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    Topics created by baron Münchhausen

    • baron MünchhausenB

      Does Normandy invasion on D-Day necessary to defeat Germany?

      World War II History
      • • • baron Münchhausen
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      KurtGodel7K

      @CWO:

      A question: if the Allies had concentrated their efforts and resources on conquering the southern part of Europe, and had not invaded France, isn’t it possible that the Russians would have driven westward through Germany in 1945 and would have kept going through France (which Germany would still be occupying in this scenario) until they got to the English Channel?  In other words, doesn’t a scenario in which the Anglo-Americans end up controlling the southern and eastern parts of Europe create a situation in which the Soviets end up controlling the northern and western parts of Europe, with France, Belgium, the Netherlands, Luxembourg, Denmark and possibly Norway being switched from Nazi occupation to Soviet occupation?

      You’ve raised a very good question.

      In the scenario I outlined, one possible Allied objective would have been to reach the Baltic before the Red Army arrived. Had this been achieved, all of Europe west of this Anglo-American line would presumably have been protected from the Red terror. Whether that was achievable goal is difficult to say.

    • baron MünchhausenB

      Continuing thread on Night Bombing SBR improving the previous HR in OP

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @toblerone77:

      What is so hard to understand?

      Three STBs make a night raid. The defender rolls three dice and scores 3 hits by a miracle.
      So 1.5 hits rounded up, it’s two hits, rounded down it’s one hit. The remaining attackers roll for damage and the total is halved to the nearest IPC worth of damage up or down.
      If some one were to use the HR their group could decide.

      Want simpler rolls for AA guns during a night raid? Easy use D12 dice and have them roll at 1. That equates .5 pips on a D6 die. Easy.

      You got it man!!!  :-o  I completely forgot about this possibility of using D12.

      I believe you already play with D12, so it won’t be difficult to introduce it in your game.

      Day and night AAA will be distinct this way:
      Day AAA, use 1 on D6 or “1” or “2” on D12.
      For an average casualty of 2/12 * -12 IPCs = - 2 IPCs/StB run.

      Night AAA, use “1” on D12.
      For an average casualty of 1/12 * -12 IPCs = - 1 IPC/StB run.

      One casualty roll is always better. And you get your half casualty average for Night B.

      The last point remaining is on damage roll of 1 StB.
      Day time SBR:
      D6+2 (avg 5.5) * 5/6 = 27.5 IPCs/6 =      4.583 IPCs/StB - 2 IPCs = 2.583 IPCs/run 100%
      D6 (avg 3.5) * 5/6 = 17.5 IPCs/6 =          2.917 IPCs/StB - 2 IPCs = 0.917 IPCs/run 35.5%

      Night time SBR:
      D6 (avg 3.5) * 11/12 = 38.5 IPCs/12 =    3.208 IPCs/ StB  - 1 IPC = 2.208 IPCs/ run  85%
      D3+1 (avg 3) * 11/12 = 33 IPCs/12 =      2.750 IPCs/ StB   - 1 IPC = 1.75 IPCs/ run  68%
      D6-1 (avg 2.5) * 11/12 = 27.5 IPCs/12 = 2.292 IPCs/ StB  - 1 IPC = 1.292 IPCs/ run 50%
      D3 (avg 2) * 11/12 = 22 IPCs/12 =          1.833 IPCs/ StB  - 1 IPC = 0.833 IPCs/ run  32%

      Last Tob77 version 4 out 6 doing 2 IPCs damage:
      4/6 * 2 IPCs * 5/6 = 40 IPCs/36 =           1.111 IPCs/StB - 2 IPCs = -0.889 IPCs/run - 34%

      AA gun hits halved rounded up version for 2 StBs:
      D3+1(avg 3)*11/36=33 IPCs/36=      +0.917 IPCs/ 2StB
      D3+1(avg 3)225/36=150 IPCs/36= +4.167 IPCs/ 2StB - 3.667= 1.417/2= 0.709 IPCs/ 1 StB run 27%
                                                                                  or -1.834 IPCs/ 1 StB

