• We got another game in Sat and the Axis won with 31 points that was held for 1 full turn. I tried a couple different things with US but Japan just to strong if you do not go to the Islands with Anzac and US together. Anyway we tried the new Stg. Bomber values of 3d12s @2 with roll of 1 no return shot for ea bomber. This worked out great with a few 1 rolls and some 2s. Now the bombers dont take over the game. A 1 or 2 bomber attacks are still pretty good but it seemed like the more dice you threw it went against you. You probably better off SBRing now. But you do still get hits with bombers. We had a couple no return shots on some naval ships so you do get rewarded with accuracy. Last ditch effort for me to get Paris was I attacked with 10 inf, 3 figs, 3 Stg. Bombers and 4 H. Bombers with 2 rounds of 25 dice rolling for bombers hoping for that last victory city to delay a axis victory. Of 50 dice I got 8 hits. So I got diced but a good roll would of been sweet. Chance you take. Also I SBR Berlin once with 4 H. Bombers with 4d 10s and rolled only 12 total damage. I got diced every where in this game but thats what it is.
    Another 40 game in 2 weeks. Map pics and tech charts below.

    image3(1).png


  • Pacific map we tried in game where if you controlled a 3 Dutch Island only with an oil derrick you were able to roll 1 d6 die for extra icps.

    image1(8).png
    image2(2).png


  • In my game here I have Tac Bomber at
    A7  First shoot no return shot on a roll of 2 or less.
    D4  First shot no return shot on a roll of 2
    M4
    C10
    DF1
    SBR Germany only if they get there NA. 1d8 damage

    When I SBR an AAA gun as far as historical in away, could the Tac bomber get close enough to AAA gun and kill it before it shoots back ? So if I roll a 2 for Tac Bomber it kills the AAA gun before it can defend. Ya No ?

    Edit: I did find history on it. Ground fire could maybe hit plane but pretty much the Dive Bomber was immune to AAA fire because of the angle and explosions higher in sky. So

    Tac bomber SBR an AAA gun will kill AAA gun on a roll of 2 or less with no return shot.
    Tac Bomber rolls a 3-7 kills AAA gun after AAA gun gets its defense roll if AAA gun misses.

    Stg Bomber
    A3 d12s @2 roll of 1 no return shot (except AAA ) . Roll of double 12s 1 friendly kill.
    D2
    M6
    C10
    DF1
    SBR 1 d8 damage

    Ex : 2 Stg Bombers roll  3, 2. 12, 9, 1, 12 =
    1 kill for roll of 1 no return shot for ground or ship only  
    1 kill for roll of 2
    1 friendly kill for rolling 2 12s.

    So also the Stg Bomber will not get its roll of 1 first strike shot due to that plane being higher up in air and AAA gun would get first shot at plane. But any roll of of 2 or less kills AAA gun if it misses.
    Unlimited escorts and interceptors in game.

    Risk and Reward so sweet !!!  :evil: :evil: :evil: :evil:


  • We played another game and the Axis won in 7 turns. Moscow fell and Calcutta too. Allies tried a desperate shot at taking Rome. But the Transports from allies attacking Italys Navy cost allies 5 bombers. So they lacked air support. UK US did use there joint strike against Italys navy.  US did have 4 H. Bombers for that last attack. SO with using the new Stg. Bomber rule the H. Bombers roll 4 d12 @2 roll of 1 no return shot and double 12s rolled kills your own guy for friendly fire. But as before the bombers do not take over game and the allies hopping for the bombers to get more hits than normal. Which didnt happen.

    Japan does what Japan wants when the US goes Atlantic. The plan for Allies was to slow down Italy but it takes a bit longer to get to Africa and allies bought to many trans and inf.

