That’s one of the problems with games is everybody banks there planes. My own game at least has it where u can lose planes in naval and ground when u don’t want to. If there’s a bonus plane kill u have to take one as a casualty
AARHE: Phase 3: land Combat
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Quote from: Imperious Leader on July 09, 2006, 10:59:15 PM
Air and naval units “withdraw” when they “retreat”, hence no return fire or live capture.+++ no return fire… but looking at forcing each defending infantry to roll d6 and a one result = capture… what you think?
(No return fire for this case or for land/naval/air retreats?)
++++ naw not fair.Yeah we discussed a little about “live capture” before.
As before I think it should depend on relative army sizes.
We don’t want 1 ARM to capture many many INF.+++++ very good idea…brilliant actually! for every armor unit the defender rolls one die for each infantry unit and its captured on a six or one.
So instead of one roll for each retreating defending INF…it should be each attacking ARM.
++ yes right
And then I think artillery is slow too so should be envelopable too?
+++= right to slow… they are in fixed positions
But if defender has land units left to fight…would all this still make sense?
+++ of course they can fight… its just some penalty for defender retreat and modelling being surrounded in an abstract game.
Say attacker has 3 ARM left, defender retreats 3 INF and leaves 2 ARM behind…should the 3 attacking ARM be able to envelop the retreating defending INF?
+++ yes two rolls capturing them on a six 1-5 no effect ( they retreat) defending tanks dont “sheild” this. presumably the territory is large and getting surrounded can occur within other parts of the same territory ( look at western europe… its a huge area)… remember that in the stated example tank hits go on enemy tanks before another unit.
So its quite complex.
++++ if you play it its quite easy once you do it… and it seems alot more realistic
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+++ok sure. The pending combat thing is not that big a deal. if it is then each territory can be done together round by round so that if any retreating territories are lost then the fight is to the death at least for defender.Thats what I was thinking too. Very realistic.
But I am scared of having so many “combat boards”?++++ you dont need this… this example is quite remote for practical play and at most theirs allways one spot to retreat too because of interior lines. at most one other battle board.
Pending combat can be a big deal. Defending units can end up fighting in more than one combat while attacking units can’t?
Imagine the powerful FTR piece defending at 4…defending at multiple territories…+++ were not allowing that so defending planes can be involved in more than one DAS mission… of course different planes can be allocated to different missions. only not the same plane twice… remember one mission as attacker and one mission as defender each plane.
Of course we could not let the units participate in more than 1 combat…but gotta think of the rule to deal with that.
++++ huh? its allready stated NOT MORE THAN ONE MISSION AS DEFENDER OR ATTACKER.
exceptions is air transport for bombers.
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@Imperious:
(No return fire for this case or for land/naval/air retreats?)
++++ naw not fair.I used the wrong word. Its “parting shot”.
Now to be clear.
No more “parting shot” for all combats?Say attacker has 3 ARM left, defender retreats 3 INF and leaves 2 ARM behind…should the 3 attacking ARM be able to envelop the retreating defending INF?
+++ yes two rolls capturing them on a six 1-5 no effect ( they retreat) defending tanks dont “sheild” this. presumably the territory is large and getting surrounded can occur within other parts of the same territory ( look at western europe… its a huge area)… remember that in the stated example tank hits go on enemy tanks before another unit.
Firstly we should make it capture on “1” rather than “6”, to be inline with general axis and allies rolling.
Now, I understand a territory is a large area. But I think its more realistic if only attacking ARM in excess (1-to-1 to defending remaining to fight) should take part in capturing.
I mean consider another example.
Attacker has 3 ARM left. Defender has more…say 5 ARM and 5 INF left.
But defender chooses to retreat the 5 INF anyway…for whatever reason.++++ you dont need this… this example is quite remote for practical play and at most theirs allways one spot to retreat too because of interior lines. at most one other battle board.
You mean if there is one or more adjacent friendly territories with no “pending combat” then you must choose among those? No option to check two combats cycle by cycle in that case?
++++ huh? its allready stated NOT MORE THAN ONE MISSION AS DEFENDER OR ATTACKER.
exceptions is air transport for bombers.Firstly, we take “Air Transport” as a special non-combat move, one that is allowed even after taking part in combat?
Now, I was talking about if units that performed a mission can still fight?
Say a FTR performed DAS, can it still combat after it finish the mission?UK attacks “Western Europe”. A German FTR at “Germany” comes to perform DAS in “Western Europe”.
When finished it retreats to “Germany”.
But “Germany” happens to be under attack too…can it take part in defending “Germany”?If it can’t, how do we keep track?