      AA gun hits halved rounded down version for 2 StBs:
      D3+1(avg 3)*1/36=3 IPCs/36 =         +0.083 IPCs/2StBs
      D3+1(avg 3)235/36= 210 IPCs/36= +5.833 IPCs/2StBs -0.333= 5.583/2= 2.792 IPCs/1 StB run 108%
                                                                                   or -0.167 IPCs/ 1 StB

      1 StB against AAA repulse @2:
      D3+1 (avg 3) * 4/6 = 12 IPCs/6 =      2 IPCs/ StB   - 0 IPC = 2.00 IPCs/ run  77%

      Rolling damage first 1 to 4 IPCs, 5 or 6 is a miss and get under AA fire @1:
      1+2+3+4+0+0=10/6 IPCs =         + 1.67 IPCs - [(12 IPCs*2/36)= 4/6] .67 = 1 IPC/ run 39%

      Night time bombing played as Convoy disruption on 1-3 damage (4-6= 0), no AA fired:
      1+2+3+0+0+0=6/6=                     +1 IPC             - 0 IPC = 1 IPC damage/ run 39%

    • baron MünchhausenB

      Starting a new topic: test

      Website/Forum Discussion
      • • • baron Münchhausen
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      baron MünchhausenB

      …
      I can change the subject name at will, again and again.
      I can modify and erase, again and again, almost all of the message body, except I cannot left it empty.

      @Imperious:

      That’s why in these cases the Moderator can simply move this to where it belongs. I have no idea why that hasn’t been done already. The solution is NOT to allow the OP to just delete a thread which contains others people’s posts.

      Here is above, another alternative solution (while waiting a Moderator) that an Opening Poster can do on its own Opening post.

      It is possible to left almost everything blank, except for 1 single character (a dot is enough) in this two:
      No subject was filled in.
      The message body was left empty.

      So if someone is starting a new thread in the wrong forum, just let him know that he have just to start a new one in the good forum and just copy the message body from his older one.
      Then, once it is done he can erase everything and left a single dot “.” in both subject and message body section.

      The OP is not powerless about is own post and starting thread.
      He can also left a message like this: “To mod: Erase this thread, please.”

      All the others replies can be easily erase by each author.

    • baron MünchhausenB

      Alternate 3 planes CV, more Air oriented A&A for G40 or 1942 with TacBs

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      I found a post which say that SBR AAA kill ratio was 10% max:

      What Larry says have flaws, and contradict to to base mechanic.

      It should be like this:

      1. Attacking fighter escorts roll dice, each 1 is hit, and defender move casualties to casualty zone.

      2. Defending AA-gun roll dice, each 1 is hit, and then defending fighters roll dice, 2 or less is hit. Attacker choose his casualties.

      3. Surviving bombers roll SBR dice against factories.

      In real world, the attacking airfleet would first face the intercepting fighters, and then the escort fighters would do dog-fight. Later, the bombers would face AA-fire at the target. This AA-fire killed historically less than 10 % of the aircrafts. Using Larrys rule where AA-guns target bombers, you could be lucky and roll two 1’s and kill both attacking bombers, and get an unhistoric result of thousands bombers killed and no harm to the factories. Since its an abstract game, let the attacker pick a fighter as casualty to represent a % loss, and still have bombers survive to SBR.

      http://harrisgamedesign.com/phpBB3/viewtopic.php?f=31&t=1706&start=8
      He is talking about an older version of SBR (AA50 Anniversary).