    We will have to see if Stg. Bomber new attack value is a bit to weak for the allies. But all like the Stg. Bomber rule. So it may be harder for the allies now where they need to get figs closer and not have the bomber A8 killing 50% of the time. You would think with 3 d12s rolled youd think you get more hits but you dont. Pics of maps at end of game.

    image1(9).png
    image2(3).png


  • As far as Tech there was only 6 in this game. Below the ave. This had no affect on game. Axis got to 32 points at the end of turn 6. Allies got back 2 points for taking back Hawaii to still stay at 30 and at end of turn 7 was able to hold it for the win.
    If Moscow wouldnt have fallen then the Axis would of needed to get 3 more points some where else.

    China got a victory city. Sweet ! pic of charts below.

    image3(2).png


  • After thinking the last few days on the Stg Bomber values and reading up on some history on them and the Tac Bomber we are going with a new set of values for these 2 planes next game. New stats. Just be attack changes.

    Stg. Bomber

    A 3d12s @4  roll of 1 no return fire and any Double 12s is a Friendly kill. First round only

    This is for the bomber dropping most or all of his payload while carpet bombing first round of combat.

    Tac Bomber

    A @7 roll of 4 or less no return fire and only for first round of combat. Any rounds after is a normal roll of 7 or less is a hit.

    Dive and Tac only carried 1 torpedo (using both versions in game) so the torpedo drop is for first round only. Any 7 or less rolls after first round count as hits do to there payload of small bombs.

    Any thoughts on this as far as being close to historical ?

    CWO ?


  • @SS:

    Dive and Tac only carried 1 torpedo (using both versions in game) so the torpedo drop is for first round only. Any 7 or less rolls after first round count as hits do to there payload of small bombs.
    Any thoughts on this as far as being close to historical ?
    CWO ?

    I’m unfortunately not any good at converting historical information (my area of interest) into A&A unit combat values, so I can’t really help out with the specific numbers in your post.  The one thing that caught my attention is this: “Dive and Tac only carried 1 torpedo (using both versions in game) so the torpedo drop is for first round only. Any 7 or less rolls after first round count as hits do to there payload of small bombs.”  This seems to imply that surface-attack planes (such as dive bombers and torpedo bombers) simultaneously carried one big weapon plus several small bombs, and that they dropped them at different times during the same mission.  That’s not correct as far as I know: they would either carry one big weapon or several small bombs, but not both at the same time, due to payload limits (and probaby weapon-attachment-point requirements).  What you could do, if you want, is to give the player the option of selecting (and announcing in advance) what weapon type a surface-attack plane carries on a specific mission, and provide numbers reflecting that weapon type.  The main WWII options would probably be:

    • 1 large high-explosive bomb (useful for cratering a runway or demolishing a building, or for damaging non-armoured ships)

    • 1 large armour-piercing bomb (useful for attacking bunkers on land and for damaging carriers and battleships and cruisers)

    • A cluster of small or medium fragmentation bombs (useful for attacking troops and unarmoured vehicles)

    • Twin pods of heavy auto-cannons (such as certain Stuka models had) or of rocket-launchers (which the Americans were fond of) for attacking tanks; hitting a tank with a large bomb was too tricky because it’s a small target, and hitting it with clusters of small bombs was ineffective against armour

    • Napalm bombs (U.S. only), for use against troops and non-reinforced buildings and vehicles (including tanks)


  • @CWO:

    @SS:

    Dive and Tac only carried 1 torpedo (using both versions in game) so the torpedo drop is for first round only. Any 7 or less rolls after first round count as hits do to there payload of small bombs.
    Any thoughts on this as far as being close to historical ?
    CWO ?

    I’m unfortunately not any good at converting historical information (my area of interest) into A&A unit combat values, so I can’t really help out with the specific numbers in your post.  The one thing that caught my attention is this: “Dive and Tac only carried 1 torpedo (using both versions in game) so the torpedo drop is for first round only. Any 7 or less rolls after first round count as hits do to there payload of small bombs.”  This seems to imply that surface-attack planes (such as dive bombers and torpedo bombers) simultaneously carried one big weapon plus several small bombs, and that they dropped them at different times during the same mission.  That’s not correct as far as I know: they would either carry one big weapon or several small bombs, but not both at the same time, due to payload limits (and probaby weapon-attachment-point requirements).  What you could do, if you want, is to give the player the option of selecting (and announcing in advance) what weapon type a surface-attack plane carries on a specific mission, and provide numbers reflecting that weapon type.  The main WWII options would probably be:

