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    Topics created by baron Münchhausen

    • baron MünchhausenB

      Question on Convoy Disruption rule

      Axis & Allies Global 1940
      • • • baron Münchhausen
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      baron MünchhausenB

      @calvinhobbesliker:

      China can’t be convoyed, but you should be able to convoy 3 IPC’s from Russia.

      Thanks for the rule quotation.
      This means that it is not possible for Russia to be convoyed from SZ 19 via Manchuria (which would become a chinese liberated TT) but only SZ 6 via Korea (3 IPCs).

    • baron MünchhausenB

      Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfare

      House Rules
      • global 1940 • • baron Münchhausen
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      B

      @baron-Münchhausen

      Sweet ! haven’t read it yet but i will. Just wanted to say you and @Black_Elk online at same time lol Awesome !

    • baron MünchhausenB

      Another simplified dogfight with 3 planes-Carrier and SBR House Rule for 1942.2

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      Here is a different way of playing with Fighters.
      The Carrier combat value as been change to keep balance amongst themselves: attacking against defending Full Carrier.
      Hope you will enjoy.
      Let me know if you ever play-test it.

      @Baron:

      Another way to play a 1942.2 game with some elements which can simulate air-to-air combat between Fighters or against Bombers are as follow.
      This House Rule keep the same principles as the opening post system:

      Fighters are having dogfight against other Fighters and Bombers and not just hitting grounds targets (as casualties chosen by owner’s) acting like a shield.

      That Strategic Bombers are weak and vulnerable against Fighters in air-to-air combat.

      But Strategic Bombers have a heavy payload of bombs against ground targets.

      There is no special phase in this HR and the dogfight in SBR is consistent with the air-to-air combat value of Fighter and Bomber units.
      However, it implies a few changes on combat values and cost of these units:

      FIGHTER
      Attack 2
      Defense 2
      Move 4
      Cost 7
      Always hit enemy’s aircrafts first, if any available.
      A Destroyer must be present to hit submarine.

      Strategic Bombing Raid Escort and Interception
      Attack 2
      Defense 2

      STRATEGIC BOMBER
      Attack 4
      Defense 1
      Move 6
      Cost 12 (Optional: reduced to 10 IPCs)
      A Destroyer must be present to hit submarine.
      Can make a Strategic Bombing Raid against Industrial Complex.
      OPTIONAL: Every time on attack a “1” is rolled, then an enemy’s plane (either Fighter or Bomber) must be taken as casualty.

      **Strategic Bombing Raid Escort and Interception
      Attack 1

      Damage on IC: 1D6+2**

      1942.2 FLEET CARRIER
      Attack 0
      Defense 3
      Move 2
      Cost 14
      Hit: 2 hits
      Carry 3 planes (Fighters)
      Damaged Carrier can still carry 1 plane.
      Carriers are repaired at the beginning of the Power’s turn (Purchase and repair damage phase),
      unlike Battleship which are repaired at the end the player’s turn (Placement phase).

      ANTI-AIRCRAFT ARTILLERY
      Attack 0
      Defense 0
      Move NCM1
      Cost 4
      1 hit
      Up to 3 preemptive defense @1 against up to 3 planes, whichever the lesser,(as OOB AAA) and
      fire regular defense @1 against up to 1 plane on the following combat rounds.
      Stop any blitz, but cannot defend itself against enemy’s ground units.

      Additional units are added:

      For every 2 Fighter units, you can add on the board 1 new Fighter unit.
      USSR gets 1 additional Fighter unit. (1 Fg is put in Russia.)
      UK gets 2 additional Fighter units. (1 Fg is put on Carrier, 1 Fighter is put in UK.)
      USA gets 3 additional Fighter units.  (1 Fg is put on Carrier, 1 Fg is put in Western USA and 1 is put in Eastern USA.)
      Optional: You can add an AAA in China instead of a Fighter in Eastern USA.

      Germany gets 3 additional Fighter units. (1 Fg is put in Northwestern Europe, 1 Fg is put in Germany, 1 Fg is put in Polland)
      Japan gets 3 additional Fighter units. (2 Fgs are put on each Carriers, and 1 Fg is put in Manchuria.)

    • baron MünchhausenB

      Baron's simplified TcB (less combined arms), Fg & 3-planes Carrier, full roster

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      There is some modifications compared to the opening post of this actual thread (mostly about AAA, TcB, Cruiser and BB anti-air capacity):

      Here is the most preeminent 9 features which revised actual units combat value and interaction in play:

      First, except for 4 specific units: AAA’s, TcB’s, Fgs’ and Subs’ casualties, all casualties are now chosen by the owner and there is no specific order for any units, including Transports.

      Anti-Aircraft Artillery now defends almost as OOB but in every round against up to 2 aircrafts,

      Fighter A2 D2-3 M4 at 6 IPCs (hit plane first) and
      a weaker Tactical Bomber A3 D2 M4 C8, aiming at AAAs first and applying Combined Arms only to support Tank +1 offense or defense.
      This makes two different planes with distinctive functions.
      This fighter unit (remotely related to his 1914 counter-part) is the long awaited answer to this question: “why planes can’t hit planes in A&A?”

      This also includes a still acceptable historical Strategic Bombing Raid escort and intercept combat values in which:
      Fighter gets A2 D2-3,
      Tactical Bombers A1 first strike
      Strategic Bombers A1 first strike against up to 2 Fgs, whichever the lesser (works like the new AAA, for a single combat round).

      3-planes Aircraft Carrier at 14 IPCs with 2 hits and defending @3 (carrying up to 3 planes whether Fighters or Tactical Bombers).
      The defense is highered up to D3 to keep with a full 3 Fgs load a similar advantage (to OOB) over attacking Carrier with 3 TcBs.
      In addition, G40.2 Carrier at 16 IPCs also receive an additional single opening first strike defensive AA capacity against up to 2 planes, similar to AAA unit.

      A costlier Submarine A3 D1 at 7 IPCs with same offensive and lesser defensive combat value compared to OOB but an increase elusiveness against Destroyers,

      Destroyer A2 D2 blocking submarines’ Surprise Strike as OOB, but 1:1 for Submerge (1 round only) and Stealth Move
      In addition, any hit by planes against submarines is treated normally: planes need no more special presence of Destroyer to hit submarine.

      Transport able to defend: A0 1D1 maximum per TPs group, 1 hit, at 8 IPCs and get a combat value which simplify interactions with other units.

      A reduced cost structure for warships mostly based on Advanced Shipyard Tech,
      keeping the OOB scale cost ratio between warships: 1 DD+ 1 CA= 1 BB.
      Increasing Naval actions while keeping a high 8 IPCs for this transport unit, thus making it a more expensive sea-fodder (if someone choose to use them as such).

      Also, it contains 2 additional units from HBG (to get a more complete historical roster of weapons) such as:
      Mechanized Artillery A2-3 D2-3 M2 which becomes a substantial and competitive units at 5 IPCs,
      Escort Carrier D2, carrying 1 plane (Fg or TcB) (an historical 1/3 ratio of Fleet Carrier capacity) with Anti-Sub Vessel capacity same as Destroyer.

      So, now you get my simpler complete A&A units historical roster incremented scale by 1 IPC from 3 IPCs to 10 IPCs, then 14, 16, 17 IPCs, and a smoother game mechanics.
      It is as balance (within itself, IMO) and as close as possible from historical feel dynamics without too much sacrifice toward complexity.

      The more interesting feature is the Fighter unit at same cost with Tank.
      It is more able to figure the usefulness of Tank, Tactical Bomber and Fighter (3 important driving machine-weapons of WWII) on the battleground, not just Tank, and make them almost equivalent loss, from IPCs POV.

      Tank (A3-4 D3-4 M2 C6) gets a better offensive and defensive punch and can be shielded by AAA, Infantry, Mechanized Infantry, Artillery, Mechanized Artillery and Heavy Artillery units as fodder. Also, the Tactical Bomber is giving it a +1 Air Support bonus.
      This make now Tank the most important unit in ground combat.

      Fighter (A2 D2-3 M4 C6) is more versatile on Sea / Air / Land but have a lower offensive and defensive punch than Tank, and is unable to conquer land territory by itself while being directly vulnerable to AAA unit and other Fighter.

      Tactical Bomber A3 D2 M4 C8, applying Combined Arms to support 1:1 Tank +1 offense or defense. But very vulnerable against Fighter while able to directly destroy AAA ground units.

      This is a summary of their special abilities (some are house rules I already used and tested):

      ANTI-AIRCRAFT ARTILLERY A0 D1 CM1 Cost 3, 1 hit,
      Each round, up to 2 preemptive defense @1 against up to 2 planes, whichever the lesser, works similar to OOB AAA but can defend each combat round.
      Stop any blitz, and defend itself @1 against enemy’s ground units, if no attacking air unit is present.
      Can move during combat move phase, can be taken as casualty (owner’s choice).

      INFANTRY A1-2 D2 M1 Cost 3
      Get +1A if paired 1:1 with Artillery or Mechanized Artillery

      MECHANIZED INFANTRY A1-2 D2 M2 Cost 4,
      Get +1 if paired 1:1 with Artillery or Mechanized Artillery
      Can Blitz when paired 1:1 with a Tank

      ARTILLERY A2 D2 M1 Cost 4
      Gives +1A to 1 Infantry or 1 Mechanized Infantry

      (MECHANIZED ARTILLERY) (Self-Propelled Artillery / Assault Gun) A2-3 D2-3 M2 Cost 5 added for completeness
      Gives +1A to 1 Infantry or 1 Mechanized Infantry when paired 1:1 with.
      Tank Hunter as a Tank Support capacity: gets +1A/D when paired 1:1 with a Tank.
      Both bonus can work at the same time.

      TANK A3-4 D3-4 M2 Cost 6
      Can Blitz
      Allow Mechanized Infantry or Mechanized Artillery to Blitz on 1 on 1 basis or a 1:1:1 basis.
      Gives +1A/D to Mechanized Artillery when paired 1:1 with
      Gets +1A/D from Tactical Bomber when paired 1:1 with
      Both bonus can apply.