    • baron MünchhausenB

      Alternative to OOB aircrafts, destroyers and submarine warfare in G40 and 1942

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      I finally found a different HR intended to fix Subs vs planes:
      @deslock:

      IMO, subs are too weak if they can’t be used as defending fodder (I know some other user agree as I read posts complaining about this).  To illustrate, suppose USA approaches Japan with an invasion force and Japan strikes first:

      Japan (attacker):
      8 ftr
      2 bmb

      USA (defender):
      2 CV
      4 ftr
      8 sub
      2 dd
      4 trn

      The rules are fairly clear that in this battle the USA can’t choose to take subs as losses, which means Japan has a ~90% chance of victory (killing everything except for the subs).  I’m contemplating a house rule that states:

      Defending subs can be hit by any air/sea units regardless of whether or not an attacking DD is present.  However, if no enemy DD is present, the subs may submerge before any rolling.  If subs attack and no defending DD is present, then defending air units can’t hit subs (even when they’re on the surface).

      (I believe that the last two sentences are how it already works, but I included them with the house rule for clarity)

      This way subs’ current capabilities are preserved, but they can now be used as defending fodder. Does that seem reasonable to the more experienced players here or does it throw off the game mechanics? (I’ve only played AA50 a couple times)

      And there is also this thread about how to limit the DDs vs Subs ratio (same problem):
      http://harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6367

    • baron MünchhausenB

      History of the introduction of the actual G40 OOB Subs rules

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

      To have a better base for future discussion on any related topics to Submarines,
      here is a revised version of the evolution of the main aspects about OOB Sub rules:

      @Baron:

      For reference, here is the OOB Submarine rule in different A&A version:

      Classic:
      1st Ed. 1984: A2D2M2C8, attacking Subs get Surprise Strike, cannot submerge but can withdraw in another SZ, cannot hit air.
      2nd Ed. 1986: A2D2M2C8, attacking Subs get Surprise Strike, cannot submerge but can withdraw in another SZ, cannot hit air.
      3rd Ed. 1997: A2D2M2C8, attacking Subs get Surprise Strike, withdraw in another SZ, defending Sub can submerge in SZ at the end of the round, cannot hit air.

      Iron Blitz Edition by Hasbro and Microprose 1999, A&A 3rd Ed.:
      Sub: A2D2M2C8, Surprise Strike on attack only, can submerge in SZ at the end of the round, cannot hit air.
      Destroyer: A2D2M2C8 can retaliate even when hit by subs surprise strike and cancel Subs submerge.

      Pacific 2001 and Europe Edition 1999:
      Sub: A2D2M2C8, Surprise Strike on attack only, can submerge at the end of the round, cannot hit air, cannot be hit by air.
      Destroyer: A3D3M2C12, cancel Surprise Strike and allows planes to hit subs.

      Revised Edition 2004:
      Sub: A2D2M2C8, First Strike (attacker and defender), can submerge at the end of the round, cannot hit air.
      Destroyer: A3D3M2C12, cancel First Strike and Submerge.

      Anniversary Edition, AA50, 2008:
      Submarine: A2D1M2C6, First Strike, Submersible: can submerge in First Strike phase before regular cmbt, cannot hit air, cannot be hit by air.
      Destroyer: A2D2M2C8, cancel First Strike & Submerge and allows all planes to hit subs.

      1942.1 (2009) : Same as AA50.
      Pacific 1940 (2009) and Europe 1940 (2010).: same as AA50.

      1942.2 (2012) : Same as AA50.
      Plus: prevent unescorted transports from offloading for an amphibious assault.

      Pacific 1940 and Europe 1940 2nd Ed. (2012): same as 1942.2.

    • baron MünchhausenB

      Alternate Air combat in OOB G40 with 2 planes Carrier, 1942.1 and 1942.2

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @Baron:

      Do you think this last HR makes Carriers too much vulnerable against Subs if they put 1 Fg and 1 TcB on board?

      Does this cutting in half the defensive power of Carriers against Subs should be balance by a no restriction against Subs for Tactical Bombers?

      TcB A3-4D4M4C10 can hit Subs anytime by themselves. No need of Destroyers.

      But StB units (any number) can only hit submarine units when paired to at least 1 destroyer unit.

      Who knows? Some ideas to judge this situation?

      Don’t you think it could help simplify the Rules on the subs vs aircrafts?