    • 1 large high-explosive bomb (useful for cratering a runway or demolishing a building, or for damaging non-armoured ships)

    • 1 large armour-piercing bomb (useful for attacking bunkers on land and for damaging carriers and battleships and cruisers)

    • A cluster of small or medium fragmentation bombs (useful for attacking troops and unarmoured vehicles)

    • Twin pods of heavy auto-cannons (such as certain Stuka models had) or of rocket-launchers (which the Americans were fond of) for attacking tanks; hitting a tank with a large bomb was too tricky because it’s a small target, and hitting it with clusters of small bombs was ineffective against armour

    • Napalm bombs (U.S. only), for use against troops and non-reinforced buildings and vehicles (including tanks)

    Thanks CWO again. I was basically looking for the correct history factor if I was wrong. I must have mis read the term 1 torpedo or clusters of bombs. If I give the tac or dive bomber the 1 shot with the big bomb or torpedo shot of a @7 roll of @4 or less no return shot and no more shots after 1st round, I believe the player would rather probably just choose to attack @7 something with a straight up attack number every round instead.
    I’ll work on it.


  • We are going to try these values in next game based on history and a happy medium for the Tac-Dive Bomber. With 1 Tac-Dive Bomber representing 10 - 30 planes ea (?) will make the bomber have the 2 types of bombs on planes. New values.

    Stg. Bomber
    A 3d12s @4  Roll of 1 no return shot. Against ground only
                        For ea roll of 2 12s = 1 friendly kill
                        1 Round of Combat only
    A 3d12s @2  Roll of 1 no return shot. Against naval only
                        1 Round of Combat only
    D2
    M6
    C10
    DF1
    SBR- IC, Ports, Forts  1 d8 damage
    SBR- AAA gun only. Roll of 1 kills AAA gun before it fires.

    H. Bomber
    A 4d12s @4  Same as Stg, Bomber above.
    A 4d12s @2  Same as Stg. Bomber above.
    D2
    M7
    C12
    SBR- IC, Ports, Forts  1 d10
    SBR- AAA gun only. Roll of 1 kills AAA gun before it can fire.

    Tac-Dive Bomber
    A7 Roll of 2 or less picks target
    D4
    M4
    C10
    DF1
    SBR- Ports, Forts 1 d8 damage
    SBR- AAA gun. Roll of 1-2 kills AAA gun before it can shoot.

    Will give these values a shot in next game.

  • '17 '16

    Hi SS,
    I read about some DeHavilland mosquitoes destroying AA batteries but not about StB.

    It is your game, but I feel like all your bombers can be more specialized.
    Here is a few examples to explain what I mean.
    That way, each purchase of unit type get a greater emphasis on a given way of tactical combat.
    TcB better vs Tank or AAA.
    Heavy Bombers 4 rolls at carpet bombing (more than 1 hit per round possible but only first combat round) but StB can roll each round (because they were use in tactical situation more often).

    StB vs Hbombers,
    Less dogfight machineguns vs more mguns (tailgunners and ballguners).
    A bit usable on Tactical mission vs only for strategic targets D12 dice:
    (Def 4 or 3  vs def 2)

    TcB (dive and torpedoes and recon) was very useful on Carriers
    Defense 4 is low and compromise defense compared to all Fgs on Carriers.

    Etc.


  • Hes back. :-)

    If u look further back in thread we had Stg bombers and tacs roll every round.
    Stg bomber
    A 3 d12s @2 roll of 1 no return shot double 12s = 1 friendly kill. ground and naval.
    May raise the A to @3. In game Stg bomber only ave 1 hit for every 10 dice.
    But naval A would stay at @2

    H bomber
    A 4 d12s @2  roll of 1 no return shot. Ground and naval.
    D3 probably make instead of 2

    Tac bomber
    A7 roll of 2 or less no return shot. Ground and naval

    This way, at the time I was thinking of all bombers being rewarded with all kinds of missions together. Like a happy medium.