      FIGHTER A2 D2-3 M4, same in SBR Cost 6
      Air combat unit, Fighter as an Air Superiority aircraft: All hits are allocated to aircraft units first, if any available, then AAA, and finally other kind of units.
      Fighter as part of an extended Air Defense System:
      1 Fighter units receive +1 Defense if protecting a territory with an operational Air Base, (for 1942.2, 2 Fgs can scramble from a Victory City instead.)
      SBR/TcBR Attack @2, Defend @2, or even Defend @3 for 1 Fg if an operational Air Base is present.
      Can scramble in adjacent SZ up to 4 Fgs: 3 defend @2 and 1 defend @3, getting the +1 Defense bonus from an operational Air Base.
      Can hit submarines without Anti-Sub Vessel.

      SUBMARINES A3 D1 M2 Cost 7
      Surprise Strike, (blocked when at least 1 Destroyer or Anti-Sub Vessel is present),
      Submerge, instead of rolling for a Surprise Strike attack (blocked by ASV on a 1:1 basis for the first combat round only),
      Stealth Movement: No Hostile Sea-Zone (except ASV can block Submarine Stealth movement on 1:1 basis),
      Cannot hit airplanes,
      Can be hit by planes, doesn’t require an Anti-Sub Vessel.
      Re: Reality wrecking destroyer rules need a revamp…
      http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793

      DESTROYER A2 D2 M2 Cost 7
      Anti-Sub Vessel: each ASV blocks Surprise Strike capacity of all enemy’s Submarine units present.
      Cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
      (When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
      Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.

      TACTICAL BOMBER A3 D2 M4 Cost 8
      All hits are allocated to Anti-Aircraft Artillery units first, if any available, then other kind of units.
      Combined Arms bonus with Tank, Tactical Bomber as a “Dive Bomber” and “Tank Buster”:
      Gives +1 Attack or Defense to any 1 Tank when paired 1:1.
      SBR/TcBR Attack @1 first strike,
      Allowed to do escort mission of Strategic Bomber without doing Tactical Bombing Raid on Air Base or Naval Base,
      Bombers (StB or TcB) are the first targets destroyed by interceptors.
      Cannot do interception mission on defense,
      TcBR damage: 1D6.
      Can hit submarines without Anti-Sub Vessel.

      TRANSPORT A0 1Def@1 Maximum per TPs group M2 Cost 8, 1 hit
      A transports group get a single defense roll @1/round along with defending warships
      (for this single defense roll, friendly transports are all considered being part of the same defending player’s group),
      and each transport unit can be taken individually as casualty. As long as their is still 1 TP remaining, it can roll this single defense @1.
      OPTIONAL: CONVOY protection
      To get less impact on the opening set-up battles, a lone transport at the start of a combat gets no defense roll but can be used as a fodder, since it still has 1 hit value. If a transport becomes single during a battle, it still get a defense roll @1, for the duration of the combat.

      Simplifying units interactions of Transports, Submarines, Destroyers & planes
      http://www.axisandallies.org/forums/index.php?topic=34290.msg1320853#msg1320853
      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.
      http://www.axisandallies.org/forums/index.php?topic=34290.msg1373212#msg1373212

      (1942.2 or G40.2 ESCORT CARRIER) A0 D2 M2 Cost 8, 1 hit, added for completeness
      Carry 1 Fighter or 1 Tactical Bomber,
      Anti-Sub Vessel, working the same as a Destroyer,
      Combined Anti-Air Defense when paired with Battleships or Cruisers: each Cruiser or BB get up to 1 preemptive shot @1 against up to one plane.
      http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

      CRUISER A3 D3 M2 Cost 10
      Shore bombardment @3
      Combined Anti-Air Defense when at least 1 Carrier is present: each Cruiser gets up to 1 preemptive shots @1 against up to 1 plane.
      http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

      Strategic BOMBER A4 D1 M6 Cost 10
      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
      Bombers (StB or TcB) are the first targets destroyed by interceptors.
      If destroyed by IC’s, AB’s or NB’s AA gun, a minimum SBR damage apply: 2 IPCs.
      No damage if destroyed by Fighter interceptor.
      Can hit submarines without Anti-Sub Vessel.
      Re: Rethinking Air Units
      http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015

      1942.2 FLEET CARRIER A0 D3 M2 Cost 14, 2 hits
      Carry 3 planes (Fgs or TcBs)
      Damaged Carrier can still carry 1 plane.
      Combined Anti-Air Defense when paired with Battleships or Cruisers: each Cruiser or BB get up to 1 preemptive shot @1 against up to one plane.

      G40.2 FLEET CARRIER A0 D3 M2 Cost 16, 2 hits
      Carry 3 planes (Fgs or TcBs)
      Damaged Carrier can still carry 1 plane.
      Fleet Carrier is an Anti-Air platform: AAA get up to 2 preemptive shots @1 against up to two planes.
      AND can also gets
      Combined Anti-Air Defense when paired with Battleships or Cruisers: each Cruiser or BB get up to 1 preemptive shot @1 against up to one plane.

      BATTLESHIP A4 D4 M2 Cost 17, 2 hits
      Shore bombardment @4
      Combined Anti-Air Defense when at least 1 Carrier is present: each BB gets up to 1 preemptive shots @1 against up to 1 plane.
      http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

      SBR/TBR escort and intercept combat values:
      Fighter: Attack 2 Defense 2 or 3 (+1 to 1 Fg from an operational Air Base)
      Tactical Bomber: Attack 1 first strike Defense 0
      Strategic Bomber: Attack 1 first strike , as AA gun against up to 2 Fgs, Defense 0
      Bombers (StB or TcB) are the first targets destroyed by interceptors.

      I would allow 2 types of defensive maneuvers for aircraft.
      DEFENSIVE MANEUVERS allowed for 2 or 3 types of aircraft:

      Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),

      Limited landing in a just conquered territory (which includes at least 1 ground unit): 2 planes (either Fighter or Tactical Bomber), as long as each units can provide 1 extra movement point for this special landing.

      I hope you will comment this whole A&A game changer (and feel free to talk about any features above, if you ever tried in your own F2F A&A game).

      New cost structure and document in this thread:
      http://www.axisandallies.org/forums/index.php?topic=36833.msg1469053#msg1469053

    • baron MünchhausenB

      Under construction:Strategic Bombing Raid OOB & House ruled method and numbers

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      1942.2 SBR Black Elk hypothesis

      Strategic Bomber
      Attack 0
      Damage 1D6, 1D6+2
      Cost 5

      Fighter
      Attack 1
      Defense 2
      Cost 10

      Break even point StB A0 C5, 1D6+2 damage vs Fg A1 D2:  21 StBs vs 30 Fgs: 0.700 StB/Fg
      1StB D6+2 vs 1Fg D2: + 3.056 - 2.222= + 0.834 IPC damage/SBR12= +10.008
      1StB D6+2 vs 2Fgs D2: +2.037 - 3.148 = -1.111 IPC damage/SBR9= -9.999 (Diff.: +0.009)
      21 StB vs 30 Fgs:   0.700 StB/Fg
      No FIT (Fighter Interception Threshold), always beneficial to Intercept.

      Break even point StB A0 C5, 1D6 damage vs Fg A1 D2: 17 StBs vs 15 Fgs: 1.133 StBs/Fg
      1 StB D6  vs 1Fg D2: + 1.944 - 2.222 = -0.278 IPC damage/SBR13 = -3.614
      2 StBs D6 vs 1Fg D2: +4.861 - 3.056= +1.805 IPCs damage/SBR2= +3.610 (Diff.: -0.004)
      17 StBs vs 15 Fgs: 1.133 StBs/Fgs
      No FIT (Fighter Interception Threshold), always beneficial to Intercept.

      Down below here is a different values doing SBR for 1942.2 and G40

      Strategic Bomber in air-to-air combat SBR:
      Attack 0
      Bombard IC damage: D6 or 1D6+2

      Fighter in air-to-air combat SBR:
      Attack 1
      Defend 2

      IC’s AAA: @1 against each Strategic Bomber

      1942.2 SBR HRules with StB A0 and Fg A1 D1 : damage 1D6 or 1D6+2

      1 Strategic Bomber doing SBR against no interceptor

      AAA roll = odds casualties

      5/6 StB survived * 5.5 IPCs = +4.583 IPCs *3.5= +2.917
      1/6 StB killed *5 IPCs = -0.833 IPCs

      D6: +2.917-0.833= +2.084 IPCs
      D6+2: + 4.583 - 0.833 = +3.750 IPCs damage/SBR

      1 Strategic Bomber Att 0 doing SBR against 1 interceptor Def 2

      Interceptor Fg roll/ AAA roll = odds casualties

      2/66/6 = 12/36 1 StB killed by Fg
      4/61/6 = 4/36 1 StB killed by AAA
      4/6*5/6 = 20/36 No casualty at all.

      Results:
      Bombard on IC 20/36* ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = + 3.056 IPCs *3.5=+1.944
      StB killed 16/36 *-5 IPCs = - 2.222 IPCs
      1D6 vs 1D2: + 1.944 - 2.222 = -0.278
      1D6+2 vs 1D2: + 3.056 - 2.222= + 0.834 IPC damage/SBR

      D6 vs Fg D1: + 2.431 - 1.528 = +0.903
      D6+2 vs Fg D1: + 3.819 - 1.528= + 2.291 IPC damage/SBR

      1 Strategic Bomber Att 0 doing SBR against 2 interceptors Def 2

      Interceptors Fgs roll/ AAA roll = odds casualties

      20/366/6 = 120/216 1 StB killed by Fg
      16/361/6 = 16/216 1 StB killed by AAA
      16/36*5/6 = 80/216 No casualty at all.

