@hengst yea i read through them again. Some cool ideas. The End Points are interesting. Kind of a Railroad type thing. For Land anyway.
Got a couple other things going, but yea, gonna check it out some more :)
what do you mean “by CV launched aircraft”? “more choices”?
if its about movement I prefer not to use the rules that forces aircraft to be launched before the CV moves
and in turns I reduce the range of CV planes so they don’t dig deep inland
There was a set of three espansions we had in the 90s. You can still buy them, and I intend to get them again. I forget the specifics, but the carrier launched planes weren’t as great as regular fighters. They cost less. You could also put three of them on a CV. The rules were for Japan (zeros) and the US (I forget which plane they used).
I might even take things further and restrict the European powers to planes like this, but only allow them to put 2 on their carriers. That would be much more historically accurate. In the naval arms race leading up to the war, Britain was the only European player in the carrier race. Japan and the US eventually left the Brits behind. They were getting more and more planes on their carriers. They were also putting better planes designed for carrier operations on them. The Royal Navy was using discarded WW I era biplanes for their carrier based planes.
yeah making carrier planes cheaper but not as stronger as regular fighter is frequently seen in house rules
you forgot the specifics but for AARHE the specifics are…
NAV (Naval Fighter) Cost 10 Combat 3/2 Dogfight 2/2 Move 2
FTR (Figther) Cost 8 Combat 3/4 Dogfight 2/3 Move 4
but because AARHE is a realism house rule so we didn’t increase the no. of planes on CV (Aircraft Carrier)
we think one FTR represents one air division
and its hard enough to fit a whole air division onto a carrier battle group (which is say 3 carriers)
how bout carriers have tehir figs built in. they take two hits to destroy and 3/3 stats while a damaged carrier has 1/2 stats. there special abiluty would be aerial support( same as bombardment except its on a 4 or less, non that way there they don’t completly replace battleships. the first hit would represent the aircraft dieing while the second the actual carriers. they recover the same as battleships. that would force you to have landing bases.
Carrier
cost: 18
attack: 4
defense: 4
special abilities:
2 hits to destroy: same as bb expect stats are reduced to 1/2 after first hit.
aerial support: in an assualt, carriers in the a sea zone bordering a terrtory underging combat can support the coastal terrtory. each carrier fires once per rounnd of combat . a carrier can not support a terrtory if it was involed in combat this turn.
Far too powerful.
A support shot of 4 EVERY round, and costs 25% less than a BB… far too tough for the cash.
Add in that it can be “attacked” by AA guns, reduce the combat rating to a 3 at most, and require IPC’s be expended in order to repair it (since you are actually replacing destroyed Fighter squadrons, not just patching holes) and you MIGHT be getting warm on this one.
@ncscswitch:
Far too powerful.
A support shot of 4 EVERY round, and costs 25% less than a BB… far too tough for the cash.
Add in that it can be “attacked” by AA guns, reduce the combat rating to a 3 at most, and require IPC’s be expended in order to repair it (since you are actually replacing destroyed Fighter squadrons, not just patching holes) and you MIGHT be getting warm on this one.
this better? i think the repiar part makes it too complecated now.
Carrier
cost: 18
attack: 4
defense: 4
special abilities:
2 hits to destroy: same as bb expect stats are reduced to 1/2 after first hit. 8 ipcs must be paid during the purchase units turn inorder to repiar this ship.
aerial support: in an assualt, carriers in the a sea zone bordering a terrtory underging combat can support the coastal terrtory. each carrier fires once per rounnd of combat . a carrier can not support a terrtory if it was involed in combat this turn. this unit is vulnerable to aa guns and must take a hit and( cease fighting this turn) if a 1 is rolled agianst it from an aa gun.
I still think the combat values are too high.
And yes, it would be pretty complicated to keep track of its various abilities and weaknesses during the course of a game compared to every oher unit in A&A.
a Carrier with built-in fighters is interesting and has been visited
its quite hard to balance off course
I recall carrier with built-ins for axis and allies deluxe at harrisdesign
it was bought up briefly
personally I would go with Carrier having built-in and capacity of ONE fighter only
but fire in opening-fire
Cyan,
Let’s simplify, and maintain game balance while solving a few problems at the same time.
Cairrier:
Cost: 20
Attack: 3
Defend: 3
Movement: 2*
Special Abilities: Extended Attack Range; 2 hits to destroy
Extended Attack Range: Carriers may engage in combat in an adjacent sea zone or territory. This represents the carrier based aircraft flying to join the battle. If a carrier participates in an extended range combat, it cannot participate in any other combat that turn. Also, for extended range combat, the carrier only has 1 “hit” before it is no longer a part of the battle, though the carrier is not destroyed since it is in another sea zone.
That oughta do it.
It solves the issues with swapping land/carrier based aircraft, gives carriers a more accurate attack and defense capability, and provides for the shorter range of carrier based aircraft for attacking both land and sea targets.
I added to my own WAW game.
Light bomber.
Air transport.
Stuka.
Navy and air force fighter.
For the carrier i don’t agree.
Come on guys, A carrier cannot attack!!!
Carrier defend at 3, Move 2, 2 hit, 2 airplanes.
Escort carrier = defend at 2, move 2, 1 hit. 1 airplane.
AL.