@Der:
Its a long list but we use the same Defender retreat rules in our group.
Your AA rules look way overpowered. Statistically in WWII 1/10 planes were shot down by flak. In standard rules its 1/6 so its already too overpowered. Now AA can fire every round? I don’t think I’d buy planes anymore - they are too expensive to lose like that.
You would have to put Fighter around 6 or 7 IPCs with an attack and defense value @2 in SBR and regular combat to make it workable with AAA firing every round.
This would imply many changes again on other aircrafts and Carriers.
A simpler and less drastic way to work with AAA is to put them at 3 IPCs and working as OOB.
Each single unit will not be different, and buying more cannot result in AAA spamming because it will become non-optimized choice compared to Infantry as fodder.
The person rolling chooses which units take hits (stops infantry hordes from protecting units)
The roller can assign multiple hits to a single target (which may trigger multiple dodge rolls)
Units can dodge by rolling 3 or less when
Fighters are hitting any non-aircraft
Bombers are hitting any aircraft or defending infantry
Land units (except AA) are hitting aircraft
Infantry/m.infantry are hitting tanks
Ground units cannot target artillery until there are no other ground units remaining
Sea units cannot target aircraft carriers until there are no other surface ships remaining
Seems complex and will probably slow down a lot the combat process.
In addition, not targeting Carrier first is exactly the contrary of Air Naval tactics.
Why not try something like Risk Star Wars mechanics so each unit get a specific number to be taken as casualty?
I know that someone else suggested something along this line of thinking.
It is in the last 6 months HR Opening Posts, I’m pretty sure.