A while back I mentioned that I’ve been working on some fairly simple house rules to make air attacks a little more effective. I wanted to wait until I had them thoroughly playtested before posting them, but my time is very limited right now. So, rather than wait a while longer for more testing, I’m going to throw them out here now, and see what you guys think. I have two different ideas - one very simple and one a little more complex.
Method 1:
The current Attack Air Units step is divided into two steps: Air-to-Air Combat and Anti-Aircraft Fire:
Air-to-Air Combat - This step works in the same way as the Attack Air Units step in the Operations Manual, except that only air units may fire.
Anti-Aircraft Fire - This step works in the same way as the Attack Air Units step in the Operations Manual, with two exceptions. First, only AA guns and sea units may fire. Second, casualties are resolved in the normal fashion, but they are not removed immediately. Each air unit that is hit is turned upside down on the board to mark it as a casualty. These units will remain on the board and attack in the Attack Sea Units or Attack Land Units and/or Airfields steps, after which they will be removed along with those casualties.
Method 2:
The Combat Sequence in the Operations Manual is replaced with the following:
1. Air-to-Air Combat
2. Air-to-Surface Combat
3. Naval Combat
4. Transport and Destroyer Unloading
5. Land Combat and Naval Bombardment
For each of the steps, combat functions in the same way as it does under the official rules, with a few notable exceptions outlined below.
1. Air-to-Air Combat - This step works in the same way as the Attack Air Units step in the Operations Manual, except that only air units may fire.
2. Air-to-Surface Combat - The first player attacks the opposing air units in the zone of his or her choice using only his or her land or sea units in that zone and/or attacks the opposing land or sea units in the zone of his or her choice using only his or her air units in that zone. Then the other player does the same in that zone. In island zones, air units may choose to attack either land units or airfields. Casualties are resolved in the normal fashion, with one exception: if an air unit hits a land or sea unit type that isn’t in the battle, the casualty is chosen by reading across the chart starting at the next column, rather than from the first column. If the columns are exhausted, wrap back around to the beginning.
After both players have rolled their attacks, then remove the destroyed units from the board. If single hits are scored on airfields, turn them sideways to record their semi-damaged state. Two hits must be applied to one airfield before applying any to a second airfield. Repeat this process for each zone in which both air units of one side and land or sea units of the other side exist.
3. Naval Combat - This step works in the same way as the Attack Sea Units step in the Operations Manual, except that only sea units and artillery attacking sea units may fire.
4. Transport and Destroyer Unloading - This step works in exactly the same way as the Unload Transports and Destroyers step in the Operations Manual.
5. Land Combat and Naval Bombardment - This step works in the same way as the Attack Land Units and/or Airfields step in the Operations Manual, except that air units may not fire. Any airfield that was turned sideways in the Air-to-Surface Combat step can be damaged by a single hit from a sea unit. Any such airfields not damaged in this step are returned to their normal orientation.
Method 1 simply allows air units to attack surface units even if they are hit by AA fire, giving them a little more punch. It also make bombers slightly harder to hit when escorted by fighters.
Method 2 restructures the combat system to give air units even more power by giving them the ability to potentially strike more directly at units deeper in the casualty chart, in addition to the advantages given in Method 1. It also makes air attacks more deadly in fleet battles, since the hit ships won’t be able to fire in the Naval Combat step.
Both methods make air units a bit more of a threat to land and sea units. Any feedback would be appreciated.