      Results:
      Bombard on IC 80/216* ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = +2.037 IPCs *3.5= +1.296
      StB killed 136/216 *- 5 IPCs = -3.148 IPCs
      D6 vs D2: +1.296 - 3.148 =-1.852 IPCs
      D6+2 vs D2: +2.037 - 3.148 = -1.111 IPC damage/SBR

      D6 vs Fg D1: + 2.025 - 2.106 = -0.081 IPCs
      D6+2 vs Fg D1 : + 3.183 - 2.106 = +1.077 IPC damage/SBR

      1 Fighter Att 1 and 1 Strategic Bomber Att 0 doing SBR against 2 interceptors Def 2

      Fighter roll/interceptors Fgs roll/ AAA roll = odds casualties

      1/64/366/6 = 24/1296 1 Fg and 1 StB killed by Fgs vs 1 Fg
      1/616/361/6= 16/1296 1 Fg killed by Fg and 1 StB killed by AAA vs 1 Fg
      1/616/365/6= 80/1296 1 Fg killed by Fg vs 1 Fg
      1/616/361/6 = 16/1296 1 StB killed by AAA vs 1 Fg
      1/616/365/6 = 80/1296 No casualty vs 1 Fg

      5/64/366/6 = 120/1296 1 Fg and 1 StB killed by Fg vs no casualty
      5/616/361/6 = 80/1296 1 Fg killed by Fg and 1 StB killed by AAA vs no casualty
      5/616/365/6= 400/1296 1 Fg killed by Fg vs no casualty
      5/616/361/6 = 80/1296 1 StB killed by AAA vs no casualty
      5/616/365/6 = 400/1296 no casualty at all

      Results:
      Bombard on IC: 960/1296 * ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = + 4.074 IPCs 3.5= +2.593
      Killing 1 Fg: 216/1296 +10 IPCs = + 1.667 IPCs
      Fg killed: 480/1296-10 IPCs = - 3.704 IPCs
      StB killed: 96/1296 -5 IPCs = - 0.370 IPCs
      StB & Fg killed: 240/1296* -15 IPCs = - 2.778 IPCs

      D6 vs 2Fgs D2: +4.260 - 6.852 = -2.592 IPCs
      D6+2 vs 2Fgs D2: + 5.741 - 6.852 = -1.111 IPCs damage/SBR

      D6 vs D1: +4.503 - 1.690 = +2.813 IPCs
      D6+2 vs D1: + 6.123 - 1.690 = + 4.433 IPCs damage/SBR

      1 Fighter Att 1 and 1 Strategic Bomber Att 0 doing SBR against 1 interceptor Def 2
      Fighter escort taking the casualty.
      Fighter roll/interceptor Fg roll/ AAA roll = odds casualties

      1/62/61/6= 2/216 1 Fg killed by Fg and 1 StB killed by AAA vs 1 Fg
      1/62/65/6= 10/216 1 Fg killed by Fg vs 1 Fg
      1/64/61/6 = 4/216 1 StB killed by AAA vs 1 Fg
      1/64/65/6 = 20/216 No casualty vs 1 Fg

      5/62/61/6 = 10/216 1 Fg killed by Fg and 1 StB killed by AAA vs no casualty
      5/62/65/6 = 50/216 1 Fg killed by Fg vs no casualty
      5/64/61/6 = 20/216 1 StB killed by AAA vs no casualty
      5/64/65/6 = 100/216 no casualty at all

      Results:
      Bombard on IC: 180/216 * ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = + 4.583 IPCs 3.5= +2.917
      Killing 1 Fg: 36/216 +10 IPCs = + 1.667 IPCs
      Fg killed:60/216-10 IPCs = -2.778 IPCs
      StB killed: 24/216 -5 IPCs = - 0.555 IPCs
      StB & Fg killed: 12/216* -15 IPCs = -0.833 IPC

      1Fg A1 1StB D6 vs 1 Fg D2: +4.583 - 4.166 = +0.418 IPCs
      1Fg A1 1StB D6+2 vs 1 Fg D2: + 6.250 - 4.166 = + 2.084 IPCs damage/SBR

      1Fg A1 1StB D6: +2.500 - 1.111 = +1.389 IPCs
      1Fg A1 1StB D6+2: + 6.250 - 1.111 = + 5.139 IPCs damage/SBR

      2 Strategic Bombers Att 0 doing SBR against 2 interceptors Def 2

      Interceptor Fgs roll/ AAA roll = odds casualties

      4/3636/36= 144/1296 2 StBs killed by Fgs
      16/366/36 = 96/1296 1 StB killed by Fg and 1 StB killed by AAA
      16/36*30/36= 480/1296 1 StB killed by Fg

      16/361/36 = 16/1296 2 StBs killed by AAA
      16/3610/36 = 160/1296 1 StB killed by AAA
      16/36*25/36 = 400/1296 No casualty at all.

      Results:
      2x Bombard on IC 400/1296* ((2+4)+(12+4) IPCs)/2= +11 IPCs) = +3.395 IPCs 7=+2.160
      1x Bombard on IC 640/1296 ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = + 2.716 IPCs 3.5=+1.728
      2 StBs killed 256/1296 -10 IPCs = -1.975 IPCs
      1 StB killed 640/1296* -5 IPCs = -2.469 IPCs
      D6 vs 2 Fgs D2: +3.888 - 4.444 =-0.556 IPCs
      D6+2 vs 2Fgs D2: +6.111 - 4.444 = +1.667 IPCs damage/SBR

      D6 vs 2 Fgs D1: +4.863 - 3.056 = +1.807 IPCs
      D6+2 vs 2Fgs D1: + 7.639 - 3.056 = + 4.583 IPCs damage/SBR

      2 Strategic Bombers Att 0 doing SBR against 1 interceptor Def 2

      Interceptor Fg roll/ AAA roll = odds casualties

      2/66/36 = 12/216 1 StB killed by Fg and 1 StB killed by AAA
      2/630/36= 60/216 1 StB killed by Fg
      4/61/36 = 4/216 2 StBs killed by AAA
      4/610/36 = 40/216 1 StB killed by AAA
      4/6*25/36 = 100/216 No casualty at all.

      Results:
      2x Bombard on IC 100/216* ((2+4)+(12+4) IPCs)/2= +11 IPCs) = +5.093 IPCs 7=+3.241
      1x Bombard on IC 100/216 ((1+2)+(6+2) IPCs)/2= +5.5 IPCs) = + 2.546 IPCs 3.5=+1.620
      2 StBs killed 16/216 -10 IPCs = -0.741 IPC
      1 StB killed 100/216* -5 IPCs = -2.315 IPCs

      2 StBs D6 vs 1 Fg D2: +4.861 - 3.056= +1.805 IPCs
      2 StBs D6+2 vs 1 Fg D2: +7.639 - 3.056 = +4.583 IPCs damage/SBR

      2 StBs D6 vs 1 Fg D1: +5.347 - 2.361= +2.986 IPCs
      2 StBs D6+2 vs 1 Fg D1: +8.403 - 2.361 = +6.042 IPCs damage/SBR

      @Baron:

      Summary:
      StB A0 C12 vs Fg A1 C10
      1 Strategic Bomber doing SBR against no interceptor
      D6+2: + 4.583 - 2 = +2.583 IPCs damage/SBR run
      D6: +2.917-2= 0.917 IPCs

      1 Strategic Bomber A0 doing SBR against 1 interceptor D1
      D6+2: + 3.819 - 3.667 = + 0.152 IPC damage/SBR run
      D6: + 2.431 - 3.667 = -1.236

      1 Strategic Bomber A0 doing SBR against 2 interceptors D1
      D6+2: + 3.183 - 5.056 = - 1.873 IPCs damage/SBR run
      D6: + 2.025 - 5.056 = -3.031 IPCs

      1 Fighter A1 and 1 Strategic Bomber A0 doing SBR against 2 interceptors D1
      D6+2: + 6.123 - 5.334 = + 0.789 IPC damage/SBR run
      D6: +4.503 - 5.334 = -0.831 IPCs

      2 Strategic Bombers A0 doing SBR against 2 interceptors D1
      D6+2: + 7.639 - 7.334 = + 0.305 IPC damage/SBR run
      D6: +4.863 - 7.334= -2.471 IPCs

      1 Fighter A1 and 1 Strategic Bomber A0 doing SBR against 1 interceptor D1
      D6+2: + 6.250 - 3.667 = + 2.583 IPCs damage/SBR run
      D6: +2.500 - 3.667 = -1.167 IPCs

      2 Strategic Bombers A0 doing SBR against 1 interceptor D1
      D6+2: + 8.403 - 5.666 = + 2.737 IPCs damage/SBR
      D6: + 5.347 -5.666= -0.319 IPCs

      Comparison of this HR with Triple A SBR for 1942.2

      1942.2 SBR HRules with StB A0 and Fg A1 D1 : damage 1D6+2   Triple A SBR for 1942.2: damage 1D6

      1 Strategic Bomber doing SBR against no interceptor             1 StB doing SBR without interceptor
      Sum: + 4.583 - 2 = +2.583 IPCs damage/SBR run                Sum: +2.917 - 2 = +0.917 IPC damage/SBR run

      1 Strategic Bomber A0 doing SBR against 1 interceptor D1     1 StB A1 against 1 Fg D1
      Sum: + 3.819 - 3.667 = + 0.152 IPC. damage/SBR run        Sum: +3.69 - 3.667 = + 0.023 IPC damage/SBR run

      1 Strategic Bomber A0 doing SBR against 2 interceptors D1       1 StB A1 doing SBR against 2 intercepting Fgs D1
      Sum: + 3.183 - 5.056 = - 1.873 IPC. damage/SBR run              Sum: + 2.025 - 5.056 = - 3.031 IPCs damage/SBR run

      1 Fighter A1 and 1 Strategic Bomber A0 doing SBR against 2 interceptors D1       1 StB & 1 Fg A1 doing SBR against 2 intercepting Fgs D1
      Sum: + 6.123 - 5.334 = + 0.789 IPC damage/SBR run              Sum: +6.155 - 5.33 = + 0.825 IPC damage/SBR run

      2 Strategic Bombers A0 doing SBR against 2 interceptors D1         2 StBs A1 doing SBR against 2 intercepting Fgs D1
      Sum: + 7.639 - 7.334 = + 0.305 IPCs damage/SBR run              Sum: +8.195 - 7.334 = + 0.861 IPC damage/SBR run

      1 Fighter A1 and 1 Strategic Bomber A0 doing SBR against 1 interceptor D1       1 StB & 1 Fg A1 doing SBR against 1 intercepting Fg D1
      Sum: + 6.250 - 3.667 = + 2.583 IPC damage/SBR run         Sum: + 5.973 - 3.667 = + 2.306 IPCs damage/SBR run

      2 Strategic Bombers A0 doing SBR against 1 interceptor D1         2 StBs A1 doing SBR against 1 intercepting Fg D1
      Sum: + 8.403 - 5.666 = + 2.737 IPCs damage/SBR run         Sum: +8.403 - 5.666 = + 2.737 IPCs damage/StB

    • baron MünchhausenB

      Looking for G40 experienced players opinions about Fighter unit

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      baron MünchhausenB

      @ShadowHAwk:

      Though the rules are nice it would become hard to play games with a lot more rules, and if you shift the combat abilities of units be carefull not to change the starting balance 2 much. Currently the game is fairly balanced in terms of setup. Changing 1 or even a set of units to be more or less powerfull changes this balance.

