Well, Larry stated yesterday that the main page of Alpha 3 would be updated in the next three days with the new convoy raid and SBR systems, “I’m going to open a dedicated thread for these adjusted or modified SBR and Convoy Disruption systems. Alpha +3 will be updated in about 3 days making these changes official.” (http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149&start=1328)
The new turn order was already posted http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149.
Given he stated he will update the main Alpha 3 thread with these new rules, it seems reasonable to use them. I’ll reprint them here:
SBR
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.
The target is considered inoperable if it receives any hits. It can be repaired by paying 1 IPC for the removal of each chip. This is done during the players next Purchase & Repair phase 1.
The maximum damage a major IC can receive is 20 damage markers. Minor ICs and bases can’t receive more than 6 damage markers each.
Convoy Disruptions
Convoy Disruptions are conduced during phase 6: Collect Income of the turn-player’s turn.
Three conditions that must exist for this kind of attack to occur:
1. Sea zone must have “Convoy Symbol” image.
2. Sea zone must be adjacent to one or more of your controlled islands or territories.
3. At least one warship belonging to a power with which you are at war must be in the sea zone. Note: Air units on an aircraft carrier can conduct convoy disruptions, but the carrier itself does not roll any dice.
Each carrier based aircraft, including jets (see the optional rule Research & Development) rolls 2 dice. Submarine including Super submarines (again, the optional rule) rolls 2 dice.
All surface warships, except an aircraft carrier, rolls 1 die.
All rolls of 3 or less are counted. This total is the number of IPCs the turn player will lose due to convoy disruption(s). Note: A disrupted convoy can’t lose more IPCs than the total IPC value of controlled territories or islands adjacent to the sea zone, and each territory may not lose more than its IPC value to more than one disrupted convoy.
As the player collects his income (Phase 6: Collect Income) the total amount of convoy disruption is subtracted from his normal income.
Ill attach my map thus far in our game.
JimandStirl vs. Cromwell UK 1.AAM