Thanks man :-D
here’s some more…
Anti-Aircraft Artillery, the AAgun, or AAAgun:
“ACK-ACK” I’m just going to come out and say it, I kind of hate this unit!
Its morphed quite a bit in recent editions, so its cost structure and abilities, still feel a bit unsettled to me. AAguns have always been challenging. In older games AAguns could be captured by the enemy, or fire at all times, or become rocket launchers, finding themselves in situations that the current AAAgun in 1942.2 no longer encounters. The newer unit is probably an improvement over its predecessors, but the AAguns still play in a weird way that is very different from all other units
It’s probably the most complicated and least interesting unit in the whole roster for me from a teaching perspective. Not enough bang for the buck. Of all Axis and Allies units, this is the one I reserve the most curses for! hehe I almost never buy them, and I would probably wish them out of existence if I could, to make the game simpler. But then again, the game really does need some sort of Anti-Aircraft mechanic just to balance the sheer power of mass aircraft.
Since AAAguns are part of the unit roster in 1942.2 we need to discuss them too. But first I have to hate on them a little bit more, spit some black bile, just for a minute, to get it out of my system.
:-D
The AAgun cannot move during the combat phase!
This can be hugely annoying, because people always forget about them, and because it prevents you from loading AAguns onto transports effectively with accompanying infantry units. You are forced to wait until non com, which creates all sorts of headaches, when you’re trying to move these units across the water! They have no normal attack or defense combat value (analogous to other units) but instead use their own separate combat phase. In this phase they are allowed to fire at up to 3 attacking aircraft, but only once, after which point they become essentially useless. They have a hitpoint value of 1, (meaning they can be used as fodder) but again, only on defense. If taken as a bombardment casualty they don’t get to fire back.
All this combines to make a unit that is exceedingly difficult for me to explain to the new player. But let’s give it a shot all the same…
Attacks at 0: cannot move during combat, thus cannot take a territory.
Defends at 1: one time shot, in the opening phase of combat vs 3 attacking aircraft per AAgun.
Moves at 1: again, only on non-combat.
with 1 hitpoint: can absorb a hit as fodder.
Costs: 5 ipcs
Compared to the Air units the AAgun is meant to counter, the eminently useful Fighter and Bomber, that might not seem like a whole lot of advantage for the money. One shot, one time against three planes, for 5 ipcs? That doesn’t seem like a steal exactly. But if it manages to shoot down just a single air unit, it has basically paid for itself twice over.
The AAgun actually has some of the best odds to destroy the most TUV of any unit in a single round of the combat phase. Only a sub vs the loaded carrier can do comparable damage for the cost invested, under optimal circumstances. If the enemy sends 3 fighters against a single AAgun, that AAgun could certainly hit one plane at decent odds. Basically 50/50, flip a coin. It’s not inconceivable you might roll snake eyes and kill 2 planes. And who knows, maybe the gods of war favor you, and you kill 3 planes! That’s like 10-30 ipcs for only 5 invested. It could be major, sure, but how often does it really work out that way?
The players I game with don’t buy many AAguns on the regular, because it is such an inflexible and one dimensional unit. Its potential to influence combat is usually restricted to a one time event. Beyond that it just has to sit there waiting, as a deterrent.
To really be an effective deterrent, you probably need at least a pair of AAguns to adequately defend a large stack from an all out air assault. Most players have 2 AAguns at the outset, but when it comes to buying new guns, getting a pair costs you the same amount of cash as a shiny new fighter! A fighter that not only attacks at a solid 3, defends at a kickass 4, but moves at a 4 as well! Long term investment for the cash, and the fighter is probably way more useful than those 2 aaguns.
At most, I see maybe the investment for a second gun in India, or late in the endgame, when the attacker has mass air, and the defender has a huge defensive stack already. Usually though, players just seem to work with the aaguns they have at the start.