      ISO giving attacking air units a combat value and a bonus maby only limit this to attacking dive bombers, they needed air support to work.

      I finally develop something which can work for both 1942.2 and G40.2.
      A 3 planes-Carrier was needed.
      In addition, the G40.2 Carrier A0 D3 M2 C16, 2 hits have now an in-built AAA defensive capacity, thanks Wild Bill.  :wink:
      By the way, this improved and slightly stronger Carrier on offense and defense will make a better weapon to counter a Dark Sky Strategy.

      The cost are reduced for planes and for many units because the interactions will be much deadlier than OOB, here is the thread:
      Baron’s simplified TcB (less combined arms), Fg & 3-planes Carrier, full roster
      http://www.axisandallies.org/forums/index.php?topic=35643.msg1393799#msg1393799

      About the overall balance, here is the trick for planes:
      Initial set-up must be change a little:
      all full Carriers (1TcB and 1 Fg) received an additional Fg (or a TcB).
      Half loaded Carrier with TcB received 1 Fg.
      Half loaded Carrier with Fg received 1 TcB.

      The overall ratio is for each 2 Fgs you can add 1 Fg and for every 3 TcBs you can put on the start-up board 1 TcB.
      Good luck to find the better place to put them.
      Usually, it must be added on a given TT which already have plane(s) on it.

    • baron MünchhausenB

      1942.2 Cost change for Russian Tank T-34

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      baron MünchhausenB

      @SS:

      :-D :-D :-D

      @crusaderiv:

      I’ve seen the T34 and sub rules somewhere…

      Sorry, I completly forgot that you wrote such HR.
      So I credit the idea above as yours Crusader.
      I was thinking about ATG and this T-34 redux cost came to my mind as another way to provide a counterweight to German’s MI, MArt and Tank.
      Then, I looked for a way  to give a special thing to Germany.

      I resulted into your HR.
      I like it as a small mod which add a lot of historical flavor.
      Good idea Crusader!

    • baron MünchhausenB

      Heavy (now renamed Anti-Tank) Artillery against Mechanized artillery and Tanks

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      baron MünchhausenB

      Another aspect which can show how
      Anti-Tank Gun
      Attack 1
      Defense 3
      Move 1
      Cost 4
      ,
      +1 Def to 1 Inf
      is still balance:

      1 Infantry (A1-2 D2-3) + 1 Artillery = A2 D2 + A2 D2 = A4 D4, 2 hits for 7 IPCs.

      1 Infantry (A1-2 D2-3)+ 1 Anti-Tank Gun = A1 D3 + A1 D3 = A2 D6, 2 hits for 7 IPCs.

      The same overall number are kept, 8 combat points, same hits, same cost.

    • baron MünchhausenB

      Tank at 5 IPCs?

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      Black_ElkB

      My experience with AA50 was definitely am armor fest. Basically everyone buys tanks Axis obviously but Allies in equal numbers. At 6 I don’t know that I’d buy them in AA50 over artillery. Not with a nation like Russia or Italy. One thing I will say though, the 5 ipc tank did make the game resolve a bit faster. My 42.2 games tend to last a lot longer than my AA50 games, mainly because of more expensive tanks I think. Since transports are the same, so that’s probably not the reason. AA50 has more money in play, so that could maybe be a reason to think otherwise on the more money=more units=more time logic (though honestly I never really believed that more money slows the game down, might be the opposite even). But tanks at 6 mean more infantry and more deliberate infantry push. I see why the 3/3 tank at 5 is overpowered though, so it’s kind of a tough call. Going back to the classic values would probably be just as hard for me at this point haha

    • baron MünchhausenB

      Baron M's G40HR Roster: 3-planes carrier, 6 IPCs Fighter A2D2 & Sub A3D1C7

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      @Admiral:

      Hi Baron,

      I know it’s been a while since you posted this, but I have been toying with the idea of increasing air-to-air combat in a way that is very similar to what you have presented here.

      I think the A2 D2-3 C6 Fighter is a very interesting idea. Having them target other air units before anything else is a simple and effective way to simulate that air-to-air combat. I also like how the combat values would now be the same in SBR (makes things simple).

      I also really like how you altered Tactical Bombers to be A2-4 D3 C8. The two attack bonuses really give meaning to the importance to air supremacy.

      I am curious to know how these two units have worked for you.

      Thanks!

      It evolves into this roster:
      Baron’s HR units charts and set-up for 1941, 1942.2 and AA50
      http://www.axisandallies.org/forums/index.php?topic=36833.msg1469053#msg1469053

      The main reason is because of too many combined arms and bonus for TcBs and Fgs.
      Makes for longer combat round and more details to consider to get the correct bonus per combat round.
      Since the point was about hitting directly other planes, I simplified the TcB special ability.
      That way, combined arms is now reserved to ground units.
      So, it is easier to focus on what is specific to Fg and TcB.
      I always start combat rounds with preemptive AAA, then these two units (when present) fire, then all other units.
      HTH.
      Baron

    • baron MünchhausenB

      Baron Munchhausen's Complete Roster for play-testing with 2-planes carrier

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      @Baron:

      Here is all the main A&A units roster including the new Sub unit A3 D1 C7 (with less radical changes than my previous post on 3-planes Carrier, but the 3-planes carrier and Fg at 6 IPCs is my preferred ones http://www.axisandallies.org/forums/index.php?topic=35222.msg1374545#msg1374545) with a summary of their special abilities (which some are house ruled):

      ANTI-AIRCRAFT ARTILLERY A0 D0 NCM1 Cost 3, 1 hit,
      1 @1 preemptive against up to 1 plane, able to fire against plane each combat round.

      INFANTRY A1-2 D2 M1 Cost 3
      Get +1A if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery

      MECHANIZED INFANTRY A1-2 D2 M2 Cost 4,
      Get +1 if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery
      Can Blitz when paired 1:1 with a Tank

      ARTILLERY A2 D2 M1 Cost 4
      Gives +1A to 1 Infantry or 1 Mechanized Infantry

      (ANTI-TANK GUN) A1 D3 M1 Cost 4 added for completeness
      Gives +1D to 1 Infantry only, no Mechanized Infantry
      http://www.axisandallies.org/forums/index.php?topic=35315.msg1380075#msg1380075

      (HEAVY ARTILLERY) A3 D2 M1 Cost 5 added for completeness
      Gives +1A to 1 Infantry or 1 Mechanized Infantry

      (MECHANIZED ARTILLERY) (Self-Propelled Artillery / Assault Gun) A2-3 D2-3 M2 Cost 5 added for completeness
      Gives +1A to 1 Infantry or 1 Mechanized Infantry when paired 1:1 with.
      Tank Hunter as a Tank Support capacity: gets +1A/D when paired 1:1 with a Tank.
      Both bonus can work at the same time.

      TANK A3 D3 M2 Cost 6
      Can Blitz or allow Mechanized Infantry and Mechanized Artillery to blitz on 1:1 or 1:1:1 basis.
      Gives +1A/D to Mechanized Artillery when paired 1:1 with
      Gives +1A/D to Tactical Bomber when paired 1:1 with
      One bonus can work at the time.

      SUBMARINES A3 D1 M2 Cost 7
      Surprise Strike, (blocked when at least 1 Destroyer or Anti-Sub Vessel is present),
      Submerge, instead of rolling for a Surprise Strike attack (blocked by ASV on a 1:1 basis for the first combat round only),
      Stealth Movement: No Hostile Sea-Zone (except ASV can block Submarine Stealth movement on 1:1 basis),
      Cannot hit airplanes,
      Can hit Transports before Warships (even when there is other escorting warships, but it is the owner’s choice to pick or not Transport unit as casualty).
      (Added to recreate opportunity for an Atlantic Battle in 1942.2 and also to reduce the effectiveness of Submarine on offense against Destroyer and costlier warships.)
      Can be hit by planes, doesn’t require an Anti-Sub Vessel.
      Re: Reality wrecking destroyer rules need a revamp…
      http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793

      DESTROYER A2 D2 M2 Cost 7
      Anti-Sub Vessel: each ASV blocks Surprise Strike capacity of all enemy’s Submarine units present.
      Cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
      (When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
      Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.

      TRANSPORT A0 D1 M2 Cost 8, 1 hit, taken as last casualty,
      Exception: can be picked as a casualty anytime when an enemy’s submarine hit has to be allocated (owner’s choice, as always, to pick or not transport as casualty).
      Simplifying units interactions of Transports, Submarines, Destroyers & planes
      http://www.axisandallies.org/forums/index.php?topic=34290.msg1320853#msg1320853
      @Baron:

      Another way to increase a better defense is a compromise for taken last transport A0 D1.
      Only Subs hit can be allocated to Transport units before Warships.
      This can somehow re-enact sub-warfare against Transport and the Destroyer reactions to attacking Subs.

