Here is a different way of playing with Fighters.
The Carrier combat value as been change to keep balance amongst themselves: attacking against defending Full Carrier.
Hope you will enjoy.
Let me know if you ever play-test it.
Another way to play a 1942.2 game with some elements which can simulate air-to-air combat between Fighters or against Bombers are as follow.
This House Rule keep the same principles as the opening post system:
Fighters are having dogfight against other Fighters and Bombers and not just hitting grounds targets (as casualties chosen by owner’s) acting like a shield.
That Strategic Bombers are weak and vulnerable against Fighters in air-to-air combat.
But Strategic Bombers have a heavy payload of bombs against ground targets.
There is no special phase in this HR and the dogfight in SBR is consistent with the air-to-air combat value of Fighter and Bomber units.
However, it implies a few changes on combat values and cost of these units:
FIGHTER
Attack 2
Defense 2
Move 4
Cost 7
Always hit enemy’s aircrafts first, if any available.
A Destroyer must be present to hit submarine.
Strategic Bombing Raid Escort and Interception
Attack 2
Defense 2
STRATEGIC BOMBER
Attack 4
Defense 1
Move 6
Cost 12 (Optional: reduced to 10 IPCs)
A Destroyer must be present to hit submarine.
Can make a Strategic Bombing Raid against Industrial Complex.
OPTIONAL: Every time on attack a “1” is rolled, then an enemy’s plane (either Fighter or Bomber) must be taken as casualty.
**Strategic Bombing Raid Escort and Interception
Attack 1
Damage on IC: 1D6+2**
1942.2 FLEET CARRIER
Attack 0
Defense 3
Move 2
Cost 14
Hit: 2 hits
Carry 3 planes (Fighters)
Damaged Carrier can still carry 1 plane.
Carriers are repaired at the beginning of the Power’s turn (Purchase and repair damage phase),
unlike Battleship which are repaired at the end the player’s turn (Placement phase).
ANTI-AIRCRAFT ARTILLERY
Attack 0
Defense 0
Move NCM1
Cost 4
1 hit
Up to 3 preemptive defense @1 against up to 3 planes, whichever the lesser,(as OOB AAA) and
fire regular defense @1 against up to 1 plane on the following combat rounds.
Stop any blitz, but cannot defend itself against enemy’s ground units.
Additional units are added:
For every 2 Fighter units, you can add on the board 1 new Fighter unit.
USSR gets 1 additional Fighter unit. (1 Fg is put in Russia.)
UK gets 2 additional Fighter units. (1 Fg is put on Carrier, 1 Fighter is put in UK.)
USA gets 3 additional Fighter units. (1 Fg is put on Carrier, 1 Fg is put in Western USA and 1 is put in Eastern USA.)
Optional: You can add an AAA in China instead of a Fighter in Eastern USA.
Germany gets 3 additional Fighter units. (1 Fg is put in Northwestern Europe, 1 Fg is put in Germany, 1 Fg is put in Polland)
Japan gets 3 additional Fighter units. (2 Fgs are put on each Carriers, and 1 Fg is put in Manchuria.)