  • '17 '16

    I’m rusted about all abreviations.
    My main concern is about which type should receive special features you add.
    For example, I feel like StB flying lower altitude than Heavy were less subject to friendly fire casualty.


  • I can tweak of few things.
    Stg. Bomber
    A 3 d12s @2 roll of 1 no return shot.  Ground only
    A 3 d12s @1 roll of 1 no return shot.  Naval only
    D2
    DF 1
    SBR 1d8+1  IC, Air-Naval ports, rail stations and oil refineries for damage
    SBR 3 d12s @2 single attack against AA gun after AA gun rolls defense first @2
    Escorts and Interceptors allowed

    Hvy Bomber
    A 4 d12s @3 roll of 1 no return shot. For ea Double 12s 1 friendly kill. Ground only
    A 3 d12s @2 roll of 1 no return shot. Naval only
    D3
    DF 2
    SBR 1d10+1  Same as Stg. B
    SBR 4 d12s @3 Same as Stg. B  Single attack on AA gun. AA gun gets first defense roll @1 if AA gun survives.

  • '17 '16

    I can tweak of few things. All are D12s, except bombing damage.

    Stg. Bomber
    Attack 3, @2 (roll twice? for one round only?, each round?) roll of 1 no return shot (self-explanatory).  Ground only
    Attack 3  @1 (one round only? each round) roll of 1 no return shot (self-explanatory).  Naval only
    Defense 2
    DF 1 (Dogfight?)
    SBR 1d8+1  IC, Air-Naval ports, rail stations and oil refineries for damage
    SBR 3, @2 (twice ?) single attack on AA gun after AA gun rolls defense first @2
    Escorts and Interceptors allowed

    Heavy Bomber
    Attack 4 @3 (three times per round?) roll of 1 no return shot. For each Double 12s 1 friendly kill. Ground only
    Attack 3 @2 (two times per round?)  roll of 1 no return shot. Naval only
    Defense 3
    DF 2 (Dogfight?)
    SBR 1d10+1  Same as Stg. B
    SBR 4, @3 (three times?) Same as Stg. B   Single attack on AA gun. AA gun gets first defense roll @1 if AA gun survives.
    Escorts and Interceptors (NOT) allowed ?


    I need you solve my question marks.

    My first impression is that you follow a general principle that Heavy is better than Strategic bomber.
    Are you sure that Heavy were more suited for Tactical missions than Medium Strategic bombers?
    My rather limited understanding of all WWII bombers was that B-25 Mitchell or Twins Engines Betty (Strategic medium but not heavy bomber) were more able to bomb warships than B-24 or B-17.

    B-17s were used in early battles of the Pacific with little success, notably the Battle of Coral Sea and Battle of Midway. While there, the Fifth Air Force B-17s were tasked with disrupting the Japanese sea lanes. Air Corps doctrine dictated bombing runs from high altitude, but it was soon discovered that only one percent of their bombs hit targets. However, B-17s were operating at heights too great for most A6M Zero fighters to reach, and the B-17’s heavy gun armament was more than a match for lightly protected Japanese aircraft

    https://en.wikipedia.org/wiki/Boeing_B-17_Flying_Fortress

    Based on this, I would agree that Heavy have a better AA defense in Dogfight.
    Also, I would tend to increase the hit capacity of StB while keeping the double dice.
    For instance,
    StB treated as medium bomber
    Attack 4, @2 against ground unit
    Attack 4, @1 against naval unit
    Defense 4, @1 (against ground only). (Same single die compared to naval attack.)
    Dogfight 1
    SBR damage: D8+1

    Heavy bomber
    Attack 3, @3 against ground unit
    Attack 3, @1 against naval unit
    Defense 3  (against ground only). (Same single die compared to naval attack.)
    Dogfight 2
    SBR damage: D10+1

    You are adding a lot of little details between both, it makes it harder to memorize. I know your game have plenty of various units.
    From a purchasing POV, I would need a clearer line to help me make my purchase decision.

