@jkprince indeed 🙂
Thank you both for your interest!
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen
Ya maybe. I do know the German Tac ace killed 40 tanks just with his guns. But is @5 to strong for rest of countries based on history ?
You meant raise the tac bomber To @5 ?
I’m strictly talking within the framework suggested a few post before, and tried by you. Between Fighter and TacB, if Fg are @5 chasing planes, seems fair to give TcB (are they at same cost?) @5 as a regular roll.
Yes all planes cost 8 icps. Tac @5 when ?
I like the pick target first turn
@SS-GEN said in SS GEN's 1941 Global War Game:
Yes all planes cost 8 icps. Tac @5 when ?
I like the pick target first turn
Is it the balance issue, pick target @5 seems high, even if just first round?
@baron-Münchhausen
Not for balance. They were decent on accuracy then only used there guns after dropping payloads
It’s pick @6 for now
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen
Not for balance. They were decent on accuracy then only used there guns after dropping payloads
I see.
With my own HR, I played TacB picking ground target each round with @6 (3 on D6).
It was well countered by fighters @4 (2 on D6).
Most of the time, there was not that much hit with TcBs but I was playing with smaller scale game: 1942.2 or AA50.
G40 Germany’s and Japan’s larger fleet of TcB might have a greater impact.
@baron-Münchhausen
I think every round is to strong. They only had 1 torpedo or bomb. Some 2 but once they drop it based on turn one where they ain’t gonna wait then just guns AD
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen
I think every round is to strong. They only had 1 torpedo or bomb. Some 2 but once they drop it based on turn one where they ain’t gonna wait then just guns AD
From my tests with smaller scale board game, not an issue.
Also, I tend to give capacities according to a season time frame of many sorties. Each combat round, can be seen as a whole week or 2 weeks of combat. So there is many loading ordnance, lift-off, drop-off and dogfight, landing, reloading.
So, a double hit from a DF bonus roll is seen, on my behalf, as the way you describe. In a week, both ground and dofgfight occur and TcB squadrons won both.
@baron-Münchhausen
Right that’s why I have rest of stuff with bonus plane kills for all scenarios in a battle
Nobody gonna play air surppotity
Ok. I replied before rest of your post
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen
Right that’s why I have rest of stuff with bonus plane kills for all scenarios in a battle
Nobody gonna play air surppotity
This one was about which quote?
@baron-Münchhausen said in SS GEN's 1941 Global War Game:
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen
I think every round is to strong. They only had 1 torpedo or bomb. Some 2 but once they drop it based on turn one where they ain’t gonna wait then just guns ADFrom my tests with smaller scale board game, not an issue.
Also, I tend to give capacities according to a season time frame of many sorties. Each combat round, can be seen as a whole week or 2 weeks of combat. So there is many loading ordnance lift-off, landing, reloading.
So, a double hit from a DF bonus roll is seen, on my behalf, as the way you describe. In a week, both ground and dofgfight occur and TcB squadrons won both.
Bottom quote here
@SS-GEN said in SS GEN's 1941 Global War Game:
Another thing thinking of is now with this the Inf is not that strong against Figs.
I can see the Fig going down to AD@4 because if you have figs in a battle the Inf is taken as the casualty first and by the time Fig attack ground the Inf will be gone and now fig is were I feel it should be. But when we tested this fig AD@4 it was to weak according to the guys play Pacific. But also some said a fig shouldn’t get to kill a BB. BB would get normal hit and ship aa @1. So now that makes it better for ship defense.
I agree with the Pacific guys within the usual Japanese set up with a lot of Fighters. It becomes a big drop of firepower if there is no additional Fg unit placed on the starting setup.
After 2 gametests, I revised all this by giving 1 Fg for each 2 Fgs or 1 TcB for each 2 TcB in the setup.
@SS-GEN
From an older post I wrote about the lesson learns from Moscow air battle.
Do you agree with me on the bolded sentence?
There is two other factors to mitigate the Air dominance:
AAA cost and soaking capacity.
Air retreat, especially for aircraft on defense.
What you mean by mitigate ?
@SS-GEN
Reducing the impact of Fighter dominance over defending aircraft, for instance.
Depends on how many figs Russia has.
@SS-GEN said in SS GEN's 1941 Global War Game:
What you mean by mitigate ?
Flatten the curve ?
Sorry I’ll go away : )
Help me barnee !!! Lol
You got AAA guns that shoot curves too ? !!!
@SS-GEN said in SS GEN's 1941 Global War Game:
Depends on how many figs Russia has.
The AAA gun helps Russia but as I mentioned depends on figs. I have more figs in Russia and from LL chart plus 1 but 2 turn one so I can intercept German bombers.
IMO, allowing AAA to be use as some kind of shield (can be taken as casualty instead of aircraft) is a way to boost the strength of defending aircraft in numerical inferiority.
For example, if each AAA @2 1 roll on each aircraft max., 1 hit Cost 5 are somehow split in half.
You get 1 AAA, 1 hit, A0 D0 1 first strike roll @1 only in opening round but up to 2 roll can be assigned on each incoming aircraft for 3 IPCs (or even 2 IPCs).
If there is 2 Fg or more against 1 AAA, each plane are against 1 roll 1/12.
But, if there is at least two AAA in a given territory, each plane must face 2 rolls @1.
From a statistical POV, it is mostly the same: 1 @2 on 1 plane or 2@1 on 1 plane. 2/12 = 16.7% compared to 23/144 = 16% (1/12 * 1/12 = 1/144 hit twice but 1 shot down and 1/12* 11/12 + 11/12 * 1/12 = 22/144 hit once)
So, it can be simplified: if there is at least two AAA in a given territory, each plane must face 1 roll @2
AAA:1 hit, A0 D0 1 first strike roll @1 only in opening round but, there is 2 AAA or more, @2 roll is assigned on each incoming aircraft for 3 IPCs (or even 2 IPCs)
So, for a given Fighter AD@4 C6, hit allocated on AAA or aircraft (owner’s choice) first, if any available.
If there is air dominance, like 2 attacking Fg for 1 defending aircraft, for example, defender might use AAA unit as casualty instead of a precious Fighter or worse a Tactical Bomber.
From a balance POV, if Fighter cost 6, then each AAA A0 D0 @1FS, 1 hit might only cost 2 IPCs. If you compare such 3 AAA (6 IPCs) vs 1 Fighter (6 IPCs) which is far more versatile for all attack, defense, target and mobility. The main value of such unit would be the defensive capacity, but still a limited one.
@SS-GEN
heh heh