Thanks LHoffman for all the questions and commentaries. I would like to give answers to all but don’t have much time.
I will still adress at least a few for now.
Hide your kids, hide your wives, tanks are gonna destroy everything out there. :-D :-D :-D
See my related comment under Tac Bomber below…
@Baron:
SUBMARINES A2 First Strike D1 M2 Cost 6
Cannot hit or be hit by other submarines,
Any reason for no sub vs sub combat?
Yes. I don’t want that Submarine be considered as sea-fodder. Also, it needs a little boost on offense (to keep balance vs Destroyer) because it is the only unit which isn’t at lower cost. Now, Subs directly aim surface vessels only. That emphasized the screening and fodder function of Destroyers. If you invest a lot in Submarines, your own surface fleet will be vulnerable against your opponent’s Subs. That wasn’t the case OOB. Large fleet confrontation showed Submarine’s destruction festival. To bypass Subs in a gamey way OOB, you must forget to bring Destroyers, so aircrafts can directly hit enemy’s surface vessels while Submarines on defense (using first strike @1) can still be used as casualty to screen against attacking Submarines (even with first strike @2).
Hope I’m enough clear so you can see the issue.
In addition, I believe it is historically a rare event that a sub sink a sub. Almost the same kind of oddity as Submarine taking down a Fighter with their AA fire.
@Baron:
DESTROYER A2 D2 M2 Cost 6
Nice and cheap.
I read that Destroyers (and Destroyer Escort) were built in very large number amongst all navies.
@Baron:
TRANSPORT A0 D1 Last Strike M2 Cost 8, 1 hit
Must be escorted by a warship when making an amphibious assault in an enemy’s Submarines infested SZ or Transports infested SZ, so to be able to ignore them/ or fight them with combat units.
Otherwise, Submarines and Transports may be ignored during Transport Combat Move or Non Combat Move.
- Why so expensive? Most everything else got a cost decrease but transports got increased.
It was a matter of balance compared to the defenseless transports taken last. Using such 1 hit Transport as desperate fodder in needy times can provides a few additionnal hits with larger and costlier warships. That wasn’t the case OOB. So at a matching cost with Fighter at 8 IPCs (OOB worth 10 IPCs), was about the way to statistically get a similar results compared to OOB defenseless transports escorted with Destroyers.
- I personally like Cmdr. Jen’s Submarine Interdiction rule proposed earlier, to the effect of: submarines may attack unescorted transport(s) if said transport(s) move through sea zones occupied by your subs. I would go so far as to say that subs may choose to attack any ships that move through their zones, combat ships included. Needs more thought.
That’s an issue from OOB that can be discuss. I simply put in to make things clear about the rule for amphibious assault, nearer as possible with OOB 2nd Edition on that specific point.
@Baron:
G40.2 FLEET CARRIER A0 D2 M2 Cost 14, 2 hits
Carry 2 planes (Fgs or TcBs)
Damaged Carrier cannot carry plane.
Is the intent for A0 that carriers may not be brought in to a battle (must be left behind) or that they may be used in attack, but roll no dice? This has always been somewhat confusing to me. G40 rules state that planes must be launched before carrier movement, but that carriers may then make a combat move if desired. The only issue with allowing carriers to join a battle (with no attack value) is that they only exist to take free hits. I don’t know if that is truly a problem, but it is worth considering. Especially since normal operating procedure was for carriers to remain out of the battle zone when launching attacks.
That’s an issue from OOB that can be discuss. I simply reduced the cost of Carrier to keep the balance between other naval units and aircrafts.
@Baron:
BATTLESHIP A4 D4 M2 Cost 16, 2 hits
Shore bombardment @4
Anti-Air Defense : each BB gets up to 1 preemptive shot @1 against up to 2 planes, whichever the lesser.
Pretty cheap. Reduces the overall utility of a cruiser. Cheaper by 4 IPCs to buy a battleship (with better roll, AA ability and 2 hits) than it is to buy 2 cruisers. I am not sure yet on what the value ration between a BB and CA should be.
The equation is DD cost + Cruiser cost = BB cost because in combat calculator it is a real even match.
Destroyer 6 IPCs + Cruiser 10 IPCs = Battleship 16 IPCs.
Besides, AA and Shore bombardment are still more effective with Cruiser than BB per cost ratio. With the addition of Anti-Aircraft capabilities I believe people will buy the cheaper Cruiser more often, even if it is not the best optimized Att/Def cost ratio vs BB.
