Another look at anti-air.
Land anti-air
*unit is ID (infrastructure defense)
*D6 roll on 1, then D6 roll on 1 to destroy or 2 to force retreat
*multiple allowed per territory
IPC    1-hit    1-retreat    1-hit+1-retreat    2-hit      2-hit+1-retreat
1 ID      5      2.8%    2.8%        -                        -            -
2 ID      10    4.6%    4.6%        0.0%                  0.0%      -
3 ID      15    5.8%    5.8%        0.4%                  0.4%      0.0%
4 ID      20    6.4%    6.4%        0.3%                  0.3%      0.0%
Comment: Percentages do double with radar tech. Need to consider hit+retreat %. IC (industrial complex) comes with 2 IDs. VC (victory city) comes with 1 ID. So Germany has 4 IDs. Knock back power of 13%, 26% with radar per cycle.
Naval anti-air
*a number of D6 rolls hitting on 1
*CA 4, BB 3, CV+DD 2
IPC      1-hit      2-hit      3-hit
CA            15      38.5%    11.6%    1.5%
BB              20      34.7%    13.9%    0.5%
CV            16      27.8%    2.8%      -
DD            10      27.8%    2.8%      -
scenario: 2 FTR (fighter) attack 1 BB (battleship)
attacker: 50% chance 1-hit, 25% 2-hit
defender: 34.7% chance 1-hit, 13.9% 2-hit
Comment: BB has 49% chance of hitting at least one FTR. Damaged BB still fire anti-air. 2 FTR has little chance against 1 BB.
scenario: 1 FTR (fighter) attack 1 DD (destroyer)
attacker: 25% chance 1-hit
defender: 27.8% chance 1-hit + 2.8% 2-hit
Comment: Even a destroyer is so “tough”. DD has 31% chance of hitting the FTR at least once. 1 FTR can’t even deal with 1 DD.
Suggestions:
Would it be realistic…
*Naval anti-air not preemptive to air units
*reduct anti-air dice to CA 3 BB 2 CV+DD 1