@Gamerman01:
@kcdzim:
Unfortunately, because AA no longer fires on everything (only 3 each), then it can’t really be rolled separately.�
Forgot about this. He lost my interest after Alpha2.
Otherwise, paratroopers should just be immune to AA roles - it’s such a situational tech, pretty rare, probably rarely going to be a game changer, but it certainly shouldn’t serve as an AA screen.
I see. Maybe borrow a common aspect of other wargames - draw to see which units got hit.
For example: 2 AA guns (6 shots maximum)
3 paratrooper units, 3 fighters and 2 bombers attacking (8 units total)
AA scores 1 hit with its 6 rolls @ 1. Hit should be determined randomly, IMO
Put chits in a “hat”. Use country markers. Put in 3 of 1, 3 of another, and 2 of a 3rd country marker. Designate which represents which units. Draw number of hits (1 in this case).
Not very A&A-like, but this is a very logical solution, isn’t it?
I forgot about the effect of the new AA rules. Kinda messes up my idea to separate them, too. Actually, your random AA gun idea is a lot like A&A Bulge, so it is not too far out. I like it.
Kd: if you make it so the AA gun wipes out all the paras from one airbase at a time, players will just send one para from each airbase and get around your solution. Paras being immune to AA is an interesting solution but it
doesn’t really feel right either, given that they would be vulnerable to it. Gamers who don’t know why that rule existed could sart to complain that they can’t fire at them.
It’s still better than what we have now though, and as paras can only support existing attacks, it means they can’t attack on their own (no more surprise paradrops behind the lines) and are just added to an existing land force. So exempting them from AA is quite a legit workaround, but like I said it doesn’t quite feel right to me.