    For all bombers, an attack roll of 1 makes for no return shot.
    I don’t see why bombers are able to destroy AAA. This feature might be an interesting capacity.
    Is it a game POV or an historical POV?


  • @Baron:

    I can tweak of few things. All are D12s, except bombing damage.

    Stg. Bomber
    Attack 3, @2 ( each round ) roll of 1 no return shot (self-explanatory).  Ground only
    Attack 3  @1 ( each round ) roll of 1 no return shot (self-explanatory).  Naval only
    Defense 2
    DF 1 (Dogfight)
    SBR 1d8+1  IC, Air-Naval ports, rail stations and oil refineries for damage
    SBR 3, @2 (once) single attack on AA gun after AA gun rolls defense first @2
    Escorts and Interceptors allowed

    Heavy Bomber
    Attack 4 @3 (every round) roll of 1 no return shot. For each Double 12s 1 friendly kill. Ground only
    Attack 3 @2 (every  round)  roll of 1 no return shot. Naval only
    Defense 3
    DF 2 (Dogfight)
    SBR 1d10+1  Same as Stg. B
    SBR 4, @3 (once) Same as Stg. B   Single attack on AA gun. AA gun gets first defense roll @1 if AA gun survives.
    Escorts and Interceptors allowed


    I need you solve my question marks.

    My first impression is that you follow a general principle that Heavy is better than Strategic bomber.
    Are you sure that Heavy were more suited for Tactical missions than Medium Strategic bombers?
    This is done for simplicity for all players and sides.
    My rather limited understanding of all WWII bombers was that B-25 Mitchell or Twins Engines Betty (Strategic medium but not heavy bomber) were more able to bomb warships than B-24 or B-17.

    B-17s were used in early battles of the Pacific with little success, notably the Battle of Coral Sea and Battle of Midway. While there, the Fifth Air Force B-17s were tasked with disrupting the Japanese sea lanes. Air Corps doctrine dictated bombing runs from high altitude, but it was soon discovered that only one percent of their bombs hit targets. However, B-17s were operating at heights too great for most A6M Zero fighters to reach, and the B-17’s heavy gun armament was more than a match for lightly protected Japanese aircraft

    https://en.wikipedia.org/wiki/Boeing_B-17_Flying_Fortress

    Based on this, I would agree that Heavy have a better AA defense in Dogfight.
    Also, I would tend to increase the hit capacity of StB while keeping the double dice.
    For instance,
    StB treated as medium bomber
    Attack 4, @2 against ground unit
    Attack 4, @1 against naval unit
    Defense 4, @1 (against ground only). (Same single die compared to naval attack.)
    What if the bomber is still on the ground ?
    Dogfight 1
    SBR damage: D8+1

    Heavy bomber
    Attack 3, @3 against ground unit
    Attack 3, @1 against naval unit
    Attack 3  
    Is this suppose to be Attack 3, @1 ground only ?
    Dogfight 2
    SBR damage: D10+1

    You are adding a lot of little details between both, it makes it harder to memorize. I know your game have plenty of various units.
    From a purchasing POV, I would need a clearer line to help me make my purchase decision.

    For all bombers, an attack roll of 1 makes for no return shot.
    This is based on some bombers going futher out from front lines and bombing on enemy.
    I don’t see why bombers are able to destroy AAA. This feature might be an interesting capacity.
    Is it a game POV or an historical POV?

    Why not ? They bomb everything else.

    Are your bomber value suggestions for 1 round only or all rounds of combat ?

    After playing a game with new stats and digging futher into history and seeing that bombers should get only a 1 round attack due to dropping all there payload or most of it right away on an attack. And I had to come up with a new stat for the Tac and Dive bomber do to there either having 1 torpedo bomb or clusters of smaller bombs. I will need to add to game now Tac bombers and Naval dive bombers instead of using the tac bomber for both ground attacks and naval attacks. So now the question is do to history I need new stats for Stg., H. bombers for 1 round of attack only and tacs.
    Also Japan is not getting H. Bombers in game. They only built 4 and never made it in war late.


