From what I’m reading yes you can move those pieces on your actual turn again.
As midnight said US can make non combat moves to plan.
China have a bit of hope. Lol
Calcutta saved ?
This will give each country some extra planning and moves to think about during turns which was stated to keep players more focused per each countries turn.
Lots of things to check out
AARHE: Phase 3: land Combat
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@Imperious:
the planes cannot attack land units preemtively w/o supporting land units.
Oh why? Does it make a difference since all land units can’t hit the air units anyway?
Or are you saying you can’t have an attacking force of purely air units?WE can also just allow one free attack but it looks better the first way.
Oh, you ARE saying you can’t have an attacking force of purely air units?
My post is about both attacker and defender having only air units.purely air attack
Neither side has ability to contol land hence can fight forever. My proposal is that land units (not air units) force air units to retreat.
P.S. Did German fighters and bombers actually landed on grass during Battle of Britain?
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the planes cannot attack land units preemtively w/o supporting land units.
Oh why? Does it make a difference since all land units can’t hit the air units anyway?
Or are you saying you can’t have an attacking force of purely air units?the second works better… you need land forces in order to have attacking planes that get preemtive attacks. What do you think?
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WE can also just allow one free attack but it looks better the first way.Oh, you ARE saying you can’t have an attacking force of purely air units?
My post is about both attacker and defender having only air units.++++if purely air attack then both sides use the aerial combat values… thats it. it can continue as long as both sides want.
purely air attack
Neither side has ability to contol land hence can fight forever. My proposal is that land units (not air units) force air units to retreat.
++++ how do land units force air to retreat?
P.S. Did German fighters and bombers actually landed on grass during Battle of Britain?
+++++ yes they did they landed in the desert as well as long as the runway was flat and firm. Of course this was ad hoc airfield. but in war everything in improvisation.
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@Imperious:
the second works better… you need land forces in order to have attacking planes that get preemtive attacks. What do you think?
Let me get this straight.
Air units need friendly land units to get preemptive strike?
Or air units need friendly land units to get to strike at all?the planes cannot attack land units preemtively w/o supporting land units.
There is no difference at all if land units (besides AA, but AA can’t be hit anyway) can’t hit air units anyway? No planes without supporting land units (ie. air units only, no land units) should still fire in opening-fire…whether dogfighting or not.
I think it makes sense especially now you are thinking of making your excess dogfighting hits leak onto enemy ground units.++++if purely air attack then both sides use the aerial combat values… thats it. it can continue as long as both sides want.
Yes. Purely air combat. But “battle of britain” won’t be purely air combat when London has land units. Once dogfighting is over German fighter pound the land units I think?
++++ how do land units force air to retreat?
This is my proposal to solve the problem of
*one FTR attacks and performs killing forever,
*one FTR defends and performs killing forever, or
*if the last case should have the FTR retreat…then one INF forcing 10 FTR to retreatMy proposal gives land units a small chance to force air units to retreat (modelling finally no where to relocate mobile airfield) in a combat where one side purely air units.
yes they did they landed in the desert as well as long as the runway was flat and firm. Of course this was ad hoc airfield. but in war everything in improvisation.
Ok good.
Was playtesting today
Indeed air units (with air supremacy) firing in opening-fire is quite strong. Germany’s eastward push to Russia is now easier.
And with the land combat part of amphibious assault….that rule that only infantry fight in first cycle…
we’ll state more clearly:An amphibious assault attack force must contain INF.
All INF start fighting from 1st cycle.
All ARM and ART are “unloaded” and start fighting in 2nd cycle.
If no attacking INF remain at the end of 1st cycle, attacking ARM and ART do not unload and do not enter combat.
(In reality they remain on the transport ships, haven’t been able to secure the coast for landing.) -
Shore Bombardment and Infantry Support
During Ground Combat, for amphibious assaults, all surface warships with a primary combat value of two or higher have one preemptive “shore bombardment†attack. In order to support landings you must land four Land units to receive one shore bombardment shot. Defenders losses do not fire back. In addition, each warship (whether supporting or not) improves one attacking infantry unit with an attack die roll modifier of +1 on the first round only. So if you only land 3 Infantry, you still get each of them with a +1 modifier provided you have at least three warships with an attack value of two. Warships that participate in Naval Combat may not shore bombard or provide infantry support for amphibious assaults.Defending Artillery fire in Amphibious Assault
Following shore bombardment attacks, any defending artillery units present then receive one round of preemptive fire upon invading enemy units. Hits are taken first (chosen by the attacker) and removed from play. Land combat then follows in the normal manner starting with section #2.First Round land combat restrictions
The attacker’s first land combat phase is restricted to Infantry only (including Airborne).So to summarize invasions:
4) Shore bombardment (preemptive).
5) Defender artillery fire support (preemptive).
6) Tactical Air Command missions against defending air units/ land units (preemptive if only land units are defending).
7) Attacking Infantry can attack on round one; all other land units can attack on round two or latter.
Cool Defender rolls for all land units (except Artillery which fired).
