@toblerone77:
The biggest problem I have is giving the TB a large defensive boost of 4 without some kind of caveat. It feels like giving subs or carriers an amphibious bombardment.
I’d rather give a TB A3/D3/M4/C8 (no bonuses) if we’re going to view it as a “flying tank/submarine” which seems more like the over all concept of TBs as depicted in the game.
I would even go as far as keeping OOB cost remaining the same but allowing TBs a first strike against armor and subs.
Possibly limiting this to the first round only. And/or allowing TBs to hit subs without a DD.
Some interesting ways to develop a distinctive capacities for TcBs.
The capacity to hit subs vs Fgs should be examin closer.
I think I finally find a solution to give both Fgs and TcBs their own capacities:
Fighter being smaller, faster, cheaper, but weaker against ground target but always have the better hand in dogfight against any bombers (TcB or StB).
TcB being a bigger, slower, costlier and heavier hitter against ground targets but clumsier against Fg in air-to-air combat.
In addition, attacking Fgs should be less effective than defending ones.
And this principle, I think, should be maintain for TcB: at least a defending TcB should be as effective than an attacking one.
Because, the same reasoning applied to TcBs and pilots about distant targets, less fuel, less time in the air above targets, more tired pilots, less accurate bombing, etc.
The main problem with Fgs at reduce combat values and cost was in carrier operation: the limited place for planes makes carriers weaker.
It was difficult to get such a defensive units like a full carrier with Fgs: 2 Fgs A6D8C20.
But just take a look at this HR thread, to see how it is resolved:
http://www.axisandallies.org/forums/index.php?topic=33334.msg1268768#msg1268768
Compared these two units now:
Fg A1First StrikeD2M4C7, 1 hit, all hit destroy an enemy plane first, if there is any.
Give +1A/D to any TcB paired with.
TcB A3-4D3-4M4C10, 1 hit, gain +1 A/D when paired 1:1 with any Fg.
Can do a Tactical bombing raid vs AB and NB.
Don’t they fit the description above?
TcBs will get the best of them when escorted by Fgs. When escorted, the stats will be almost like those of the old OOB Fg at 10 IPCs.
On the other side, a cheaper Fighter can be more easily buy and used as fodder to protect costlier units.
In itself a A1FS / D2 /M4 / C7 doesn’t seems as good as a A3D4C10, but it is as good unit on an A/D and hit per IPCs.
In addition, this lower value, for one part, by targeting planes directly makes them more dangerous against bombers, since they hit ground units (as per the OOB rule casualty mechanics), and for the other part, doesn’t make Fg a too good weapon against other units, which keeps the needs of having bombers in his own fleet to make substantial hits against ground and naval units.
Do you see where I’m going now?
These two units make a better pair and better depict their relative functions.
I realized that my view on both Fg and TcB come mostly from my numerous exchanges with Uncrustable.
Here is the principles which were my guidelines:
@Uncrustable:
But it gives each air unit a very distinctive role in the game, each are important…
1-Fighters are needed to protect friendly bombers from enemy air (fodder/escort SBR) and friendly facilities from SBR (intercept SBR).
-Fighters are also needed to vie for air dominance. (Air supremacy bonus for Tacs and taking out enemy air).
2-Tactical bombers are the meat of the air so to speak, they need Fighters (protection + air Supremacy bonus), but they are the best at destroying enemy units.
3-Strategic bombers are long range heavy hitters on offense, and can SBR. But they need both fighters … to perform efficiently. Next to worthless on defense.
There is much historical realism here.
If you think it needs some improvement on the historical parts, I’m all open to it.