      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.
      http://www.axisandallies.org/forums/index.php?topic=34290.msg1373212#msg1373212

      FIGHTER A3 D4 M4 Cost 8
      hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
      Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
      SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
      Can hit submarines without ASV.

      TACTICAL BOMBER A3-4 D3-4 M4 Cost 8
      hits enemy’s planes on a “1” roll,
      Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
      Gets A4 or D4 when paired 1:1 to a Tank unit
      SBR/TcBR attack @1,
      Allowed to do escort mission of StB without doing TcBR on AB or NB,
      Cannot do interception mission on defense,
      TcBR damage: 1D6.
      Can hit submarines without ASV.

      CRUISER A3 D3 M2 Cost 9
      Shore bombardment @3
      Combined Anti-Air Defense when paired with 1 Battleship and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
      http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

      (G40 ESCORT CARRIER) A0 D1 M2 Cost 9, 1 hit added for completeness
      (1942.2 Escort Carrier) A1 D1 M2 Cost 9, 1 hit
      Carry 1 Fighter or 1 Tactical Bomber,
      Anti-Sub Vessel, working the same as a Destroyer.
      Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

      STRATEGIC BOMBER (2-Engines Medium Bomber) A4 D1 M6 Cost 10
      hits enemy’s planes on a “1” roll,
      Strategical Bombing Raid (SBR*)/ TBR : Attack @1
      SBR/TBR damage: 1D6 on Industrial Complex, Air Base or Naval Base
      Can hit submarines without Anti-Sub Vessel.

      (High Altitude Strategic BOMBER) (4-Engines Heavy Bomber) A4 D1 M7 Cost 12 added for completeness
      hits enemy’s planes on a “1” roll,
      Strategical Bombing Raid (SBR*)/ TBR : Attack @1
      SBR/TBR damage: 2D6 on Industrial Complex, Air Base or Naval Base
      If destroyed by IC’s, AB’s or NB’s AA gun, reduced SBR damage: 1D6-1
      No damage if destroyed by Fighter interceptor.
      Can hit submarines without Anti-Sub Vessel.
      Re: Rethinking Air Units
      http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015

      1942.2 CARRIER A1 D2 M2 Cost 12, 1 hit
      Carry 2 planes (Fgs or TcBs)
      Damaged Carrier can still carry 1 plane.
      Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

      G40 CARRIER A0 D2 M2 Cost 14, 2 hits
      Carry 2 planes (Fg or TcB)
      Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

      BATTLESHIP A4 D4 M2 Cost 16, 2 hits
      Shore bombardment @4
      Combined Anti-Air Defense when paired with 1 Cruiser and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
      http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

      If you want to increase battle between planes, allows 1 single Fg or TcB to land in a just conquered territory, as long as it have another extra movement point for landing.

      For my part, I would allow 3 types of defensive maneuvers for aircraft:

      aerial retreat for attacking planes (all can retreat while letting ground units pursuing battle), this is similar to air retreat from amphibious assault

      a limited aerial withdrawal of 1 space anytime after first combat round for 1 defending plane 1 StB or 1 TcB or 1 Fg and

      a limited landing in a just conquered territory: 1 plane (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.

      Maybe this can be an interesting variation which provides a better incentive to put at risk some costlier Aircrafts against ground and other defending planes:

      TANK A3-4 D3-4 M2 Cost 6
      Can Blitz or allow Mechanized Infantry and Mechanized Artillery to blitz on 1:1 or 1:1:1 basis.
      Gives +1A/D to Mechanized Artillery when paired 1:1 with
      Gets A4 or D4 from Tactical Bomber when paired 1:1 with
      Both bonus can work at the time.

      FIGHTER A3 D4 M4 Cost 8
      hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
      Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
      SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
      Can hit submarines without ASV.

      TACTICAL BOMBER A3-4 D3-4 M4 Cost 9
      hits enemy’s planes on a “1” roll,
      Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
      Gives +1 Attack/defense to any Tank unit paired 1:1
      Both bonus can work at the time.

      SBR/TcBR attack @1,
      Allowed to do escorting mission for StBs without doing TcBR on AB or NB,
      Cannot do interception mission on defense,
      TcBR damage: 1D6.
      Can hit submarines without ASV.

      This make for 8-9-10 IPCs Aircrafts.

    • baron MünchhausenB

      Cheapest but still balance warships and planes? Advanced Shipyard & Aircraft HR

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      @barney:

      yea I’m a little concerned this would boost the defensive values of fleets even more. I also added DK’s cruiser gets one AA shot which is another defensive bonus.
      I wonder how much super subs would counter that? I’m trying not to tweak things price wise at the moment but I may eventually incorporate your entire cost structure.

      Good explanation on the destroyers vs EC’s. Having a fighter that hits at 4 could be appealing though.

      Good stuff Baron

      If I introduced AAA Naval capacity at such low cost (Advanced Shipyard) it would be in a combined arms bonus and not for a single unit.
      Maybe just up to 2 AAA preemptive shots against 2 planes when 1 Battleship and 1 Cruiser are protecting a Fleet Carrier, and only this kind of unit, not any Escort Carrier.
      Each have their specific mission, Fleet Carrier have a more consistent AA batteries and CAP (Carrier Air Patrol) while Escort Carrier groups were assign Anti-Sub Mission.
      So, to get Naval AAA buy all the three warships: Battleship, Cruiser, Aircraft (Fleet) Carrier.
      In counterpart, these costlier warships units would still be vulnerable against Subs while Escort Carriers and Destroyers will be vulnerable against planes but much able to defend against Submarines.

      @Black_Elk:

      @Baron:

      I’m more inclined to treat it exactly as an AAA unit: @1 against up to three planes.
      After all, it is a known concept in ground combat adapted to Naval Battle and it requires 3 warships type, the number 3 is obviously on the board.
      IC’s AAA seems too powerful and unrealistic: a defense @1 against infinite number of planes.
      Defending Carriers are already much better than offensive ones.
      Anti-Air is providing an additional defense.

      @Black_Elk:

      Well the anti air for battlegroup concept seems cool. I think the hope was that we could find a combined arms that just had units pairing 1:1. That one requires a pairing of 3 different units 1:1:1, but seems like it could encourage Cruiser purchases.

      Not only Cruiser but also Battleship buying incentive.
      Another reason to not give IC’s AAA capacity: you want to defend against more than 3 planes, buy another Cruiser and BB to join another Carrier.
      I’m pretty sure it can change some buying from Destroyers and Subs to Cruiser and Battleship.

      It still cost 12+16+20= at least 48 IPCs (68 with 2 Fgs) to get this additional defensive abilities.

      Maybe this concept can be simply extended to each combo of BB+Cruiser gives 1 AAA capacity as long as there is a Carrier to protect.

      So 2 BBs + 2 Cruisers + 1 Carrrier will provides an AAA against up to 6 planes.

      All this!  :-D

      I think something along these lines could potentially bring both Cruisers and Battleships back into the mix as a purchasing consideration, and is relatively simple.

      Of the combined arms proposed thus far, this one doesn’t bust the opening round combats. It would increase the swing on fleet defense making all out air assaults against a stacked battle group more risky. Right now the all air option is pretty powerful vs navies, this would give at least some way to counter that, but only at the cost of more expensive warship units, and somewhat diminished flexibility in other ways, since you have to keep the ships together to get the boost.
      I still think a different bombardment bonus or marine concept could work for cruisers and battleships, or a maneuverability bonus for cruisers specifically, but both of those would surely have an influence on the opening balance.

    • baron MünchhausenB

      4 ways to play aircrafts dogfighting inside G40 or 1942.2 ?

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      baron MünchhausenB

      Bumped for curiosity.

    • baron MünchhausenB

      Alternate 3 planes Carrier, Air oriented for G40 or 1942.2 with TacBs

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      @barney:

      wow
      I thought I could just read this and not have to think :)

      Sounds way cool. I wonder how it will effect naval battles? In a good way I’m thinking
      Yea I 'm gonna try it :)

      Well I just read the whole thing! And yea sounds better.
      Have you played any games yet?

      I playtested this last one:
      @Baron:

      So, I tried with a better success this much more stable (and simpler) values for Fighter and Tactical on defense and only Tactical Bomber get bonus on attack for specific situations:

      FIGHTER
      Attack 2, same in SBR
      Defense 2 or 3, same in SBR
      Move 4
      Cost 7
      1 hit
      Air combat unit, Fighter as an Air Superiority aircraft:
      All hits are allocated to aircraft units first, if any available.

      Combined Arms Bonus:
      Gives +1 Attack to any Tactical Bomber paired 1:1 with.

      Fighter as part of an extended Air Defense System:
      Up to 3 Fighter units receive +1 Defense if protecting a territory with an operational Air Base, (or 1 Fg for a Victory City if playing 1942.2)

      TACTICAL BOMBER
      Attack 2 or 3 or 4, SBR @1
      Defense 3
      Move 4
      Cost 8
      1 hit
      Combined Arms bonus, Tactical Bomber as a less vulnerable “Dive” or “Torpedo” Bomber when escorted by Fighter:
      **_Gain +1 Attack, when paired 1:1 with a Fighter .

      Air Supremacy Bonus, Tactical Bomber as a “Dive Bomber”:
      Gain +1 Attack when no ennemy’s aircraft is present.
      These two bonuses can be added to raise up to Attack @4.
      With these other units:

      STRATEGIC BOMBER
      Attack 4,  SBR @1
      Defense 1
      Move 6
      1 hit
      Cost 10

      Strategical Bombing Raid (SBR*): Attack @1
      SBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base

      Fighter: Attack 2 Defense 2 or 3
      Tactical Bomber: Attack 1 Defense 0
      Strategic Bomber: Attack 1 Defense 0

      DEFENSIVE MANEUVERS allowed for all 3 types of aircraft:

      Aerial Retreat for attacking planes (all aircrafts can retreat while letting ground units pursuing battle),

      Limited Aerial Withdrawal of 1 space in a friendly territory after first combat round for defending planes up to 2 StBs or 2 TcBs or 2 Fgs.

      a limited landing in a just conquered territory: 2 planes (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.