      Because, there is only StBs needing DDs on offence which can be part of any naval combat with Subs ?

      Actually, this line of thinking pushed me further away.

      Once fighters can no more hit any Subs, I thought why not simply allows both TcB and StB to hit subs without the need of destroyers.
      But, at the same time, keeping all the actual stuff on DD and subs.
      That would meant that any type of bombers attacking subs only in a given SZ should not be able to do any harm to them since subs keep their Surprise phase and can submerge prior to the regular combat phase. In other terms, DDs will still be needed on many circumstances to get a chance to hit subs.

      So with Fg unable to hit them and the Subs submerge still very efficient, giving Bombers the ability to hit subs will not doom them.

      That’s how I see things, am I under a false impression?
      Do you think it is playable?
      Because, it could be much simpler to play subs vs planes than the actual OOB.
      Hope you can leave a comment.
      Thanks.

    • baron MünchhausenB

      Alternate 3 planes CV, more planes oriented A&A for G40 or 1942 HR with TacBs

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @Baron:

      It is intended to be played with the starting board.

      Fg A2D2M4C8, 1 hit, all hit destroy an enemy plane first, if there is any.
      Give +1A/D to any TcB paired with.

      TacB A2D3M4C10, 1 hit, gain +1 A/D when paired 1:1 with any Fg or Tank.
      Can do a Tactical bombing raid vs AB and NB.

      Now, the Fleet Carrier is A0D2M2C16, 2 hits, can now hold up to 3 planes.

      This point is for balancing vs OOB full carrier with 2 planes:
      2 Fgs= A6D8C20 (.7pt/IPC)  / 1 Fg+1TcB= A7D7C21 (.67pt/IPC)

      3 TcBs= A6D9C30 (.5pt/IPC)
      2 TcBs + 1 Fg = A7D9C28 (.57pt/IPC), but with Air Supremacy can rise to A10D10C28 (.71pt/IPC)
      1TcB+2 Fgs= A7D8C26 (.58pt/IPC), but with Air Supremacy can rise to A8D8C26 (.62pt/IPC)
      3 Fgs= A6D6C24 (.5pt/IPC)

      There is probably some changes to compensate for the weaker planes units.
      For instance, 1 CV with 1 Fg and 1 TcB should be added an additional Fg on board.
      You can also put on board a Fleet Carrier 1 TcB or 1 Fg when there is 1 plane on a CV and at least 1 Fg or TcB in a Naval Base nearby.

      Since in this HR TacB gets the best defensive value, it should be better to put on the initial board a TcB instead of an OOB Fg and put a Fg instead of a TacB.

    • baron MünchhausenB

      1942.2 & G40 Improving historical accuracy of amphibious assault

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      @Imperious:

      The map should be marked for possible landing sites. It is not a fact that major landings could take place “anywhere”.
      True but it is too much zoom-in tactical level geography.
      Let’s suppose the amphibious assault is made in an appropriate places.
      The bad or good luck of the first roll of dices in combat is making for a good or bad landing place.

      First, the attacker should only be able to attack with infantry only on the first round ( and air units). This would be rolled after SB is performed.
      AAA fire then Shore Bombardment are the first two steps. At a tactical level, artillery and armor have a bad moment to pass through during landing phase. The issue is to figure it all at strategical level and keep balance.
      I suggested this penalty can be enough:
      instead of saying all A1 for the first round of an Amph. Assault
      Just say all attacking ground units get -1A to a minimum of A1, for the first round.
      Hence, Artillery get A1.
      But, at least Armor can get A2.
      And according to this HR, even an Inf getting A2 for being paired with Art is reduced to A1.  
      But, at a strategical level, the SB can give a little support to Infantry unit trying to land.
      That’s why:

      During the first round of an Amph. Ass.
      Destroyer, on a 1:1 basis, give +1A boost to 1 Infantry unit.
      Cruiser,  on a 1:1 basis, give +1A boost to 1 Infantry unit, in addition to the shore bombardment.
      Battleship, on a 1:2 basis, give +1A, to up to 2 Infantry units, in addition to the shore bombardment.

