This sounds incredibly interesting to me. I am all about flexibility in games as it keeps you interested in them. That is what I am attempting with my Global variant map and house rules with it. Except I am only doing WWII as it is what I have available, and due to limited funds and limited experience I am not willing to undertake something like this on my own… yet. But this sounds incredibly interesting. If there is anything I can do to help out let me know. Assuming this goes beyond an idea
General 6 Stars 1941 WW2 Game
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@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 payloadsI 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.
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@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 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, 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.
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@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
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@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 surppotityThis one was about which quote?
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@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
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@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.
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@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 ?
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@SS-GEN
Reducing the impact of Fighter dominance over defending aircraft, for instance. -
Depends on how many figs Russia has.
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@SS-GEN said in SS GEN's 1941 Global War Game:
What you mean by mitigate ?
Flatten the curve ?
Sorry I’ll go away : )
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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.
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@SS-GEN
heh heh -
@barnee said in SS GEN's 1941 Global War Game:
@SS-GEN
heh hehHa ha a side wider !!!
Nothing like having your right flank defended. -
Well could have just in
Capitals AAA D@3 each plane
But then this would be to strong against stg bombers only on SBR.
What’s nice in my game is theres a bunch of SBR going all over.Another question is did Tac/Dive bombers really just go after AAA guns ? If not That would help defender too.
We do have in game if the Tac/Dive seeked out the AAA gun only it couldn’t continue after first round fs. -
@SS-GEN said in SS GEN's 1941 Global War Game:
Well could have just in
Capitals AAA D@3 each planeThis solution works only for the main Moscow battle.
If there is other hot spots outside, like in mainland Asia this rule would not apply.
However, if absolutely needed to balance massive aircraft combat, it can become a special rule (for Moscow or UK (Sea Lion) or Berlin or Japan, mostly) if there is 3 AAA in a Capital city, AAA defend once @3 First strike against each incoming aircraft.I’m just toying around with this challenge of Air Dominance, to develop a better concept. This situation at a smaller scale happens early in (AA50, 1942.2) games with Cairo and Chinese Flying tigers.
As you know, all my game played with TcB picking ground/naval target and Fg shooting aircraft first.