Once the Jets are on the field the opposition rarely can do anything because they are so powerful.
We’ve learned that once Germany rolls Jets that the allies have to grind to a stop, dig in, and buy 3-5 dice per turn until they have acquired an equal footing.
You are playing with the rule that jet fighters need to be purchased right? These techs DO NOT MAGICALLY make your current board units all instantly jet fighters…. you need to buy them… are you playing it that way?
Maybe this was the intent to make it a game breaker, that if you’d played long enough for Germany to get them then you need to stop playing. However, our German player now buys tech starting at G1.
Like you pointed out we are only allowing one plane to be converted (now). The rest he has to buy – but with the air combat rules it still seems too powerful.
From what you said i understand that he is buying them and that ONE jet fighter is a game killer? What aspect of its advantage is the thing thats killing the game? Targeted dogfight capability?
Have you all not experienced this as well?
no not at all, usually the other side has built more air units to overwhelm the other sides qualitative advantage, but if Germany is the cash cow AND HAS jet fighters… then the game should have been called…
I guess first we should address the aspect of the capability first, then look at limitations on tech rolling for one tech.
I haven’t done my research but I don’t think the ME-262 and early jets were any good at ground attack. They were mostly Air Superiority FTRs and anti-bombers.
I’d recommend taking another look at attack values or make them more expensive. Make it so you still have to diversify. Jets to sweep the skies and planes for Close Air Support (CAS).
Sure. But Hitler used them as Tactical Bombers and latter changed his mind to use them as interceptors. Again i need to hear from you about how exactly one German jet fighter changed the game ( exaggerating BTW)