      FLEET CARRIER G40
      Attack 0
      Defense 2
      Move 2
      Cost 16
      2 hits
      Hold up to 3 planes : 3 Fgs / or 2 Fgs and 1 TcB / or 1 Fg and 2 TcBs / or 3 TcBs.
      A damaged Aircraft Carrier still allowed flight operation for 1 plane unit.

      FLEET CARRIER 1942.2
      Attack 1
      Defense 2
      Move 2
      Cost 14
      1 hit
      Hold up to 3 planes : 3 Fgs / or 2 Fgs and 1 TcB / or 1 Fg and 2 TcBs / or 3 TcBs.

      ESCORT CARRIER
      Attack 0
      Defense 1
      Move 2
      Cost 9
      1 hit
      Hold 1 plane : 1 Fg OR 1 TcB.
      ASV: Anti-Sub Vessel, same as Destroyer against Submarine.

      CRUISER
      Attack 3
      Defense 3
      Move 2
      Cost 10
      1 hit
      1 Shore Bombardment @3.

      BATTLESHIP
      Attack 4
      Defense 4
      Move 2
      Cost 18
      2 hits
      1 Shore Bombardment @4.

      On a battlecalc, these values gives similar odds of survival to a full Carrier with 3 TcBs against itself when 1 CV and 2 Fgs attacks 1 CV and 2 Fgs. You get similar odds about 1 CV, 1 Fg, 1 TcB against itself compared to 1 CV 2 TcBs and 1 Fg against itself (as far as I can put similar numbers in the calc).

      The idea is that a full Carrier is better on defense than offense.
      So, to keep this principle in line, TacB has been put to a single defense value of 3.
      It is slightly higher than Fighter (keeping @2), but remember that Fighters always hit planes first.

      The 3-planes carrier provides more units in a SZ and Fgs A2 D2 C7 can be a good fodder instead of loosing a costlier Carrier with the same defense @2.
      So during combat rounds, usually owner’s will keep Carriers and sacrifice Fighters and it doesn’t change the defense factor.
      That’s the main difference with OOB Naval Combat, often Carriers with lower Def @2 are sacrifice earlier because of the high defense value of Fighters (D4).

      Also, 3-planes Carrier gives more strategy and flexibility on which units (Fg or TcB) you prefer to put on board.
      All 3 cheaper Fighters (A2 D2 C7) but with lesser odds A6 D6 C21.
      All 3 costlier TcBs (A2-3-4 D3 C8) better on defense but not good against an opponent defending with planes (A6 D9 C24).
      The mix of both Fg and TcB is far better in combat 1 Fg & 2 TcBs or 2 Fgs & 1 TcB.

      I also like to put small 1 plane-Escort Carrier (A1 D1 C9) (bought from HBG) in the roster.
      Their relative strength toward 3-planes Fleet Carrier is better historically depicted.
      In fact, a single Escort Carrier can carry around 27-33 planes while a Fleet Carrier is around 90-100 planes.

      I also experimented a Fg unit attacking @1 with First strike and defending @2 but the very low value of 1 and specific First Strike ability similar to subs was slowing down the battle process.
      That’s why I prefer the A2 D2 C7 Fighter.
      (Combat values wich are also similar to 1914 planes. From a A&A game franchise consistency POV.)
      In each combat round, you start by rolling both attacking and defending Fighters, then picking up casualties on planes.
      After, you continue with regular combat unit rolls.

      One historical objections I made to myself was about that Fighters were better defending than attacking.
      I answered it by giving a special +1 defense bonus to 3 Fighters when an operational Air Base is present.
      This could figure the alertness of interceptors and all the Radar and Survey system against incoming planes.
      Also, defenders can also have AAA unit on their side to increase the casualty rates of attacking aircrafts.
      That’s why I think it can still be acceptable from an historical POV.
      (Also, don’t forget how G40 OOB SBR rules doesn’t care about it, giving all planes a roll @1.)

      TacBs Attack 2-3-4 Defense 3 values were more dictated by the defensive capacity required for Carriers to keep the similar balance of their OOB counterpart.

      Strategic Bomber are lowered to 10 IPCs and it is required because of the dangerousness of attacking defending Fighters. Each round they could shot it down, no matter the number of ground units for fodder.

      Finally, Cruiser and Battleship’s cost are reduced by 2 IPCs, 10 and 18 IPCs to level them against a more dangerous Fleet Carrier at full strength and cheaper planes.
      To fully compete with this new carrier (which is a bit better than the regular OOB), it is now a must from the Battlecalc POV that Battleship and Cruiser need a reduced cost of 2 IPCs :
      Cruiser A3 D3 M2 should cost 10 IPCs while Battleship A4 D4 M2, 2 hits should cost 18 IPCs.
      So, Cruiser will be at the same cost than Strategic bomber (A4 D1 M6 C10),
      and the Battleship (18 IPCs) still compete against the Cruiser (10 IPCs) + Destroyer (8 IPCs) combo.

      Example: 12 Fgs gives A2 D2 C7, are too powerful against 7 A3 D3 C12 Cruiser.
      Overall %*: A. survives: 94.8% D. survives: 4.7% No one survives: 0.5%

      10 Fgs gives A2 D2 C7, are within acceptable margin against 7 A3 D3 C10 Cruiser.
      Overall %*: A. survives: 75.2% D. survives: 23.2% No one survives: 1.6%

      All in all, the additional money made from this savings will be needed to replace for the increased rate of aircrafts casualties.

      From my little experienced with 3-planes Carriers, it works well.

      Also, if you really want to increase aircrafts combat interactions in contested land territory, you should allow attacker to land a single Fg or TcB, or even up to 2 aircrafts in a just conquered territory.
      (I ruled that an additional movement point to land in this zone is required.)
      Otherwise, your game would mostly relied on AAA to defend against attacking planes.

      I will post something on AAA issue in another thread more sooner than later.
      For now, just know that I put them at 3 IPCs to get the maximum incentive to buy them.

      Hope you will try and enjoy it.

      One little physical inconvenient about a fully loaded Carriers unit with 3 TcBs is that there is not much place on the sculpt to put them in a row.
      To overcome the lack of room for this bigger sculpt, is to put a chip on a Carrier below a TcB sculpt for additional units.
      On the brighter side, any mix with a smaller Fg sculpt fit well on top of a Carrier._**

    • baron MünchhausenB

      Rethinking Air units simulating historical air-to-air combat: 2 planes carrier

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      • • • baron Münchhausen
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      baron MünchhausenB

      Please, I need everyone opinion.
      And more specifically, I’m asking people which have a lot of experience with G40 games.

      Because I’m still trying to keep the OOB Carrier and develop a real Fighter unit (able to hit directly planes) within the OOB combat values of G40 Full Carrier (A6 D10 / A7 D9 / A6 D8), I’m locked within some borders. Here they are.

      Do you think this can still be a viable Fighter unit?
      Or is this already and ultimately doomed because it remains too powerful with a Defense @3 which hit directly enemy’s planes?

      Does a reduced cost for planes, such as minus 2 IPCs, (ex.: Fg at 8 IPCs, TcB at 9 IPCs, StB at 10 IPCs) can change something about balancing this Fighter unit?
      (Here, I thought about a reduced cost as a way to compensate for high attrition rates amongst planes.)

      This also rise the issue about such high SBR values, does an increased risk to loose valuable 12 IPCs Strategic Bombers still worth doing SBR? Or such revamped Fighter unit imply to revised SBR, anyway?

      Details below are provided to understand what I’m talking about.
      I’m not really trying to promote this new unit but rather asking people about obvious flaws which can be seen from experienced players POV get used to play with a lot of units and IPCs coming along with any G40 games.

      Down below are the three aircraft units combat values and cost:

      FIGHTER
      Attack 2 can rise to 3
      Defense 3 can rise to 4
      Move 4
      Cost 10
      Air combat unit: All hits are allocated to aircraft units first, if any available
      Air Supremacy bonus: +1 Attack/Defense when no enemy’s aircraft
      Air Superiority Weapon bonus:+1 Attack/Defense when fighting against only enemy’s aircrafts.
      This last point is an entirely new feature:
      it is provided to ensure that Fighters on Carrier can still have a high defense against any Strategic Bombers Spam, such as Darkened Skies strategy.

      Combined Arms bonus: gives +1 Attack / Defense when paired 1:1 with Tactical Bomber unit

      SBR escort mission: Attack @2
      Can intercept in SBR: Defense @3.

      Carrier operation: up to two units can be on board a fleet Carrier (max.: 2 units of any kind per fleet Carrier)

      TACTICAL BOMBER
      Attack 3 can rise to 4
      Defense 3 can rise to 4
      Move 4
      Cost 11
      Air Supremacy bonus: +1 Attack / +1 Defense when no enemy’s aircraft

      Combined Arms bonus: +1 Attack / +1 Defense when paired 1:1 with a Fighter
      Combined Arms Bonus in Tank support, Tactical Bomber as a “Tank Buster”:
      +1 Attack / +1 Defense when paired 1:1 with Tank

      Tactical Bombing Raid: Attack @2
      TBR damage: 1D6 on Air Base or Naval Base
      On SBR can also do escort mission: Attack @2

      Carrier operation: up to two units can be on board a fleet Carrier (max.: 2 units of any kind per fleet Carrier)

      STRATEGIC BOMBER
      Attack 4
      Defense 1
      Move 6
      Cost 12
      Strategical Bombing Raid: Attack @1
      SBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base

      No Carrier Operation

      Now in SBR situations, aircrafts will be fighting each others with more logical values:
      Fighters: Attack 2 Defense 3
      Tactical Bombers: Attack 2 Defense 0
      Strategic Bombers: Attack 1 Defense 0

    • baron MünchhausenB

      Many ways of figurating air-to-air combat in general combat

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      • • • baron Münchhausen
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      baron MünchhausenB

      Thanks for answering.
      I hesitated on making it a poll but the choices are still fuzzy and can depend on specific houserules instead of a generic mechanism.

      And sometimes, the answer cannot fit in a single point.

