The ideas that I’ve read on this thread about “how to make fighters more of a threat/realistic” are pretty cool and do seem to be more…in line…with “history”’ but unless I’m misunderstanding all of the cool stats that dinosaur has put together for us, with out “redesigning” the game (some might call it…tweaking the game) the only way to make the aircraft in the game (as the game is designed) more of a “threat” is to have the fighters used as “escorts” for the bombers, right? :?
Granted, I’ve only played this game twice so far, :oops: (so pardon my limited experience) but those stats seem to be in line with what I experienced with the aircraft so far. :|
I was expecting for the fighters to be much more of a threat in the game (as they arguably were in the real pacific) :roll: and found in short order that you need a lot of them to make them any kind of “real threat” on their own merit (as was arguably the real case) :roll: .
Barring any “redesign/tweak” to the rules, if dinosaurs rule of thumb (as I understand it) is to have one bomber for every “target” you plan to hit and to have 3 or 4 fighters per bomber to help the bombers “do there job” than players would need to make forces something like this….
1 or 2 bombers, that would need 1 airstrip on the board to launch the bomber(s) from (if they planned to attack anything further away than sea zones C, E, F, G or the islands of Bougainville or Choiseul for the Japanese or sea zones D, H, I, K or the islands of Guadalcanal or Malaita for the US) and they would need anywhere between 3 and 8 fighters for escorts and for those fighters to match the range of the bomber(s) they would need 2 to 4 “forward” airstrips or aircraft carriers or some kind of combination of forward airstrips and aircraft carriers, right?
I don’t know about other players experiences, but 1or 2 bombers and 3 to 8 fighters is not an air force that is any kind of “real” threat on its own merit in this game. :-o Unless these aircraft have a large fleet that they are “escorting” or that is “attacking with them”, a force this size just is not a threat. :roll: I have yet to have enough aircraft from a force this size survive the attack air phase to be any real threat on the attack sea or attack land phases.
Following dinosaurs rule of thumb, that would mean that a player wanting to make their airpower any kind of real threat (on its own merit), would need to send in about 6 bombers. Those six bombers would need three airstrips to launch them from (if they planned to attack anything further away than sea zones C, E, F, G or the islands of Bougainville or Choiseul for the Japanese or sea zones D, H, I, K or the islands of Guadalcanal or Malaita for the US) and those six bombers would need about 18 to 24 fighters to escort them, and those 18 to 24 fighters would need 9 to 12 aircraft carriers to launch them from to match the bombers range. I don’t know about the rest of you, but in my limited experience, :oops: that would be one HUGE force in this game and that size of air force MIGHT be a real threat (on its own merit). But as far as I can tell it’s a force size that is near to impossible to build before the US would roll over the Japanese. (I’ve only played the Japanese so I can’t say if the US could make that kind of air force in and hold off a Japanese force that is island hopping).
The reinforcement points alone that would have to be spent just to build such a force are enough to make any player question the threat and usefulness of airpower in this game.
3 airstrips = 18 points
9 aircraft carriers = 63 points
18 fighters = 54 points
135 points divided by 22 (the “average” points that can be collected per turn 10 + 4 per island) 135/22=6.14 turns.
WOW, 6 turns just to build up a force that size? The Japanese are way dead by than!
Those “rule of thumb” and “point costs” lead me to believe that aircraft (as the game is designed) are only useful on “defense” and since fighters get 2 dice on air attack (probably the only phase aircraft will survive/be used in anyway) bombers are pretty much unless since they only get 1 die on the air attack phase and cost 2 points more than fighters. And if fighters are only good for defense that makes AA guns and loads of ships the better buy for air defense because they can attack air units on the attack air phase and suffer no losses in that phase, assuring their survival for use in attack sea or land units.
Like I said, I’ve only played this game two times so far but something seems…flawed?…with the mechanics of the air units?
I know I will play it a lot more before deciding about “tweaking” any of the rules or making my “final decision” about this subject, but so far, I think something does need to be…tweaked?