9) Continue combat rounds until one side is destroyed or retreats from battle. -
um…why did you post all that again?
they don’t answer my questions :?they are:
under air supremacy, what difference does it make whether air units need supporting land units to fire in opening-fire if enemy land units can’t hit them anyway?
how do you like my proposal of a low chance of land units forcing air units (without supporting land units) to retreat? This is to solve the “1 FTR attack and kill 10 ARM” and the “1 INF attack forcing 10 FTR to retreat” situations in the latest rules. It represents land forces rounding up their airfield or preventing them from relocating their moible airfield.
@Imperious:
During Ground Combat, for amphibious assaults, all surface warships with a primary combat value of two or higher have one preemptive “shore bombardment†attack.
So destroyers can bombard now without technology upgrade?
I guess thats reasonable. Their guns would have enough range.Warships that participate in Naval Combat may not shore bombard or provide infantry support for amphibious assaults.
I question this OOB rule.
I understand its so a unit don’t fight twice.
But what does this map to in reality? Ships ran ot of ammunition/fuel?From other thread:
@Imperious:IMO each turn = 6 months… each round of combat is say 1 month?
What do you think of limiting combats to 6 cycles?
This would get rid of “1 FTR attack and kill 10 ARM” situation. -
under air supremacy, what difference does it make whether air units need supporting land units to fire in opening-fire if enemy land units can’t hit them anyway?
++++++Air units need land units to attack territories and land units cannot gain from the bonus +1 with armor… I think that if air units alone attack a territory they should have modified combat values ( prob fighters attack at 1, bombers attack at 2 ) after one round of this nonsense the land units can retreat. This would be my proposal to solve this.
how do you like my proposal of a low chance of land units forcing air units (without supporting land units) to retreat? This is to solve the “1 FTR attack and kill 10 ARM” and the “1 INF attack forcing 10 FTR to retreat” situations in the latest rules. It represents land forces rounding up their airfield or preventing them from relocating their moible airfield.
++++++Ill come back to this is a second post…
Quote from: Imperious Leader on June 24, 2006, 11:15:05 AM
During Ground Combat, for amphibious assaults, all surface warships with a primary combat value of two or higher have one preemptive “shore bombardment†attack.So destroyers can bombard now without technology upgrade?
I guess thats reasonable. Their guns would have enough range.++++++ on shore bombardment only BB, CA and DD get a shot, but again its one shot for every 4 land units in the opening invasion combat round
Quote
Warships that participate in Naval Combat may not shore bombard or provide infantry support for amphibious assaults.I question this OOB rule.
I understand its so a unit don’t fight twice.
But what does this map to in reality? Ships ran ot of ammunition/fuel?+++++ no not at all. it represents the reality of playability and abstraction:
- it allows the defender to lessen the effects of a major military invasion with the threat of naval conflict… in 1940 hitler feared the british fleets ability to intercept the landing craft and pound the escorting warships. In the game we simulate this “fear” by declining some abilities of the invaders as supporting the invasion by instead moving away to engage the defending warships.
- the sea zone is very large so in this game we have to key on the big picture with a token idea to demonstrate the loss of support albeit temporarily.
From other thread:
Quote from: Imperious Leader on June 22, 2006, 12:46:49 PM
IMO each turn = 6 months… each round of combat is say 1 month?What do you think of limiting combats to 6 cycles?
This would get rid of “1 FTR attack and kill 10 ARM” situation.+++++ i am not sure why that is such a big deal. Just limit the whole affair to: 1)fighters cannot attack land forces w/o your own land forces or
2) fighters can attack land forces alone with a modified attack of (1 for fighters, 2 for bombers) or 3) air forces get one free attack alone against air forces after which point they retreat after one combat round. -
@Imperious:
1)fighters cannot attack land forces w/o your own land forces or
2) fighters can attack land forces alone with a modified attack of (1 for fighters, 2 for bombers) or 3) air forces get one free attack alone against air forces after which point they retreat after one combat round.I think 3) would be most realistic.
That one can be justified by loss of land control.It would get rid of 1 FTR attack and kill 10 ARM.
Or 1 INF attack and forcing 10 FTR to retreat. -
lets go with that for now and work on neutrals, VC and tech
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Ok so somehting like this.
When only one side has land units at the beginning of a combat cycle, the other side must retreat at the end of the cycle unless those land units retreat at that time.
@Imperious:
lets go with that for now and work on neutrals, VC and tech
Lets do.
I’ve already left comments in the Neutrals and Technology threads. -
“When only one side has land units at the beginning of a combat cycle, the other side must retreat at the end of the cycle unless those land units retreat at that time.”
This is very confusing… can it be reworded into 2 sentences? Im not even sure of the meaning, but your saying if one side no longer has any land forces then any other units owned by that player previously involved in combat must also retreat?
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@Imperious:
“When only one side has land units at the beginning of a combat cycle, the other side must retreat at the end of the cycle unless those land units retreat at that time.”
This is very confusing… can it be reworded into 2 sentences? Im not even sure of the meaning, but your saying if one side no longer has any land forces then any other units owned by that player previously involved in combat must also retreat?
I meant to the side with no land units must retreat their air units. And then I thought thats just all units really.
