The only way I can see tac targeting in the game without making the unit totally overpowered for the cost, is with some kind of opening phase, but you’d have to provide a chance that the tac might be destroyed in the process or else the defender is at a serious disadvantage. Not sure how that would look exactly. The first strike with submarines doesn’t adequately cover the situation as a model. Subs are cheap and weak on defense (in subsequent turns they only defend at a 1), so they naturally serve as fodder if they miss the opening strike when the enemy returns fire. Whereas a tacB at 12 ipc (and defend 3 in subsequent turns) would rarely make sense as fodder. Since targeting doesn’t currently exist in the game, it would require a more complex or at least less familiar addition to the combat process. I think it would probably be better as a single opening phase, similar to aaafire or bombardment, rather than as a repeating phase like the first strike of subs. I like it for historical accuracy, but it is a departure from the defender chooses casualty model, so to work there would have to be some risk to the attacker (like a built-in chance that the TacB is destroyed while attempting to target.) The only thing that prevents me from embracing the idea, is the practical concern that an ability to target would be so valuable that it’d make every other combat unit instantly obsolete. There is another practical concern which might hold it back as well, and that’s that I don’t see a way to enforce the attacker targeting in tripleA. You could do it by player agreement I suppose where the defender assigns the hit demanded by the attacker, but that would be entirely up to player enforcement. I like the ambition, but I worry about the implementation.
For the aaagun, put simply, I think it should be able to move in the combat phase. There are so many gripes associated with having a unit that only moves in non com, with aaaguns contantly being forgotten or purposely left behind, that I can’t imagine much opposition to such a change.
Right now though, just focusing on the changes proposed earlier, most of this stuff is easily handled in tripleA.
Tactical Bomber: Attack 4, Defend 3, Move 4, Cost 12 ipcs, with no combined arms.
Airbase: +2 movement, cost 15 ipcs, with scramble for 3 aircraft.
All ships Move 3
Strategic Bomber (defenseless): 0/0/0 costs 5 ipcs.
The only issue is whether the defensless StratB can be handled under tripleA’s current factory aaa fire and escort/intercept system. Still hoping maybe Barney has some thoughts on that hehe.
But if we can handle the defenseless stratB, then an HR mod could be assembled in fairly short order, for use with Global 1940, Global 1942, or any variants that use the global unit roster.