I think they should still cost 5. The Wizards.com FAQ for revised (2004 edition) says AA guns can target fighters or bombers separately. So the AA guns are no stronger in AA50. They are actually weaker because they no longer fire on planes passing over-head like they did in revised.
Heavy Bombers - FAQ change and other options
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@Fleetwood:
I can’t take credit for the idea but forgot who said it. Anyhow, one compromise I read for conventional attacks is making Heavy Bombers roll 2 dice at 3. The strength in HB’s was always rolling multiple dice for the potential of multiple hits for a single unit. If it’s too strong at 4, knock it down to 3. Has anyone tried this before?
I very nearly suggested this in the post I just made. I haven’t run the math, but I’m thinking it’s too weak, and that’s why I didn’t suggest it. It almost needs to be 1 at 3 and 1 at 4, I think.
Regular bombers hit 66% of the time. Rolling 2 at 4 will get 1 hit 50% of the time and 2 hits 25% of the time. 75% of the time, you’ll get at least 1 hit
I thought they got 2 hits 2/3 * 2/3 of the time = 4/9, not 25%.
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@Fleetwood:
I can’t take credit for the idea but forgot who said it. Anyhow, one compromise I read for conventional attacks is making Heavy Bombers roll 2 dice at 3. The strength in HB’s was always rolling multiple dice for the potential of multiple hits for a single unit. If it’s too strong at 4, knock it down to 3. Has anyone tried this before?
I very nearly suggested this in the post I just made. I haven’t run the math, but I’m thinking it’s too weak, and that’s why I didn’t suggest it. It almost needs to be 1 at 3 and 1 at 4, I think.
Regular bombers hit 66% of the time. Rolling 2 at 4 will get 1 hit 50% of the time and 2 hits 25% of the time. 75% of the time, you’ll get at least 1 hit
I thought they got 2 hits 2/3 * 2/3 of the time = 4/9, not 25%.
No, I’m talking about the proposed version where you roll 2@3, instead of 2@4
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25% would be 2 hits with 2@3
So 2@3 would be
At least 1 hit = 75% of the time
2 hits = 25% of the time1@4
1 hit = 66.7%
2 hits = never2@4
At least 1 hit = 88.9%
2 hits = 44.4%Best of 2 dice @ 4 (current FAQ)
1 hit = 88.9%
2 hits = never1@3, 1@4
At least 1 hit = 83.3%
2 hits = 33.3%And now I have run the math.
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Yep :-D
Now anyone can decide what is too strong -
Interesting ideas - so many choices! :-o
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Interesting ideas - so many choices! :-o
:-) Yeah, it’s almost a relief sometimes to play in the league where you don’t have any choices.
When not in league, I’m now going to decide between 2@3 and 1@3, 1@4.
I played 2@4 (2 hits possible) for quite awhile, and it’s a bit too strong especially for killing fleets.
Best of 2 dice (current FAQ) and max 6 damage on SBR is too weak, I think.
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Interesting ideas - so many choices! :-o
Hehe - we could add more. How about 1@4 and 1@2?
At least 1 hit = 77.8%
2 hits = 22.2%Compare this to 2@3. Slightly better chance of getting a hit, but slightly less chance of 2 hits.
Also, I remember seeing on this site that some folks play 1@6
So, at least 1 hit = 100%
2 hits = neverAgain, a little better than best of 2 dice @ 4, but no chance of double hit.
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I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.
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I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.
They are real hard on fleets, though. Especially the long range variety.
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I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.
What’s staying power :?
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I really prefer the 2 hit HBs. Sure they can do some damage but they have no staying power in combat. Myself I was never worried about them if my opponent got them.
What’s staying power :?
They still go down with 1 hit. So if you attack like 4 infantry with 2 heavies and 1 infantry, you are quite likely to lose a heavy or two.
Also, when you get 2 hit heavies, the tendency is to use them for more things - strat bomb more often, raid fleets and stray tanks, infantry, fighters, bombers, whatever, more often - results in losing them quicker.
If this is not what you meant, bigdog, please let us know because I’d be curious to know what you meant, if not this.
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That is exactly what I meant, and it is especially true in Naval attacks since there may not be anything available for “fodder”.
4 of the 2 dice Heavy bombers can yield 8 hits, but they better get the job done quick, 2 hits and that 8 hits becomes 4, with 3 it is down to just 2 for follow on rounds. So while yes they can deal some initial heavy damage to a fleet, they have no staying power for sustained combat and some proper fodder will see them disposed of.
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That is exactly what I meant, and it is especially true in Naval attacks since there may not be anything available for “fodder”.
4 of the 2 dice Heavy bombers can yield 8 hits, but they better get the job done quick, 2 hits and that 8 hits becomes 4, with 3 it is down to just 2 for follow on rounds. So while yes they can deal some initial heavy damage to a fleet, they have no staying power for sustained combat and some proper fodder will see them disposed of.
Great point, and thanks for confirming. I didn’t want to speak for you, but was pretty sure that’s what you meant, and I can’t resist answering a question if I think I know the answer. :-P
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I would stick with 2 dice (or maybe 2@3). This pick best is just ridiculous. Seriously, the more and more errata (and “FAQ” - lol) they add, the worse the game becomes.