And ended up with that confusing sentence.“At the end of a combat cycle, the side with no land units must retreat.”
Now that would sound too obvious. So…
“At the end of a land combat cycle, the side with no land units must retreat.”
But that would have a different effect.
Attacking with only air units gives you a cycle of firing. Defending with only air units also gives you a cycle of firing.
But attacking or defending with land+air units gives no free round (cycle) of fire after just losing all your land units.Is that ok?
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I meant to the side with no land units must retreat their air units. And then I thought thats just all units really.
And ended up with that confusing sentence.+++++++ok this makes more sense
“At the end of a combat cycle, the side with no land units must retreat.”
++++++ok good right.
Now that would sound too obvious. So…
“At the end of a land combat cycle, the side with no land units must retreat.”
++++ yes im following even better.
But that would have a different effect.
Attacking with only air units gives you a cycle of firing. Defending with only air units also gives you a cycle of firing.
But attacking or defending with land+air units gives no free round (cycle) of fire after just losing all your land units.Is that ok?
yes its perfect. add it to the phase two stuff. we are moving right along on this.
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@Imperious:
Now that would sound too obvious. So…
“At the end of a land combat cycle, the side with no land units must retreat.”
++++ yes im following even better.Oh no I was gonna add a second sentence and forgot about it.
I was to highlight the case where you have air units left.
“At the end of a land combat cycle, the side with no land units must retreat. This holds whether you have air units left.”"
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If you look at builds in WWII then in total the powers build more fighters then tanks. But in A&A that will never happen because of the costs…Â This is just a thought I came up with…
Tanks and self-propelled guns
Soviet T-34Soviet Union = 105,251 (92,595)
United States = 88,410 (71,067)
Germany = 46,857 (37,794)
United Kingdom = 27,896
Canada = 5,678
Japan = 2,515
Italy = 2,473
Hungary = 500
Note: Number in parenthesis equals the number of tanks and self-propelled guns equipped with main weapons of 75 mm or larger. Smaller producing nations do not have this differentiation.Fighter aircraft
United States = 99,950
Soviet Union = 63,087
Germany = 55,727
United Kingdom = 49,422
Japan = 30,447
Italy = 4,510Attack aircraft
Soviet Union = 37,549
Germany = 12,539Maybe you could change the value of the tank more to that of a fighter. Allthough I think this is better suited for a D12 use. But on D6 make a tank 3+3/3/9.
Example; When a tank scores a 3 or lower on it’s first shot, he gets to roll another roll of 3 or less. This to reflect the possible breaktrough of lines by tanks.
You could also choose to give tanks the extra shot if first is a hit, but not change the value. Only reducing the fighter cost from 10 to 6 or 7… If both are made more expansive… then it could help to see more infantry stacking, and you don’t want that. IMO…
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Its obvious a fighter costs more than a tank.
But a piece in the game is said to present a division and no further details.I duno about increasing the tank’s attack.
Both the tank and fighter attacks at 3.Of course it can be argued that a tank is more powerful than a fighter.
A tank can reload easier and basically keep fighting. A fighter needs to fly back and land everytime after dropping the 1 or 2 bombs it carries. -
Yes, but i would like to see the tank make a extra shot, if the first was a hit… Or will this make them to powerfull?
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OK what does this tank idea supposed to recreate historically?
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@Imperious:
OK what does this tank idea supposed to recreate historically?
The extra shot, reflects to the breaktrough and exploit of the lines by tanks. Tanks were the first to breaktrough the enemy lines. And to put them more in the same category as fighters for strength, this because build totals had been the same in WWII.
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Build totals only tells us after all the reasoning involves the powers together build as many tanks as fighters.
It doesn’t neccessary mean we need to put tanks in the same category as fighters.As mentioned they are quite different.
With breakthrough idea we do have biltz and panzerbiltz…
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The extra shot, reflects to the breaktrough and exploit of the lines by tanks. Tanks were the first to breaktrough the enemy lines. And to put them more in the same category as fighters for strength, this because build totals had been the same in WWII.
++++ this is a good goal to incorporate… except how does it simulate the other aspects of Blitzkreig? it contains no movement after breakthru or has any aspects of envelopment attacks.
thinking…
how bout in every battle where the enemy has no armor forces ( destroyed in combat?) your mech units ( air, artillery, tanks) have a special ability as follows:
- at a 1/1 basis each retreating infantry (defenders) rolls one D6 a result of one and its considered captured ( actually enveloped by attacking armor in a pocket) The piece is removed from play like it was destroyed but ONE ipc is salvaged to the owning player to represent the salvage of some escaping troops.
example: 3 tanks, 1 artillery, and 5 infantry attack 1 tank, and 6 infantry.
The attacking tanks kill the enemy tank and also take out 2 defending infantry…but the defending tank causes a hit ( attacker must lose one armor— he chooses the artillery)
thus with his three tanks the defender must select 3 infantry and 3 d6 are rolled… 2,5,1… thus one infantry is captured… the owner of this unit gets back one ipc on his next turn as partial compensation.
The defender decides to retreat its 4 infantry…