      So the warships heavy guns can make a difference (even Destroyer’s one), on landing round.

      Second, Defending Infantry and Artillery should fire preemptively ( loses taken first do not fire in subsequent rounds)
      This is a tough one, do we give it to Artillery unit only or to both units?
      Here I followed Razor and also you, at the strategical level, and for balance (too much Inf vs Art), and for simplicity and also because 1914 give it only to Artillery unit. And it will be a weaker ones however:
      All Artillery units get a preemptive strike (like subs) against incoming units.

      Third, all remaining attacking units roll, then remaining

      The attacker should be able to retreat, however all mech units are converted into infantry ( they leave the beaches with equipment…ala Dunkirk)
      That one is new. It is alien to A&A system to convert 1 unit into another.
      However, a retreat possibility could be interesting…
      But usually the better units will survived last. This means it will probably be armor or artillery…

      Instead, it can be something like this:
      If amphibious assault units needs to retreat (at the beginning of the round), attacker must loose 1 Armor unit or 1 Art unit before any other 1 casualty.
      Basically, attacker must loose 1 additional ground unit (the costlier and valuable one), and this unit cannot fire, then return the surviving units on landing barge (transports).
      On most occasion this will mean 1 armor unit, an A3D3, 6 IPCs unit.

      Thanks for this idea about amphibious assault retreat.

      It can even more create an incentive for the defender, to throw an air/naval assault on transports to get ride of the surviving retreating units. Rarely see, ground troops going into the bottom of the ocean with transports units.

    • baron MünchhausenB

      Improved historicity of Fighters G40 SBR escort, interception & Night bombing

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      I will summarize 3 ways of doing G40 SBR with Fgs escort and interceptor which could be use as 3 different historical tactics by the attacker trying to whether reduce the enemy’s air power or the IC production while better protecting StBs.

      First, is A) the Close-Escort Mission, which is done as OOB SBR.

      Second, is B) the Offensive Counter-Air Mission, which gives Fgs A1 first strike and D1 but an opportunity to roll a second time against bombers in A-to-A dogfight.

      Third, is C) the Night Bombing Mission, in which Fgs units cannot participate neither offense nor defense.

      A) Close-Escort Mission, as OOB
      Air-to-Air phase
      All attacking planes (Fg,TcB, StB) inside roll A@1.
      All defending Fgs roll D@1.
      Remove casualties.

      Bombing phase
      Proceed to SBR over IC, NB or AB.
      AAA fires @1 against StB and TcB
      Then roll damage as OOB: StB D6+2, TcB D6.

      B) the Offensive Counter-Air Mission, Fgs are actively chasing intercepting Fgs
      Air-to-Air phase
      First cycle:
      All attacking Fgs can roll A@1. Remove casualties.
      All other attacking planes (TcBs, StBs) roll A@1.
      All defending Fgs roll D@1.
      Remove casualties.

      Second cycle:
      Then, defending Fgs roll D@1 a second time inside the A-to-A phase.
      And all hits in this second cycle are allocated first to bombers, if any. Remove casualties.
      All surviving attacking Fgs can now roll A@1 in this second cycle. Remove casualties.

      Bombing phase
      Proceed to SBR over IC, NB or AB.
      AAA fires @1 against StB and TcB
      Then roll damage as OOB: StB D6+2, TcB D6.

      C) the Night Bombing Mission

      Night Bombing phase
      Proceed directly to SBR over IC, NB or AB.

      AAA fires @1/D12 against StB and TcB or
      @Baron:

      “Historical” light projector “search and spot” in the night sky:
      Each StB/TcB is spotted on a 3 or less.

      Then roll to A@1 on spotted StB with AA gun: on “1” roll a spotted StB/TcB is destroyed.
      (Work as the usual in-built AAA in IC.)

      All surviving StBs bombard roll for damage: (1D6+2)/2 rounded down against IC.