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I used the wrong word. Its “parting shot”.
Now to be clear.
No more “parting shot” for all combats?+++++ LOL your using my terminology from along time ago! no no parting shots…
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Say attacker has 3 ARM left, defender retreats 3 INF and leaves 2 ARM behind…should the 3 attacking ARM be able to envelop the retreating defending INF?+++ yes two rolls capturing them on a six 1-5 no effect ( they retreat) defending tanks dont “sheild” this. presumably the territory is large and getting surrounded can occur within other parts of the same territory ( look at western europe… its a huge area)… remember that in the stated example tank hits go on enemy tanks before another unit.
Firstly we should make it capture on “1” rather than “6”, to be inline with general axis and allies rolling.
+++++ ok thats fine.
Now, I understand a territory is a large area. But I think its more realistic if only attacking ARM in excess (1-to-1 to defending remaining to fight) should take part in capturing.
+++++ ok that probably works out better… so the new rules is only if you have more tanks than the defender each additional tank forces the defender to roll for every retreating infantry or artillery… NOTE I THINK WE SHOULD ADD ARTILLERY… because they move slow like infantry and are situated in fixed positions…so overruns are possible.
I mean consider another example.
Attacker has 3 ARM left. Defender has more…say 5 ARM and 5 INF left.
But defender chooses to retreat the 5 INF anyway…for whatever reason.Quote
++++ you dont need this… this example is quite remote for practical play and at most theirs allways one spot to retreat too because of interior lines. at most one other battle board.You mean if there is one or more adjacent friendly territories with no “pending combat” then you must choose among those? No option to check two combats cycle by cycle in that case?
+++++ Yes right you can… thats makes quick work of that “problem”
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++++ huh? its allready stated NOT MORE THAN ONE MISSION AS DEFENDER OR ATTACKER.
exceptions is air transport for bombers.Firstly, we take “Air Transport” as a special non-combat move, one that is allowed even after taking part in combat?
++++ yes air transport goes on in non combat anyway.
Now, I was talking about if units that performed a mission can still fight?
Say a FTR performed DAS, can it still combat after it finish the mission?+++++++Again it can do a DAS as the defender and a new mission on its own active turn.
UK attacks “Western Europe”. A German FTR at “Germany” comes to perform DAS in “Western Europe”.
When finished it retreats to “Germany”.
But “Germany” happens to be under attack too…can it take part in defending “Germany”?++++ no because all defending planes land only after the end of all combat… thus they land in territories within 1/2 flight range. The allies take western and german planes remain untill other combat is resolved in other territories like in OOB
If it can’t, how do we keep track?
++++ you only have to keep track of movement points left over as the attacker like you do in OOB rules.
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@Imperious:
NOTE I THINK WE SHOULD ADD ARTILLERY… because they move slow like infantry and are situated in fixed positions…so overruns are possible.
Of course I agree. I suggested it first.
You mean if there is one or more adjacent friendly territories with no “pending combat” then you must choose among those? No option to check two combats cycle by cycle in that case?
+++++ Yes right you can… thats makes quick work of that “problem”Ok so defender can must retreat to friendly territories with no pending combat if avaliable. If unavailable we do cycle-by-cycle analysis for defending land units, fly 1/2 range for defending air units.
++++ no because all defending planes land only after the end of all combat… thus they land in territories within 1/2 flight range. The allies take western and german planes remain untill other combat is resolved in other territories like in OOB
Ok so air units that performed a DAS mission do not take part in further combat for the rest of the (passive) turn.
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Of course I agree. I suggested it first.
++++ yes you did good!
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You mean if there is one or more adjacent friendly territories with no “pending combat” then you must choose among those? No option to check two combats cycle by cycle in that case?
+++++ Yes right you can… thats makes quick work of that “problem”Ok so defender can must retreat to friendly territories with no pending combat if avaliable. If unavailable we do cycle-by-cycle analysis for defending land units, fly 1/2 range for defending air units.
++++ exactly perfect!
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++++ no because all defending planes land only after the end of all combat… thus they land in territories within 1/2 flight range. The allies take western and german planes remain untill other combat is resolved in other territories like in OOBOk so air units that performed a DAS mission do not take part in further combat for the rest of the (passive) turn.
+++++yes exactly you got it perfect!
do you see any other “problems” with the current combat porposal?