I don’t think it’s because the combat values are necessarily so off, more because the unit isn’t very exciting to play with. Certainly not as exciting as say, an artillery piece for 1 less ipc, or a tank for 1 more ipc. The 5 spot ipc position in the unit roster is a tough one in 1942.2. I think this is a bit unfortunate because the 5 ipc buy used to be a staple (back when that was the cost of tanks) but now, the only unit you can spend exactly 5 ipcs on is the aagun. In a way the numbers are nice, AAgun for 5 ipcs, Fighter for 10 ipcs trying to create some kind of parity with value. But the fighter just outperforms the AAgun in all around effectiveness, so I have a hard time recommending the AAgun as a sound purchasing option in most situations.
If you do buy AAguns, make sure you are grouping them with enough defensive power to back down a “tank sacrifice” play from your enemy. Remember that the AAgun has no defense value whatsoever in a battle where no attacking Aircraft are present. If the enemy sends just infantry/art + tanks for the heavy 3s, the best your AAgun can do is just take the first fodder hit. If your opponent sees a 5 TUV unit vulnerable to a trade, this may entice them to attack with a 6 TUV tank, rather thank risk Aircraft vs AAfire. This can also be an effective bait, if your goal is to draw out enemy armor for counter attack potentional, but the aagun is pretty pricey when used like that.
If your defensive power or counter attack power isn’t strong enough to support an AAgun moving out vs enemy tanks, then you should probably hold the guns back. The safest place for them is in the main frontline ground stack. The stack you “can’t lose!” And of course, there is always a role for them in capital defense. This last is likely the best use of AAguns, and probably the only locations where it might be worth buying new AAguns, if your starting AAguns are out of position or destroyed. Even then though, I’d still have to consider pretty carefully, whether I bought an AAgun for 5, or an infantry unit or artillery unit that can move in the combat phase and actually take land for my side.
The AAgun is a purely defensive unit, and buying one needlessly can set you back, or put you into a defensive corner that its hard to escape from. Sometimes they can have their uses though, so I can’t come out categorically opposed, its just not my go-to buy.
Along this subject of Anti-Air, there is one other unit in the game that has an Anti-Aircraft ability, and that is the Factory unit itself. Industrial Complexes have a built in Anti-Air ability. It doesn’t fire during defensive combat the way the AAAgun unit does, but instead vs bombers, when strategic bombing raids are conducted.
Bombing:
SBR, strategic bombing raids against Factories, can be a major part of the game, among players who are willing to risk their air for SBR versus this built-in Industrial Complex AAfire. A bomber shot down costs the enemy 12 ipcs in TUV, which can make this unit fairly potent vs bombers, if you roll those lucky 1s. Whether you strat Bomb or not, depends a bit on your own risk aversion, how many bombers you have at the ready, and whether or not your enemy is engaging in this style of play too.
Strategic bombing is basically a game resolution mechanism.
It exists to allow faster games, that conclude more quickly, by introducing a decisive/variable element into to the balance by sides. SBR is unpredictable, especially in a dice game! If one side levels a catastrophic bombing run, or one side gets totally smoked by a factory AA-fire, the swing can be huge. The advantage given to one side or the other can force the game towards a clearer finish, as the side that “won” in a decisive SBR/AA vs Bomber Battle can then build on their win, and press the advantage even harder.
Otherwise, if both players content themselves to never SBR (due to risk aversion, and the idea that bombers are best used in combat) then the game can go on much longer. Games with SBR, tend to resolve in a single session more readily, whereas games with little or no SBR can go well over a dozen rounds. Or even longer, depending on how conservative the players are.
I think SBR has fairly strong entertainment value, and it can be very useful in helping to break nations like Germany or Russia. Multiple bombing runs by two teammates against a single enemy target, over the course of a round, can really add up. Sure some of the bombers might go down, but if they don’t and score some decent hits, this can set the enemy back a whole round in the purchasing contest! Especially if you think about the SBR rolls, in terms of equivalent value territories.
