I’d be really curious to see what effect this bomber change in isolation has on the balance by sides, in Global and in 1942.2.
One thing I don’t really expect it to do is change the center crush as optimal Axis gameplay. But at least it would seem to give the Allies more to work with in countering that crush.
In 1942.2 the Americans clearly benefit at Pearl when the Japanese bomber is removed from its regular combat role. This alone makes the Allied situation more interesting on that board for the standard opener. I have seen that play pretty well scripted by now, so it will be fun to see what taking that option out of the Japanese play book does for the Pacific on the smaller scale map. The standard use for the German bomber is rather less scripted, but typically comes down to one of 3 basic attacks, either against UK ships, Russian ground, or possibly an Egypt gambit (if Allies do nothing with the canal.) Now presumably, it just takes a shot on SBR either London or Caucasus. Similarly the British bomber is generally used to kill German ships in the standard opener, whereas now it also likely takes a crack at SBR. How this changes the TUV swing out of the first round compared to OOB should be pretty interesting to see, but basically it amounts to fewer units destroyed in the opener.
In Global the effect is somewhat more immediate since you have 2 German stratBs removed from regular combat. The ripple effect here could be pretty significant, and Japan follows hot on their heels, with 2 bombers of their own being removed from regular combat. Would this alone change the appeal of J1DoW? Again pretty interesting. Surely by the time you get to UK/Italy, the game’s opening round should have a rather different flavor than the standard play book OOB. Again at its most basic, fewer units destroyed in round one.
That’s just the opener though, the midgame is where it gets interesting, especially from a play pace perspective. If, as designed, the bomber leads to more consistent bombing each round, then presumably this will tighten up the unit spam over time. More money spent on repair, means fewer units entering play overall (particularly for the nations most susceptible to long term bombing.) Some have argued that this may accelerate game resolution. Less money, less units, less rolling etc. I’m not entirely convinced there, since even a game like the A&A 1941 starter board v6 can drag haha, but in principle, this sort of thing is supposed to ultimately speed up the game. What remains to be seen is whether we get a blow out, since that’s not really optimal. But one can hope that the Allies/America will be able to do more to curtail the German economy. Japan is rather more difficult to reach, but a cheaper bomber at 5 should encourage more raids against facilities, so even there, we might see Allies pushing the needle a bit.
I think it would be worth trying as a stand alone tweak. Put it in the experiment section of the maps depot in TripleA, if that’s possible, and let players just toy around with it. The rest can stay as OOB for Global and 1942.2, and we’ll see where it puts the game on balance by sides with nothing else going on.
That would be a cool experiment I think, controlling for just the one element, to see what happens.
I think we just call it SBR only “cost 5 bomber” or “strategic bomber cost 5”, or something like that, so the file name is as descriptive as possible…
1942 v5 SBR only Strategic Bomber cost 5
Global 1940 SBR only Strategic Bomber cost 5
So you can tell at a glance, when downloading maps, exactly what is on offer. Sure the name isn’t exactly catchy, but at least it’s pretty clear haha.
For a stated table top rule, I’m fine if we want to go with the C5 bomber @ A1 vs @ A2/D2 as the standard, but I would like to at least mention the possibility of dogfighting values @ A0 vs @A1/D1 as a footnote or alternate option, or something like that, because it is a pretty different dynamic and others might find it interesting. It’s not the most obvious leap to make either, for an escort/intercept option, and pretty different than OOB, or the @1 situation. It would be nice to at least have it on record as something that is workable under C5 conditions, should the player wish to explore a rather different abstract modelling of escort/intercept.