@Rank:
Exactly why we went to 1936 from oob global.
We have been tweaking the rules and mechanics too. But this is really interesting. Its like a new version of the game. I had seen some of jinx’s previous posts like the national sheets. Realy like the way you’re group is going with this. Keep it up! I’m inspired to continue our mods. So far not as ambitious as you’re group though. Id be interested to see the whole package and borrow or share some ideas. Most of ours are already posted here but I can send our modified sheets etc. They are still works of progress though every game leads to more "why don’t we? "
I suppose it wouldn’t hurt to see all of your group’s work put in a document attached to a thread. Interpreting information is hard to do when it’s not centralized, as I’m learning. I’m thinking I didn’t make it easy for people here on the thread myself.
@Baron:
Fighters have to commit on interception or dogfight in Air combat round, not both, right?
Right, not both, only one or the other.
@Baron:
Another point, which strike me: you get the opportunity with D12 system to make AAA fire more consistent with actual historical values by making it 1 /12 but instead, it is higher than OOB G40 @1/6?
I would accept that a given aircraft flying through a TT on its way to combat zone have to submit to AAA fire in addition to any AAA in combat zone. But when you add up both, it is a wall of fire2*@3 or 4 = 6/12 or 8/12 that aircraft must pass before being able to attack.
In such a high attrition game, you can make AAA cheaper with a lower defense too.
This will keep the realistic feel without compromising any air support strategy.
@Baron:
I read that AAA in combat TT get a preemptive roll, then on second combat round get regular roll vs planes.
You already have a very complex rules with many variations according to target and unit which roll.
Why not consider that all AAA roll in embattled TT is regular, no preemptive, simpler?
The preemptive fire is already coming from interceptors and AAA in TTs flied over by attacker before reaching destination because attacking planes cannot retaliate and if shot down, will not make attack roll at all.
Hmm, we figured 1D12@3 and 3D12@3 for pre-emptive shots were more along the lines of what the effectiveness was for AAA. Maybe you’re correct man, I won’t pretend to know more than I do. We haven’t run into any gameplay issues yet with AAA costing 4 I.P.C.s / I.P.P.s. with pre-emptive shooting abilities. That might be another tweak that could be done.
Remember that interceptors do not have pre-emptive shots. Escorts and bombers do get to shoot back.
From what I understand so far, you would give bombers the ability to shoot back at fighters in the same fashion as AAA, except not pre-emptively. 3D12@2, with only one dice assigned to one fighter. You would also remove the pre-emptive shooting ability from AAA.
Sounds reasonable.