      You just introduce two kinds of air combat according to the grounds setting or the naval setting of the battle. Already outside the boxes.

      To summarize in a different fashion:
      Against ground: 1 single air-to-air phase with as many combat cycles required to get total air supremacy. Then regular combat follow.

      Air phase values:
      Fighter A1 D2 M4-5 cost 8?
      Tactical Bomber A1 D1 M4-5 cost 10?
      Strategic Bomber A1 D0 M6-7 cost 12

      In naval combat:
      All units has their OOB value
      Fighter A3 D4 M4-5 any hit is applied to an enemy’s aircraft first if targeted,
      Tactical Bomber A3-4 D3 M4-5, any hit is applied to capital warship first (Carrier, Battleship and Cruiser, if targeted)
      Strategic Bomber A4 D1 M6-7, any hit can be applied to Submarines first.

      1- All aircrafts roll dice, and target casualties.
      2- Then all ships roll dice, owner choose casualties.
      3- Remove casualties.

      Is it right?

      Here is the poll:
      4 ways to play aircrafts dogfighting inside G40 or 1942.2 ?
      November 26, 2014, 09:17:43 pm
      http://www.axisandallies.org/forums/index.php?topic=34875.msg1351379#msg1351379

    • baron MünchhausenB

      Simplifying units interactions of Transports, Submarines, Destroyers & planes

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      • • • baron Münchhausen
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      baron MünchhausenB

      My mind evolved on this topic when I add my 2 cents into G40 Redesign thread.
      Below are the main post which marks how things on lowering Sub A3 D1 C6 to A2fs D1 C5 and DD C6.
      @Baron:

      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.

      @LHoffman:

      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 add this post to provide a link to where my idea on Submarine and Destroyer evolved into.
      @Baron:

      Cost and units values is a complex matter.
      If cost scale is mainly based upon a consistent  OOB ratio amongst units, my previous scale can be increase near OOB too. (Something I just realized.)
      Here is 2 comparative scales which can works with my units roster given above.

      Unit type   1st scale  Near  OOB scale
      Submarine    6             8 IPCs permanent A2 first strike against all surface vessels, including DDs
      Destroyer      6             8 IPCs blocks Submerge and Stealth move on a 1:1 basis.
      Transport      8             10 IPCS, 1 hit, Last Strike @1, no Taken Last casualty rule
      Cruiser          9             12 IPCs with one time AAA capacity
      Carrier           12           16 IPCs
      Battleship     15           20 IPCs with one time AAA capacity

      Fighter           8             10 IPCS
      Tactical B.    10            12 IPCS A4D3 with +1 A/D combined arms to Tank
      Strategic B.   10           12 IPCs
      All aircrafts can hit Submarines without Destroyer presence.

      Chosing the appropriate scale is an important issue.
      I can only add on this matter that I believe that a lower scale than OOB would accelarate the Allies ticking time bomb because a lot depends on USA warships building pace.

      Near OOB cost could be easier to get acceptance.
      However, introducing direct hits between planes might produces a lot more losses amongst original set -up units. More  money (from NOs or anything else ) could be needed to keep up with OOB rythm of losses.

      @Baron:

      @Black_Elk:

      I’ll admit to being somewhat torn. On the one hand I think Baron’s unit interactions are excellent and very well thought out, and I also recall the development process over time in countless threads, so I’ve seen how its grown into a pretty complete overhaul. But I also know that people may be reluctant to adopt a series of sweeping changes to the roster. For those who want the familiar OOB combat system just with a different “campaign” dynamic (different NOs, incomes or starting unit distributions) a complete redux of the combat phase might put them off, since it requires you to learn a lot of new things.

      I would say that threshold here for me is whether or not the unit interactions can be easily handled in tripleA, without requiring a bunch of new code, or the introduction of new phases and the like.

      I’m not a huge fan of combined arms. I know in the OOB game this is a huge part of what makes TacBs useful, but I rather prefer it when each unit has a unique stand alone role, without being reliant on other units to be effective. Artillery set the precedent though, so I suppose its here to stay now, I’d just be careful not to run away with the concept. I think the combat phase becomes a lot less intuitive when the unit attack/defense values change based upon which other units are in the fight. The TacB is rather different than artillery, because it is itself boosted by other units, rather than providing the boost. Artillery has a baseline attack value of 2 that doesn’t change based on which other units are in the fight, which I think is a bit simpler to grasp. I suppose by now everyone is used to the combined arms that currently exist, but adding a bunch of new specialized unit relationships might be off putting to some. Again though, I’m willing to explore at this point. A ground up roster revision is very ambitious.

      IDK which direction you will take but I dislike combined arms (except for Art and Inf or MI) too.
      Changing the combat value of units during combat is annoying and slowing the pace on A&A boardgame. I know you are looking for simplicity. Hence few revised units, such as Subs, TPs, DDs.
      I knew it was bit overstretched.

      For Submarines and Destroyers, I cut down the Surprise Strike and blocker because most of the time there is enough DDs to neutralized this special ability. Making both at the same cost would have put a balanced Sub at A3 D1 vs DD at A2 D2. Keeping it at a lower but constant A2 first strike keeps the symbolic surprise attack (figurating the sneaky torpedoes) while putting Subs as a better offensive warship than Destroyer. On the other hand, I simplified the Sub defense value to a regular and constant D1. Anyway, most of the time, it was the usual Sub defense OOB since DD is always present to block Subs escape.

      So, when Sub is part of a fight it keeps the same value from the start till the end. Simpler.
      Since this Sub is weaker than OOB Sub vs Destroyers, I add Sub cannot hit Sub (for offense while making it a less interesting fodder) and gives it a better survivability with DD blocking Submerge and Stealth only on 1:1 ratio which make sense at the same cost.
      At least, when a Submarine will be on offense, the A2 first strike promise to be more satisfying than OOB.

      On TcB and StB, making them the same cost with same attack value A4 is going to put players on a difficult dilemma: better range and mobility or better overall unit in defense. Buying TcBs A4 D3 M4 instead of StBs A4 D1 M6 will reduced the effectiveness of Dark Sky which rely a lot on higher mobility.

      @Baron:

      @The:

      Since Sub always have First Strike I thought only undetected subs have the first strike option (@2 in attack & @1 while defending) while detected subs fire along with all other vessels. At least this is the way we handle this in our games

      OOB, you are right Sub cost 6, A2 D1 and gets Surprise Strike if no DD is present.

      In my redesign Sub suggestion, DD cost 6 and block 1:1 Sub’s Submerge and Stealth Move, but can’t affect the Sub’s Surprise Strike (at 5 IPCs vs 6 IPCs, A2 first strike vs D2, the IPC ratio already put DD at the same OOB AACalc odds of 6 IPCs vs 8 IPCs, A2 vs D2)

      OOB odds: 88% vs 11%
      http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=&aFig=&aBom=&aTra=&aSub=8&aDes=&aCru=&aCar=&aBat=&adBat=&dInf=&dArt=&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=6&dCru=&dCar=&dBat=&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Sub-SSub-Des-Fig-JFig-Cru-Bom-HBom-Car-dBat-Tra&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Sub-SSub-Des-Car-Cru-Fig-JFig-dBat-Tra&battle=Run&rounds=&reps=10000&luck=pure&ruleset=AA1942&territory=&round=1&pbem=

      Redesign odds: 88% vs 12%
      http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=&aFig=&aBom=&aTra=&aSub=6&aDes=&aCru=&aCar=&aBat=&adBat=&dInf=&dArt=&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=&dCru=&dCar=5&dBat=&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Sub-SSub-Des-Fig-JFig-Cru-Bom-HBom-Car-dBat-Tra&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Sub-SSub-Des-Car-Cru-Fig-JFig-dBat-Tra&battle=Run&rounds=&reps=10000&luck=pure&ruleset=AA1942&territory=&round=1&pbem=

      Simpler to let Sub, cost 5, attack A2 First strike all the time, but defend @1 regular.
      Anyway, you would need Destroyer as fodder and to attack Sub, because they can Submerge, if their is no DD.

      @Baron:

      Unit type
      Cost  Combat values
      Special abilities

      SUBMARINE
      5 IPCs A2fs* D1 M2
      Permanent A2 first strike *against all surface vessels only, including DDs.
      Cannot hit Sub or Aircraft
      Submerge and Stealth Move

      DESTROYER
      6 IPCs A2 D2 M2
      Block Sub’s Submerge (first round only) and Stealth move, both on a 1:1 basis.

      TRANSPORT
      8 IPCs A0 D0 M2, 1 hit,
      Carry 2 units, 1 Inf + 1 any ground unit
      No defense against warships,
      1 Transport can escape from Naval Battle in the same SZ at each end of combat round, if there is no enemy’s aircraft. Simply remove TP from battle board and place it in the SZ on the map.
      Regular AA @1 against up to 1 plane, whichever the lesser.

      Undecided: Submarine’s Stealth Move and No Control of Sea Zone still afford 1 single shot @1 per Submarine unit against any warships or transports passing by in the same SZ.

      This is one possible result once added into lower cost structure.
      @Baron:

      This is the reduced cost structure with near OOB cost for planes and Carrier holding 2 planes (Fgs or TcBs).
      I also stick to this cost structure (5-6-9-12-15).
      I put the 1 hit Transport at 8 IPCs.
      I write here many ideas which still fit into core roster at this low cost.
      All other ground units are as OOB, except for Tank which no longer gives attack bonus to TacB.

      Feel free to quote, erase the quotation and my name, then change the units according to your idea.
      This can be a tool to provide a full view of everyone roster.

      Unit type  
      Cost   Combat values
      Special abilities

      SUBMARINE
      5  IPCs A2fs* D1 M2
      Permanent A2 first strike *against all surface vessels only, including DDs.
      Cannot hit Sub or Aircraft
      Submerge and Stealth Move
      On offense, Sub’s commander can allocate each hit whether on transports group or warships group, the owner still choose which individual unit is the casualty.

      On defense, Stealth Move allows (but not compel to) each Sub 1 single roll@1 against any ships passing through the Sub’s SZ. Only each Destroyer can get a single retaliate roll @2.