Hitting a 6, is almost like depriving Germany of France!
Hit a 5 and its like you just snatched Italy and Poland away from them!
Hit 4 is like West Russia and Ukraine.
Hit 3, all of North Africa, or all of Scandinavia.
Hit 2, same value as Holland.
Hit 1, as if Libya was never theirs hehe.
I just try to imagine it like I stole all the gold from one of those places, and then the SBR feels a bit more consequential. Of course SBR doesn’t deny income directly, it does so through the Factory damage/repair system. So just because you do 6 damage to a factory, doesn’t guarantee that the enemy will necessarily spend 6 ipcs to repair. They might not need the full production out of that factory this round, so they might just repair a couple points of damage.
In order for SBR to be truly effective you need to “Max-damage” a factory. The damage needs to be higher than the production value of the territory itself (ideally the damage needs to be twice as high!) This will force the enemy to repair, or at least, it will severely limit their options if they don’t.
To ensure that you do max damage against a high value factory, you really need to bring multiple bombers into the raid at the same time. There is no way to control the outcome of this in a dice game, and the swing could be very dramatic. That’s why I think the more bombing that occurs in a game, the more likely it is that one side or the other might get hammered, which leads to a timely finish.
Bombers are fairly affordable at 12 ipcs, and useful for movement on both attack and defense, as I tried to show earlier. So there’s a good chance you’ll see some floating around. Germany, Japan, and the US in particular, will often mass bombers, even UK on occasion, and the more bomber forces are out there, the greater the likelihood that one of them will “go wild” and start making bombing runs.
When the game goes into Mass SBR mode, it’s basically up to the dice. The potential swings in these battles are just too varied to predict with any consistency. The Nation conducting the bombing run might crush with heavy 6s! Or it might get through the AA-fire only to roll a bunch of 1s. Or maybe the factory AA-fire cuts them down outright. There’s no way to tell, until you throw the dice.
There is however, one thing you can do, that will definitely restrict the number of bombing runs conducted, and that is to include the Optional Fighter Escort/Intercept rules for SBR. This is one of two optional rules suggested in the manual, the other is the option to close sz 16 to surface ships. I didn’t really want to get into those just yet, but suffice it to say that in my view, what the Escort/Intercept rules do, is change SBR from a repeating thing to a one time major event. Basically you have to build up large numbers of both bombers and fighters, and then go for a massive strike all at once, in the hope that the enemy fighters you destroy and the bombs you drop, will be enough to overcome the potential TUV loss of dead escorting fighters. It is up to the defender to decide whether they will intercept, and this can be a costly proposition for them, so they might just let the bombers through and save their “would-be interceptors” to fight in normal combats rather than putting them at risk of destruction. One issue with the mass strike SBR under these rules, is that the payoff in bombing might not be very substantial, if the defender does intercept, then the TUV exchange is more about how many fighters/bombers go down. These battles can provide huge TUV swings, comparable to naval battles, or ground battles at a capital, which means players are probably more reluctant to engage in them. This could go either way from a game resolution standpoint. On the one hand it encourages players to wait until they’re confident in their endgame and superior Air forces before they attempt to bomb, but on the other hand, SBR with Escort/Intercept can be a major TUV swing once it does occur.
I will say that I don’t usually play 1942.2 with either of these optional rules in effect anymore. I have played with escort/intercept rules, but I found that my players just stopped bombing altogether, perhaps because they felt unable to assess the potential risks vs benefits of a major intercept/escort SBR battle.
I used to play with sz 16 closed to all but subs as well, but again the players in my group found it awkward. Sometimes they would forget about it, in which case it created strategy and purchase planning problems for them. Or other times they would bemoan the fact that they couldn’t make an attack on Caucasus, because the Bosporus was closed. The default suggested “Open” so that’s what we just went back to. I will say I think that both house rules probably favor Allies initially, so if you do use them, it may offset the need for a bid.
But what is a bid anyway? :-D