@Axisplaya:
Don’t know what are the new rules for Sbr.
But when we started, bmb were doing 1d6+2, escort shot at 1, and interceptor at 2.
Think we should stick to that one for this game.
No problem with your italian NCM change.
Alright. I had thought the original Alpha +3 had bombers at 1d6. Also, one of the bombing rule versions had escorts firing first, and then those casualites were removed before interceptors and bombers fired at each other. This was so bombers were not shielded by fighter escorts (which could not be taken as casualties). Was that the version of the rule going on when we started?
Anyways, the new SBR rules are this:
Air Battle.
All escorts and bombers (Strategic & Tactical) fires @ 1
Jets fires @ 2
Generated casualties are placed behind the casualty line and will return fire before being eliminated.
Interceptors. fires @ 1
Jet interceptors fires @ 2
All casualties, both sides, are removed.
Surviving escorts retreat.
Bombing Run
Bombers are assigned to targets.
Strategic bombers can be assigned to any target (IC’s, naval bases. airbase).
Tactical bombers can be assigned only to naval bases and airbases.
Each targeted facility fires @ 1, each can fire one time at each bomber that is attacking it.
All casualties at both stages of the raid are chosen by the owners of the units involved.
Bombs Away
Strategic bombers roll a 1d6+2
Tactical bombers roll a 1d6
Damage Report
The damage to the target (hits) is equal to the total number rolled on the die/dice. Place 1 gray chip (damage marker) under the target for each hit scored.
Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.
Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned. A minor IC with 6 damage markers would have to remove 4 of them before it could build 1 new unit.