  • @SS:

    We are going to try these values in next game based on history and a happy medium for the Tac-Dive Bomber. With 1 Tac-Dive Bomber representing 10 - 30 planes ea (?) will make the bomber have the 2 types of bombs on planes. New values.

    Stg. Bomber
    A 3d12s @4  Roll of 1 no return shot. Against ground only
                         For ea roll of 2 12s = 1 friendly kill
                         1 Round of Combat only
    A 3d12s @2  Roll of 1 no return shot. Against naval only
                         1 Round of Combat only
    D2
    M6
    C10
    DF1
    SBR- IC, Ports, Forts  1 d8 damage
    SBR- AAA gun only. Roll of 1 kills AAA gun before it fires.

    H. Bomber
    A 4d12s @4  Same as Stg, Bomber above.
    A 4d12s @2  Same as Stg. Bomber above.
    D2
    M7
    C12
    SBR- IC, Ports, Forts  1 d10
    SBR- AAA gun only. Roll of 1 kills AAA gun before it can fire.

    Tac-Dive Bomber
    A7 Roll of 2 or less picks target
    D4
    M4
    C10
    DF1
    SBR- Ports, Forts 1 d8 damage
    SBR- AAA gun. Roll of 1-2 kills AAA gun before it can shoot.

    Will give these values a shot in next game.

    This is what I had for next game based on history but I know some of it probably aint right.


  • Heres some idea stats for now. We can tweak.

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 4d12s @1 against ground only ? not a fan of this.
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D3
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1

    Tac Bomber
    A8 1 single bomb drop only. First round only. Can pick target (AAA gun too)  with no return shot. Then for the next rounds of combat Attack @5
    D4
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)

    Naval Dive Bomber
    A8 1 single bomb or torpedo drop first round only. Can pick target with a no return shot.
    Then for the next rounds of combat Attack @5
    D3
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)

    Naval Fighter
    A7 1 single torpedo drop first round only. Can pick target with a no return shot.
    Then for next rounds of combat Attack @5
    D4

    All stats represent all different plane groups doing different attacks. Still think Med H Bombers should just get a 1 round of combat do to payload drops being dropped all at once. If theres enough in history to change it let me know.

    Japan doesnt receive H. Bombers.

    This has been updated

  • '17 '16

    Tactical bombers (Mosquito) were better than Torpedo bombers (Devastator or Avenger) at defending.

    IMO, naval dive bombers (Dauntless or Helldiver) are quite similar to Tactical bombers for ground attack.

    The main difference is between Tactical vs Torpedo bombers.


  • @SS:

    Heres some idea stats for now. We can tweak.

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1 against ground only
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1

    Tac Bomber
    A71 single bomb drop only. First round only. Can pick target (AAA gun too)  with no return shot. Then for the next rounds of combat Attack @6
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)

    Naval Dive Bomber
    A7 1 single bomb or torpedo drop first round only. Can pick target with a no return shot.
    Then for the next rounds of combat Attack @5
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)

    Naval Fighter
    A6 1 single torpedo drop first round only. Can pick target with a no return shot.
    Then for next rounds of combat Attack @5
    D5

    All stats represent all different plane groups doing different attacks. Still think Med H Bombers should just get a 1 round of combat do to payload drops being dropped all at once. If theres enough in history to change it let me know.

    Japan doesnt receive H. Bombers.

    This has been updated

  • '17 '16

    Naval Fighter and bomber had a low defense factor.
    I only played with Fg A6 D8 C10 or Fg A4 D4 C6, so do you usually play with such low defense factor?

    I like both attack of StB or Heavy on AAA.

    On Bombers defense, I only think about ground combat, so planes can be hit too.
    StB defense seems high, but to me TcB were A6 D6.

    I don’t see bombers on defense as being shotdown on airfields.
    But rather being used on tactical bombing mission which don’t have clear objectives and targets as on offense.
    It is easier to say : to german bombers bomb Stalingrad (while on offence) than bombing soviet units crossing Volga river pretty much everywhere (while on defence).

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