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@Imperious:
do you see any other “problems” with the current combat porposal?
well, we do have “air interdiction” to talk about if we are having that
also, you haven’t answered whether you ok with not able to have “battle of britain” style attacks?
that is
attacker: air
defender: air + landcurrent proposal only allows one cycle of combat
just likeattacker: air
defender air + naval -
well, we do have “air interdiction” to talk about if we are having that
also, you haven’t answered whether you ok with not able to have “battle of britain” style attacks?
that is
attacker: air
defender: air + landcurrent proposal only allows one cycle of combat
just likeattacker: air
defender air + naval+++++++ Ok the air interdiction idea is basically from AH d-day, but with some changes. Its one round because if it wasnt then that mission would never be tried. I playtested it and thats a correct statement. The basic idea is a simple way to demonstrate some influence on moving land units, and secondly to feature some ability to “bomb” rail lines where this type of mission is performed.
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Oh I see.
I am unfamiliar with D-Day. -
I think the rules are posted at avalon hill.com
BTW i bought this “operation barbarossa” game which is touted as a axis and allies expansion… its very simple and fun to play… i was surprised how fun it is.
24.95
not a bad game really!
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oooh in the FAQ I found
Q. If fighters are sent to defend an adjacent area that is being attacked with fighters in the attacking force, can the defending fighters retreat?
A. No. As long as there are attacking fighters, then defending fighters must remain. If the attacking fighters are destroyed, then the defending fighters may retreat before any combat round to any airbase within range (page 7/8). 1 of their 4 movement points is used up if they have moved to defend an adjacent territory. If the fighters do not retreat (i.e. the defenders won the fight), then they must land at the adjacent airbase they came from.It seems Operation Barbarossa also has this “DAS” rule?
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Interdiction
from D-Day rule
Fighters : Fighters do not attack when they enter a zone containing Axis land units. They are on patrol,
waiting for enemy movement. They have the opportunity to strafe any Axis land u nit s that move into or out of the zone. Roll one die per fighter against each Axis land un it that moves, including reinforcements (see below); a roll of 1 destroys that unit. The Axis player can not return fire.from your proposal
B. Interdiction
Each Bomber can attempt to stop the movement of enemy units out of a given territory. The Bomber is placed into the space until the following turn when it can then be used for further missions. For each Armor class unit that attempts to move into or leave the space is subject to a roll of one D6. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the space that turn.How come one is fighter and one is bomber?
Maritime Defense
I think this can be under Defensive Air Support.
Its just a special case of it involving an adjacent friendly sea zone, rather than an adjacent friendly territory.Note: Under current rules, land FTR or BMR may only fight for one cycle in the sea.
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How come one is fighter and one is bomber?
++++ great question! i think this fell thru the cracks… it really should be either.
Maritime Defense
I think this can be under Defensive Air Support.
++++ yes probably right… to simplify that should be changed… the idea was to seperate it because now were dealing with oceans and warships instead of.
Its just a special case of it involving an adjacent friendly sea zone, rather than an adjacent friendly territory.
Note: Under current rules, land FTR or BMR may only fight for one cycle in the sea.
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so now, only air interdiction left
is it a move by the active player? or a response move by the passive player?
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Its on the active players turn… he places his bomber in a territory on his turn… the bomber stays until exactly one turn later when it can be used for other things
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is a territory has enemy air units, can you still put your bomber there for interdiction?
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Yes you fight it out with pne round of interdiction combat. so your bomber will need escorts. the defending player is using his passive air mission in this case.
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oh i see
no further questions at this point -
although you’ve skipped again my question of whether its ok to not able to do “Battle of Britain 2”
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I cant find this section: I think you want multiple air battles over British skies?
OK so heres a possible solution: German planes can fly over British territory and SBR its industrial complex with one round of combat. this is the only current method where we allow such a dogfight for its own w/o any land units involved… Now say we use any remaining movement points left over that the German planes have to force additional combat rounds with each additional round costing one additional movement point.
example: lets give the fighters 6 movement points and bombers 8 MP however the planes have to land exactly where they came from… no more take off from UK to bomb Africa and land in north Africa…thus in western Europe German planes can expend 2 MP to get to england and use 2 MP to get back… this leaves 2 free MP which allows up to 3 rounds or air combat over england ( using those modified aerial combat values).
thats one free round as per normal rules and one round for each free MP available.
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thats a big change from the “retreat when you have no land units left” rule
is this “additional round per movement points” rule only for dogfighting or also for bombing?
I duno if we should force planes to land where they started though
but this idea I think can be applied to land planes combating in sea zones, but only for sea zones adjacement to a friendly territory
I am actually ok with our current rules
see the philospies behind them
just wondered if you think it was ok because you bought up “battle of britain” when we first discussed whether planes need land control to operate