Hi Jinx
Here is the best I came to think about concerning all these issues.
IMO, using D12 allows a lot of room to improve the air combat.
I provided a guideline for cost 6 Tank strength, IMO this can be easily adjust to fit within Ground and Naval units.
The two basic units which are going to be changed:
FIGHTER
Attack 4
Defense 5
Move 4-5
Cost 6
More versatile on Sea / Air / Land but have a lower offensive and defensive punch than Tank, and is unable to conquer land territory by itself while being directly vulnerable to AAA unit and other Fighters.
Hits are allocated to aircraft units first, then AAA.
TACTICAL BOMBER
Attack 5-6
Defense 4
Move 4-5
Cost 7, allows to pick any ground unit as casualty.
Vulnerable to Fighters and AAA in regular combat but allows to pick costlier ground units, like Tank or AAA.
This is a summary of main units revised special abilities:
ANTI-AIRCRAFT ARTILLERY A0 D4 M1 Cost 4, 1 hit,
Each round, up to 4 preemptive defense @1 against up to 4 planes, whichever the lesser, works lowest rate (1 out D12s) and can defend each combat round.
Stop any blitz, and defend itself @4 against enemy’s ground units, if no attacking air unit is present.
Can move during combat move phase, can be taken as casualty (owner’s choice).
TANK A7 D7 M2 Cost 6
Can Blitz
Allow Mechanized Infantry or Mechanized Artillery to Blitz on 1 on 1 basis or a 1:1:1 basis.
Gives +1A/D to Mechanized Artillery when paired 1:1 with
FIGHTER A4 D5 M4-5, same in SBR Cost 6
Air combat unit, Fighter as an Air Superiority aircraft:
All hits are allocated to aircraft units first, if any available, then AAA, and finally other kind of units.
Gives +1 Attack to any 1 Tactical bomber when paired 1:1.
Fighter as part of an extended Air Defense System when AB is operational:
Up to 3 Fighter units receive either:
+1 Defense if protecting a territory with an operational Air Base, or
+1 Move to scramble from Air Base.
SBR/TcBR Attack @4, Defend @5, or even Defend @6 for up to 3 Fgs if an operational Air Base is present.
Can scramble in adjacent SZs or TT up to 3 Fgs: up to three 3 Fgs keep defending @5.
TACTICAL BOMBER A5-6 D4 M4-5 Cost 7
Combined Arms bonus with Fighter : get +1 Attack when paired 1:1.
Tactical Bomber as a “Dive Bomber” and “Tank Buster”: allows to pick any ground unit as casualty.
Up to 3 TcBs (or 3 Fgs) units received : +1 Move to scramble from Air Base.)
SBR/TcBR Attack @3, defend @2
Allowed to do escort mission of Strategic Bomber without doing Tactical Bombing Raid on Air Base or Naval Base,
Can do NightFighter interception mission on defense,
TcBR damage: 1D6.
I would allow 3 types of defensive maneuvers for aircraft.
DEFENSIVE MANEUVERS allowed for 2 or 3 types of aircraft:
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Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),
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Limited Aerial Withdrawal of 1 space in a friendly territory is allowed any round after the first combat round for defending planes up to 2 StBs or 2 TcBs or 2 Fgs.
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Limited landing in a just conquered territory (which includes at least 1 ground unit): 2 planes (either Fighter or Tactical Bomber), as long as each units can provide 1 extra movement point for this special landing.