@barney:
If possible to do for triplea, do you think it would be better to have 1 shot @1 for 1-2 bmbrs and then bump it to 2 shots @1 for 4 bmbrs, 3 shots @1 for 6 bmbrs etc… as opposed to 1 shot @2 ? take the low luck element out ? Make it more like the interceptor fire. A chance to kill more than 1 intercptor w/good dice.
Interceptor hitting at 1 still gives a 2:1 advantage, but hopefully not so big of a deterrent to keep people from SBRing when intercepts are present.
Also you’d get the @1 shot even with only 1 bmbr. Probably best to just let AAA take it out then. They only do 1-6 dmg anyway. Or make it require 2 bmbrs for a shot ?
Hmm… now that I think about it, you might be able to use different die system for separate Air Battles. Can’t remember. I’ll check it out.
Yes I was looking for 2 bombers to get the first @1. If not paired, A0.
As I can rationalize, StBs were better defending in massive formation.
Both StBs seems a way to simulate how each other machine gun can protect with enough efficiency than a single Fighter.
It keeps the comparative power of bombers compared to Fg in SBR.
Pairing two units is a known A&A mechanic.
This time, it is the same kind of units, however.
The low roll @1 makes for a much lower attrition per SBR, on both part.
But it still keeps the 1:2 from the initial suggestion (A1 vs D2).
So, this means 1StB A0, 2 or 3 StBs 1A1, 4 or 5 StBs 2A1, 6 or 7 StB 3A1, 8-9 StBs 4A1, etc.
As Black Elk said:
@Black_Elk:
At that point the attacker has effectively psych-warred the escort/intercept rules out of play. The game then reverts to a more classic style calculus, where the attacker determines how many bombers to bring based mainly on expected AAAfire losses, rather than the expected intercept. Here risk aversion plays a major factor on an individual basis. Some players may elect to bring only 2-3 bombers (trying to sneak over the AAfire with no losses on average) whereas others will bring 6 or more (expecting to likely lose 1 bomber, but make up the difference on average with damage to enemy facilities.) But that’s all familiar territory by now. The promise of escort/intercept was for something rather new, but to get there intercept is really the key. Intercept leads over escort in gameplay importance, because without the former the latter becomes irrelevant, and the game defaults to aaafire as the only real consideration. This is basically what we were referring to when we talked about giving up a realistic strategic representation of Bombing and Escort/Intercept writ large, for a tactical representation of the bomber in dogfighting that might be of questionable value. Since it really doesn’t matter what value the bomber hits at, unless the dog-fighting situation has a chance to regularly materialize in the first place.
So this is the dilemma… the challenge to create an SBR dog-fighting dynamic that encourages interception and is easy to understand and calculate, but which doesn’t go so extreme that it deters bombing or escort altogether.
In Memphis Belle terms, the plot is clearly more exciting when Jerry comes after you. But if Jerry stays on the runway, because he’s too afraid of Erik Stoltz behind that machine gun to even make the attempt, then what? You’re just left with the flak.
:-D
I agree its a bind. If A0 is totally out of the question for you, perhaps the best solution I can offer is one which Baron mentioned already, to give the entire bomber wing a single shot in the dogfight. This is rather different than giving each bomber a shot @1. Depending on the number of bombers involved, it may still produce a situation which is attractive for intercept.
This provides an alternative to the single shot @1 bomber group.
Do you know, Barney, if this last one is possible in Triple A?