Another look at anti-air.
Land anti-air
*unit is ID (infrastructure defense)
*D6 roll on 1, then D6 roll on 1 to destroy or 2 to force retreat
*multiple allowed per territory
IPC 1-hit 1-retreat 1-hit+1-retreat 2-hit 2-hit+1-retreat
1 ID 5 2.8% 2.8% - - -
2 ID 10 4.6% 4.6% 0.0% 0.0% -
3 ID 15 5.8% 5.8% 0.4% 0.4% 0.0%
4 ID 20 6.4% 6.4% 0.3% 0.3% 0.0%
Comment: Percentages do double with radar tech. Need to consider hit+retreat %. IC (industrial complex) comes with 2 IDs. VC (victory city) comes with 1 ID. So Germany has 4 IDs. Knock back power of 13%, 26% with radar per cycle.
Naval anti-air
*a number of D6 rolls hitting on 1
*CA 4, BB 3, CV+DD 2
IPC 1-hit 2-hit 3-hit
CA 15 38.5% 11.6% 1.5%
BB 20 34.7% 13.9% 0.5%
CV 16 27.8% 2.8% -
DD 10 27.8% 2.8% -
scenario: 2 FTR (fighter) attack 1 BB (battleship)
attacker: 50% chance 1-hit, 25% 2-hit
defender: 34.7% chance 1-hit, 13.9% 2-hit
Comment: BB has 49% chance of hitting at least one FTR. Damaged BB still fire anti-air. 2 FTR has little chance against 1 BB.
scenario: 1 FTR (fighter) attack 1 DD (destroyer)
attacker: 25% chance 1-hit
defender: 27.8% chance 1-hit + 2.8% 2-hit
Comment: Even a destroyer is so “tough”. DD has 31% chance of hitting the FTR at least once. 1 FTR can’t even deal with 1 DD.
Suggestions:
Would it be realistic…
*Naval anti-air not preemptive to air units
*reduct anti-air dice to CA 3 BB 2 CV+DD 1