***Fighter: dogfight combat values higher than land & naval combat values
***in AARHE land & naval combat values for air units comes into play after air superiority
***is it your intention to model fighter killing other fighters easier than bombing tanks?
Yes. Fighters were designed to kill enemy aircraft. Strafing enemy land units was just a bonus.
***what happens when a Battelship and a Destroyer attacks a Carrier and a Cruiser?
Round 1: The battleship and carrier fire at each other, because they are both capital ships. The destroyer and the cruiser fire at each other, because they are both escort ships. The battleship gets a hit, damaging the carrier. The cruiser gets a hit, destroying the destroyer.
Round 2: The battleship continues to fire at the carrier, and gets one more hit. The carrier is now dead. The carrier and the cruiser fire at the battleship. Between the two of them, they manage one hit.
Round 3: The damaged battleship rolls two dice against the cruiser, getting two hits. The cruiser’s casualty shot misses.
***Do you choose a target so you know which value to use?
No. If there are any enemy capital ships present, your own capital ships MUST fire at them. The recipient of the fire gets to allocate hits among his or her own capital ships. In other words, the category of target is automatically decided by the rules set, while the specific target within the category is chosen by the recipient of the fire.
***how does it fit into the existing hit allocation scheme?
This rules variant would require a new hit allocation scheme. But I’m not wedded to this exact set of rules. Mostly, my goal was to create the following:
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Battleships are good at dealing with other capital ships, good at shooting down planes, and GREAT at dealing with escort ships. However, they’re expensive, and can’t sink subs.
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Destroyers give you a lot for your money if you’re trying to deal with planes or subs. They’re inexpensive. However, they can’t sink capital ships.
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Cruisers are mostly useful for sinking destroyers and other cruisers. They also give you good anti-air, and some ability to deal with capital ships and subs.
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Subs are useful because few unit types can sink them. They’re cheap, and reasonably good against either escorts or capital ships. No air defense though.
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Fighters are good at shooting down other airplanes, but can’t do much else.
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Dive bombers are mostly for land combat, but can also sink surface ships.
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Torpedo bombers are great at naval combat, and can sink either surface ships or subs. They’re lousy on land though.
As Imperious Leader pointed out, the rules set I developed could use a little simplification. But I think it’d be really cool if we could come up with some kind of rules set that preserves the above paper-rock-scissors.