@Brain:
If you want more realism. Each piece should have different attack and defense values when engaged in air,ground or naval attacks. Bombers attacking at a value of 4 makes sense when attacking ground units, but not against fighters.
There are three possible methods for doing this:
1. The Larry Harris way. Units have:
- An attack value
- A defense value
2. The method I used in my rules set. Units have:
- A land combat value
- A naval combat value
- An air combat value
3. Combining the two methods. Units would have:
- An attack value (land)
- A defense value (land)
- An attack value (naval) . . . etc.
Method three results in six different combat values; making it both the most realistic and the most complex. The methods Larry and I used are relatively similar in their complexity, but involve differing trade-offs with respect to realism. Infantry hiding behind trenches should have an advantage–an advantage which Larry’s system incorporates. Mine does not, because all units have the same land combat values whether they are on offense or defense. But to make up for that, my rules set allows for the inclusion of air-to-air combat–combat for which fighters are specialized. It has the following definitions for aircraft:
Fighter
Anti-air combat value: 4
Land combat value: 1
Naval combat value: 1
Movement: 4
Cost: 10
Fighter bomber
Anti-air combat value: 2
Land combat value: 4
Naval combat value: 5
Strategic bombing value: 1 IPC
Movement: 4
Cost: 10
Strategic bomber
Dogfight value: 1
Land combat value: 2
Naval combat value: 2
Strategic bombing value: 3 IPCs. Plus a permanent, 1 IPC reduction in the territory’s value.
Movement: 6
Cost: 15