air Defense in each regular combat round
Move: 1
Unit Characteristics
No Limited Move:
Normally (OOB) this unit can be moved only during the Noncombat Move phase. An antiaircraft artillery unit can now move during the Combat Move phase (and can also be carried on a transport if the unit is loaded on the Combat Move phase of the same turn).
No Combat Value :
On attack, AAA units have no attack roll, it can only be taken as last casualty.
On defense, if a territory containing AAA units and no other combat units is attacked by other units than aircraft, the AAA units are automatically destroyed.
Air Defense :
An Antiaircraft artillery (AAA) unit can fire only at an air unit when that unit attacks the territory containing that AAA unit. AAA units fire each combat round, during the regular round of combat. Each AAA unit in the territory may fire up to two times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is two times the number of AAA units, or the number of attacking air units, whichever is the lesser.
Once the number of air defense dice is determined, the dice are rolled. For each “1†rolled, the attacker chooses one air unit as a casualty. These casualties are removed along with others attacker’s casualties, and should have made their attack rolls, before the defender’s rolls. This AAA defense made each regular combat round occurs in the territory containing the AAA unit.
AAA units do not defend industrial complexes against strategic bombing.
Industrial complexes have their own “built in†air defenses.
Questions:
1- Do you believe that two such AAA #1 units (A2 D2 M1 C10 IPCs) can be a similar optimized purchase for defense compared with 1 Fighter A3 D4 M4 C10?
2- Do you believe that such AAA #2 unit (4 IPCs) can be a similar purchase for defense compared with 1 Artillery A2 D2 M1 C4?
3- Do you see any reason to prefer AAA #1 (5 IPCs) over AAA #2 (4 IPCs), or vice versa?