Air units
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Land Combat: Air Units
When both sides have air units present air units fight at air combat values. Aerial combat occurs and air units do not attack land units. Hits must be allocated on other air units before transport plane.
yes more like OOB
but keep AARHE’s rule of dogfight hits allocated on air units first right?
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Air Units
When both sides have air units present air units fight at air combat values. The hits must be allocated on air units first. Fighters fight at 2 and bombers fight at 1.
ok good. ill go with that.
Dogfights
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Dogfights
When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:
Fighters: 3
Fighter-Bomber: 2 ( optional unit)
Bomber: 1
Heavy Bomber: 2 (technology upgrade)
Jet fighters: 4 (technology upgrade)
the values I posted were what you had
I am saying I think fighter should be @ 2 or it’ll be bloody
no proposed text
closing this heading as discussed, “air units” heading and “dogfight” heading combined into one small heading
ok fighters are at 2, but fighter bombers are at 1 now.
Antiaircraft
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Anti-Air
Each starting factory comes with 1 AA gun and is rolled as follows: count the number of air units flying over and for every 6 air units allocate on hit by lining up the air units and the die roll destroys the unit in the sequence. If you have less than 6 air units, then follow the same procedure, except you need to roll the quantity of planes or less to score a hit. Example: Germany flies 3 fighters over London, so UK player needs to roll 3 or less to hit. Only one AA roll for all the air units.
yep like OOB but just cap of 3 rolls per AA gun
of course we keep the old AARHE rule of not shooting at over flying units
proposed text
Antiaircraft
Air units are only subject to antiaircraft fire at the territory they are attacking. Roll one die against each attacking air unit. You may only roll up to 3 dice per Antiaircraft gun.
ok i agree. fine.
Strategic Bombing Raid
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Strategic Bombing Run (SBR)
Bomber may perform SBR against a hostile territory. During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. The maximum number of defending planes cannot exceed the total number of attacking air units including bombers. Only one round of air combat occurs prior to SBR rolls. The attacker can not bring in more escorts than bombers. Note: The AA gun rolls only against the bombers and not against the escorting fighters. The surviving bombers roll 1D6 which reduces the IPC of the player immediately.
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SBR raid is one round and dogfights can be multiple rounds. The pre SBR dogfight is not meant to chew up planes. SOI we just keep the OOB from AAE.
hehe your system is not quite as simple as AAE/AAP
the only bit you took from AAE/AAP is the 2 and 1 combat values
OK look at the example where a nation with 1 bomber wants to bomb and has just 1-2 fighters and the other side has 6 fighters…well you can see that the attackers mission will result in failure, which means that the poor nation cant use this strategy. I want anybody to use the SBR at any time regardless of their position. This is compensation for our own escort/ interceptor rules we now use.
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proposed text
Strategic Bombing Run (SBR)
Bomber may perform SBR against any enemy territory. Attacker may send fighters as escorts. Defender may send fighters in the territory to defend. Resolve antiaircraft fire as normal and remove casualties. Defending fighters fight at 2. Attacking fighters fight at 1. Remove causalities. Each surviving bomber roll a die and territory income is reduced by that many IPCs during the next collect income phase.
yes good.
Counter Air (CA)
I am still thining about this
want simplicity, consistency
Ground Interdiction
I am still thinking about this
want simplicity, consistency
in the first case its like an SBR attack but with no bombers. your goal is to kill planes. Attacker at 1, defender at 2
this is a good rule.
In the second case adjacent fighters can assist an attacked territory. fighting at air combat values
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your proposed rule’s refers to “combat reinforcements”
AARHE doesn’t have combat reinforcements since a long while back
we only have non-combat reinforcements
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Yes this is stripped down. They must be adjacent in order to participate.
The rules no longer have “NC reinforcements” but they do have strategic redeployment.
the stripped down part I think you are referring to phase 3: “Air Reinforcement”
Non-combat Reinforcement is in phase 5 and for land units
yes I did notice your 112508 file did not have the “Reinforcement” rule in phase 5 and only had “Strategic Redeployment” (SR)
SR has previously been an optional rule due to complexity
I wouldn’t agree to have it as a standard rule in the current form, let your idea of putting in your unused movement point idea into SR.
Its a great idea and its the only compensation left for the non- inclusion of the “armor moving one space, can use the second MP to retreat in NCM” we got rid of that idea because you felt is was too gamey, but this is a great idea.
regardless, in their current form SR is not a replacement for “Reinforcement” in phase 5
Reinforcement addresses a very different issue
it is due to defender retreat, making defending units under attack can move but untouched defending units may not…hence untouched defending units should be able to relocate
SR points can allocate units that just were in combat to allow the to retreat. SO thats the way we fit in the game the idea of greater movement. I am trying to fix the idea that the defender retreats and leaves the attacker exposed for counterattack.
Air Missions overall heading
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Air Missions
Each air unit can only perform one air mission per turn. It may not perform normal combat in the same turn. Air missions are declared with normal combat moves. Air missions are resolved before normal combats and before Defensive Air Support air units arrive.
adjustment to AAE/AAP system as you wish
defending air units cannot participate in normal combat
except for adjacent defending air can assist in air defense.
proposed text
Air Missions
Each air unit can only perform one air mission per turn. Air units performing air missions and air units defending against air missions may not participate in other combat this turn. Defending air units may retreat if territory control is lost. Air missions are resolved before normal combats and before Air Reinforcement units arrive.
I am not clear on the last sentence. I think your saying the active player performs all air missions first, while some of these types of mission require the defender to make decisions, so its not a proper thing to say the passive player cant allocate his planes for defensive missions like Air reinforcement or SBR interceptions.