@Baron:
FIGHTER A3 D4 M4 Cost 8
Air combat unit, Fighter as an Air Superiority aircraft: All “1” or “2” rolls are allocated to aircraft units first, if any available, then AAA, and finally other kind of units.
I like the Air Superiority idea. Makes them a little more true to form and adds a second layer of probability to just a normal die roll.
True. This is a second layer of probability. It can be altogether discarded for all aircrafts but it is the product of a two years development process, so at least, I wrote it. I gave this special “1” to Bombers and “1” and “2” for Fighters to simulate both air and ground/naval combat taking place simultaneously. This is the Dogfight results over the ground or naval battle. Bombers are less effective against Fighters but still not defenseless. So the “1” is to not let them be sitting duck against Fighters and AAA, which were able to hit them every combat round. OOB, never the case because all planes are protected behind cheaper fodder.
This would create an higher attrition amongst aircrafts than OOB, that’s why I also reduced their cost by 2 IPCs.
@Baron:
TACTICAL BOMBER A4 D3 M4 Cost 10
All “1” rolls are allocated to planes first, Anti-Aircraft Artillery units, if any available, then other kind of units.
Combined Arms bonus with Tank, Tactical Bomber viewed as a “Dive Bomber” and a “Tank Buster”:
Strategic BOMBER A4 D1 M6 Cost 10
All “1” rolls on attack are allocated to planes first, Anti-Aircraft Artillery units, if any available, then other kind of units.
Strategical Bombing Raid (SBR*)/ TBR : Attack @1 first strike against up to 2 fighters, whichever the lesser, similar to AAA.
SBR/TBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base
To be more accurate with the role of a tac bomber and strategic bomber, wouldn’t it be more appropriate to assign their “any rolls of 1” hits to higher value land targets such as tanks or AAA rather than air units? Tactical bombers in particular were able to target more precisely and their defined attribute as a “tank buster” would fit this. The only rationale I can think of for assigning lower die roll hits to aircraft first would be under the premise that they were hit while on the ground. This is a bit of a stretch considering that said enemy planes are in fact defending. Giving fighters the air target and bombers/tacs the land targets further spreads their value and increases the reason for having both.
I do not understand the role reversal on strategic bombing raids. Even though the bombers are attacking, when you conduct an intercept it is actually the enemy fighters who are the aggressors. Seems inappropriate therefore for the bombers to get a preemptive first strike in the mode of AAA.
It was first a matter of statistical balance (inspired by 1942.2 SBR OOB rule) and a consistency matter for Fg and Bomber attack/Defense value in regular combat. Giving some kind of a similar AAA capacity to a flight of StBs allows to keep scores between some limits either for attacker and defender. 1 StB can still have some way of doing damage againt 2 planes defending @2 and 1 IC’s AAA @1. On the other side, 1 Fighter can intercept against 3 StBs, there is only a single shot @1 against the intercepting Fg. The defender would now take a risk (since it is like an AAA) even if he is outnumbered by bombers. In addition, even if there is some Fgs doing escort, now the intercepting player which get a hit, get a shot at the precious bombers and also save some IPCs’ damage over is IC.
From an historical rationalization perspective, let’s suppose that Fighter interceptors need to be nearer the StBs flight group which are flying in a defensive close formation and have a lot of machine guns covering every others angle. Hence, the @1 first strike against the interceptor @2.
Bombers are dirt cheap too. I don’t know if it was your intent to address the issue, but a 10 IPC price adds more fuel to the fire of the bomber spam problem that Black Elk brought up.
There is a few points answered in my previous ones. Now, with a cheap AAA able to shoot down a bomber on every combat round, Fighter able to do the same (and even TacB at a lower 1). All players will have defensive tactics to oppose Darken Skies Strategy.
@Baron:
I would allow two defensive maneuvers for aircraft.
DEFENSIVE MANEUVERS allowed:
Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),
I thought this was already allowed. Maybe that is just with amphib assaults… I am for it though.
I believe it was only for amphibious retreat. But it makes sense if a combined attack goes sour in the Air, the attacker could retreat his aircrafts.
@Baron:
Limited landing in a just conquered territory (which includes at least 1 ground unit): 1 plane (either Fighter or Tactical Bomber), as long as each units can provide 1 extra movement point for this special landing.
I am for this too. Not being able to land in a just conquered territory is both annoying and reasonable. Some sort of middle ground would be nice. It would better expose aircraft to counterattacks but also increase defense values for conquered territories. It is a good option to have.
This gives more possibilities to get air vs air combat to occur during counter-attack.