Narvik and Kreuzfeld,
Both really good points! I just had a 7-player G40 game yesterday with the Three-Turn playing System. This makes it so ships can only hit airplanes @1 with their AAA roles. In general, it makes for a better modeled game. BBs and Cruisers are used mostly for supporting amphibious assaults. Subs and DD’s kind of make their own little “mini-Fleets” or are used as support for the CV’s. In general, planes are the new Kings of the Sea.
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@Strat Bombers: We make strats hit Naval Units @2 instead of @4. For anyone who has any doubts upon why we do this, please click on this link: https://www.ibiblio.org/hyperwar/OnlineLibrary/photos/images/f000001/f003725.jpg
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@Aircraft Range over Sea Zones: Wow. Great suggestion Narvik. Limit airplanes to only being able to move ONE sea-zone. That means they can only COMBAT MOVE into the sea-zone directly adjacent to, or surrounding, their originating territory. (Non-combat moves may be conducted as normal) … When originating from a CV, they can only COMBAT MOVE into the sea-zones directly adjacent to their originating sea-zone. This would remove the gamey moves of having the planes leave from a certain sea-zone, and then the carrier moves … etc …
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@Land-Combat vs. Sea-Combat: I mentioned this in a previous post. The time-scales for land and sea combat are simulated quite differently in A&A. Land combat is much more abstract and each combat round happens over a longer period of time. (probably a week or even 2 weeks per round) … Whereas Sea-Combat is on a MUCH closer scale. Heck, CV’s are probably almost simulated on a 1:1 scale … at most, each CV visible on the map probably simulates a “Group” of no more than 4 or 5 carriers. Each round of naval combat probably simulates a 12 to 24 hour period of combat. Therefore, it doesn’t make sense, to have fighter planes moving 2000+ miles over open water.
Narvik. I think your suggestion about limiting airplane range would make a very happy compromise between the awesome “power” carriers and planes had at sea … while better simulating their historical range. Also, your suggestion will place better emphasis on the importance of controlling key islands in the Pacific … and Malta in the Med.
I would like to discuss this further and do some test-scenarios. I would also like to open this as a discussion topic in the “Three-Turn Playing System and Enhance Combat” rules set. Once we test and get any bugs worked out, I would like to implement it into the rules set.