      DESTROYER
      6  IPCs A2 D2 M2
      Block Sub’s Submerge (first round only) and Stealth move, both on a 1:1 basis.

      TRANSPORT
      8  IPCs A0 regAA1 D0 M2, 1 hit, taken as casualty according to owner’s choice.
      Carry 2 units, 1 Inf + 1 any ground unit
      No defense against warships,
      1 Transport can escape from Naval Battle in the same SZ at each end of combat round, if there is no enemy’s aircraft. Simply remove TP from battle board and place it in the SZ on the map.
      Regular AA @1 against up to 1 plane, whichever the lesser.

      Can unload in a Sub infested SZ if escorted by surface warships.

      If you bring them in with attackers - as you would for amphibious - then any defense shots in excess of what is needed to sink the accompany ships MUST be applied to any transports until all shots are accounted for or there are no units left to assign them to. (Per OOB rule.)

      CRUISER
      9 IPCs  A3 D3 M3
      Shore Bombard 3
      Gives +1 move to 1 surface vessel, paired 1:1

      FLEET CARRIER
      12  IPCs A0 D2 M2, 2 hits,
      Carry 2 planes,
      damaged Carrier still carry one aircraft.

      BATTLESHIP
      15  IPCs A4 D4 M2, 2 hits,
      Shore Bombard 4

      Both repair at purchase and repair phase in a SZ adjacent to a Naval Base SZ, or in NB SZ.
      Naval Base cannot repair more than 3 warships hits per turn.

      FIGHTER
      10 IPCs A3 D4 M4
      SBR: A2 D2, interceptors always destroy bombers first.

      TACTICAL BOMBER
      12 IPCs A4 D3 M4
      TBR: A1first strike,  Damage D6 on AB or NB,
      SBR: can do escort mission for StBs without bombing AB or NB.

      STRATEGIC BOMBER
      12 IPCs  A4 D1 M6
      SBR:  AA A1first strike up to two Fighters, whichever the lesser,
      Damage on IC, AB, NB D6+2 /minimum damage 2 pts if hit by IC’s/AB or NB’s AA gun.
      No damage when destroyed by intercepting Fighters.

      All aircrafts can hit unsubmerged Submarines without Destroyer presence.

      ANTI-AIRCRAFT ARTILLERY
      4 IPCs A0 D1 AAx2* M1 CM or NCM, 1 hit,
      Taken as last casualty on offence.
      *Fire each round @1 first strike against up to two aircrafts, which ever the lesser.
      Regular defense @1 if there is no enemy’s plane.

    • baron MünchhausenB

      A simplified dogfight and SBR House Rule for 1942 2nd Edition

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      • • • baron Münchhausen
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      baron MünchhausenB

      Another way to play a 1942.2 game with some elements which can simulate air-to-air combat between Fighters or against Bombers are as follow.
      This House Rule keep the same principles as the opening post system:

      Fighters are having dogfight against other Fighters and Bombers and not just hitting grounds targets (as casualties chosen by owner’s) acting like a shield.

      That Strategic Bombers are weak and vulnerable against Fighters in air-to-air combat.

      But Strategic Bombers have a heavy payload of bombs against ground targets.

      There is no special phase in this HR and the dogfight in SBR is consistent with the air-to-air combat value of Fighter and Bomber units.
      However, it implies a few changes on combat values and cost of these units:

      FIGHTER
      Attack 2
      Defense 2
      Move 4
      Cost 7
      Always hit enemy’s aircrafts first, if any available.
      A Destroyer must be present to hit submarine.

      Strategic Bombing Raid Escort and Interception
      Attack 2
      Defense 2

      STRATEGIC BOMBER
      Attack 4
      Defense 1
      Move 6
      Cost 12 (Optional: reduced to 10 IPCs)
      A Destroyer must be present to hit submarine.
      Can make a Strategic Bombing Raid against Industrial Complex.
      OPTIONAL: Every time on attack a “1” is rolled, then an enemy’s plane (either Fighter or Bomber) must be taken as casualty.

      **Strategic Bombing Raid Escort and Interception
      Attack 1

      Damage on IC: 1D6+2**

      1942.2 FLEET CARRIER
      Attack 0
      Defense 3
      Move 2
      Cost 14
      Hit: 2 hits
      Carry 3 planes (Fighters)
      Damaged Carrier can still carry 1 plane.
      Carriers are repaired at the beginning of the Power’s turn (Purchase and repair damage phase),
      unlike Battleship which are repaired at the end the player’s turn (Placement phase).

      ANTI-AIRCRAFT ARTILLERY
      Attack 0
      Defense 0
      Move NCM1
      Cost 4
      1 hit
      Up to 3 preemptive defense @1 against up to 3 planes, whichever the lesser,(as OOB AAA) and
      fire regular defense @1 against up to 1 plane on the following combat rounds.
      Stop any blitz, but cannot defend itself against enemy’s ground units.

      Additional units are added:

      For every 2 Fighter units, you can add on the board 1 new Fighter unit.
      USSR gets 1 additional Fighter unit. (1 Fg is put in Russia.)
      UK gets 2 additional Fighter units. (1 Fg is put on Carrier, 1 Fighter is put in UK.)
      USA gets 3 additional Fighter units.  (1 Fg is put on Carrier, 1 Fg is put in Western USA and 1 is put in Eastern USA.)
      Optional: You can add an AAA in China instead of a Fighter in Eastern USA.

      Germany gets 3 additional Fighter units. (1 Fg is put in Northwestern Europe, 1 Fg is put in Germany, 1 Fg is put in Poland.)
      Japan gets 3 additional Fighter units. (2 Fgs are put on each Carriers, and 1 Fg is put in Manchuria.)

    • baron MünchhausenB

      Introducing Tactical Bomber and an evolved Fighter in a 1942 third edition?

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @arwaker:

      The less different types of units you have in the game, the more of the specific sculpts are in the box.
      I dont see the advantage in stategic depth of the game a tactical bomber could offer, to compensate the reduction of specific sculpts and the complification of the rules.

      However, one can introduce as many new types of units he wants (as a house rule). What about assault guns, interceptors, frigates or landmines? Would they increase the funfactor of the game? I’m not sure. Same as with tactical bombers.

      If there is no Air Base or Naval Base and having only the combined arms: giving +1 to attack if tactical bomber is paired to Fg or Tank, I agree there is not much additional strategic depth about it.
      The fun thing is only about having more different sculpts Inside the Box.
      From a collectors POV, it seems more interesting having more different units than fewer types but more of them. Isn’t it?
      Chips are provided when you have many units of the same type.

      Of course, it adds more specific rules. That’s the issue specifically treated by 1941 game.
      Simpler and shorter for beginner.

      1942 can be more develop with sculpts without extending the play-time or the whole map (not excluding a few changes, like the no-IPC value Islands in Pacific, for instance).
      Global is made for hard-core players who have a lot of time.

      From what I experimented, I could say that adding Mechanized Infantry and Tactical Bomber (and even a 5 IPCs’ Mechanized Artillery (assault Gun) and 9-10 IPCs Escort Carrier, HBG sculpt) can provides a deeper experience and feel of WWII at a strategic level without having to plan for a 2-days event.

      Although, your focus on increasing “strategic depth”, makes we think about the two game mechanics brought to hit directly planes. And in this perspective, one seems better compared to the other.
      The one I introduced in my opening post is better because it allows a specific unit (Fighter), a specific capacity: targeting enemy’s plane first (costlier target), while Tactical Bomber also received his specific capacity (being a better hitter on ground targets, but not necessarily on costlier targets).

      The other way of creating somekind of dogfight between planes is to allow “1” or “2” rolled by aircrafts to destroy enemy’s.
      The mechanic can work but doesn’t seems to increase the strategic depth as much as the former.
      Fighter and Tactical have similar abilities, (carrier operation, regular hit, special roll) one have more of this and the other less of that (Fg on “1” or “2” / TcB on “1” only, cannot intercept in SBR).

      Do you agree on this last point?

      Here is a complete roster with a different Fighter unit (A2 D2 M4 C6) combined with an entirely 3 planes Fleet Carrier for either Fighter or Tactical Bomber units.
      Even with a radical change in cost, I think it brings a much better interactions between units and mainly aircrafts from a gameplay perspective than the one I suggested in the opening post and poll of this actual thread.
      You should take a look.
      Baron Munchhausen’s G40HR Roster for 3 planes carrier & 6 IPCs 1914 Fighter
      http://www.axisandallies.org/forums/index.php?topic=35222.msg1370798#msg1370798

    • baron MünchhausenB

      1942.2 Strategic Bombing Raid SBR, Bombers and escorts, Interceptors vs triple A

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @Black_Elk:

      This thread has too much good information to let it sit for an entire year without comment.
      :-D

      Right now my group doesn’t play with escort/intercept rules, because it just doesn’t seem worth the risk to the fighters (in either role). So when the rules are in effect it mainly serves to discourage bombing altogether.

      With altered abilites, like the ones suggested here, I might be more inclined to play the Escort/intercept game.

      I think you probably need 3 things to bring Air into balance:
      a.  an improved SBR mechanic.

      b. Better Anti-Aircraft Artillery units Abilities. Like one that can move in combat, with a normal attack defense value of 1, in addition to a one time opening shot vs air, or something along those lines.

      c. Some form of naval AA-fire.

      I think you have touched on all the essentials here. And have brought up the others before. In addition to working out a dogfight system. The stats in thread are compelling and demonstrate how the first aspect “improved sbr” might be approached.

      Nice work, as always

      Thank you very much.
      I forgot this thread, I will probably use some stats into my Summary thread under construction about various SBRs.

      Nonetheless, it needs full focus to really weight all the aspects of SBR with all these numbers.
      I can easily understand you need to be in a certain “vibe” to read this kind of posts, hence it was quite dusty.

      Besides, I agree on your analysis of these 3 points a, b, c. They need to be coordinate to get a better game.
      I made a lot of posts on these points over months.
      Need to find the good angle to get a fresh start on these.

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