      All surviving TcBs bombard roll for damage (1D6)/2 rounded down, minimum 1 IPC, against IC.

      @Baron:

      Trying to depict the two escorting fighters tactics with an additional HR inside the actual G40 OOB SBR escort and interception rules, I come to this:
      It would be an attacker’s choice whether he chooses the close-escort mission or an Offensive Counter-Air mission.

      Close-escort mission:
      When playing as OOB SBR (all @1), it is like Fgs are providing close-escort to bombers.

      Offensive Counter-Air mission version A:
      Air-to-Air combat phase in SBR with Fgs actively chasing intercepting Fgs
      :
      All attacking Fgs can roll A@1. Remove casualties.
      All other planes (TcBs, StBs and defending Fgs) roll A/D @1. Remove casualties.
      Then, defending Fgs roll D@1 a second cycle inside the A-to-A phase.
      And all hits in this second cycle are allocated to bombers. Remove casualties.

      Proceed to SBR over IC, NB or AB.
      AAA fires against StB and TcB.
      Then roll damage as OOB.

      I think it is a way to simulate the two tactics at a Strategical level game.
      It can give a better historical feel and variation of attacking SBR strategy, at least on this point, than just the actual OOB.
      Attacking Fighters get a preemptive strike, and any hit is also a way of protecting bombers,
      while defending Fgs get special treatment on the second cycle: a second chance to make a hit @1 on bombers specifically.

      In addition, maybe the comparison can provide us a way to explain why Fgs are not better than bombers and stay A/D @1:

      the escorts are restricted in their role, they have limited ability to score hits, however, by staying close to the bombers they make it more likely that they will be taken as a casualty, the losing player gets to decide their losses.

      If on the other hand, the escorts are allowed to pursue interceptors, they are more effective at shooting them down, but in that case, they are not as effective at protecting the bombers, therefore, the interceptors get to choose their hits.

      On one part, we can say that for escorting Fgs providing cover impaired all of them, moving at a slower pace and keeping an eye on bombers.
      On the other part, defending interceptors are also somewhat impaired by the defensive formation of Bombers and Fgs, so they didn’t get any advantage of the “flying over homeland territory” would normally provide against less manoeuvrable target.
      So, after all, Fgs get A1D1 while the rest of TcBs and StBs just getting A1 but D0.
      (And based upon IPC cost, it is just enough to say a Fg unit is slightly better than the rest.)

      In summary, about Offensive Counter-Air mission :
      The first cycle is a regular for defending planes, because they have to scramble and can be caught off guard by attacking Fgs. They get the superiority once in the air.

      The first cycle of SBR interception phase is as OOB, except for attacking Fgs.
      The second cycle is for surviving defending Fgs which get an advantage since there is no close-escort Fgs for Bombers.

      In addition, this can provide a distinctive ability toward Fgs vs TcBs.

      This HR was only a way to depict in game term this historical tactics, but if there is already a way to rationalize it inside OOB rules, feel free to develop it, so it can add a layer of historical depiction and feeling toward Fighter unit.

      EDIT:
      Here is another way of depicting this Offensive Counter Air-Mission version B:

      What could happened historically?
      A typical example from the Battle of Britain:
      A flight of Ju88, He111 and Do17 Bombers sent in to bomb British ABs with a group of 109’s in support.
      A group of Spitfires and Hurricanes comes up to intercept.
      The 109s jump the interceptors.
      The interceptors try to blow by the escorts and get at the bombers.

      Escorts are flying in ahead of the Bombers and meet the interceptors before the wing of Bombers.

      Escorts and Interceptors fight one round.
      Escorts and interceptors roll on A/D@1. Remove casualties.
      Then, escorting and intercepting Fgs and Bombers all roll on A/D@1. Remove casualties, but Bombers are taken as casualties.
      Then, AAA fire, remove casualties.
      Proceed to bombing damage.

    • baron MünchhausenB

      Dogfighting in 1914 version of G40 & SBR escort and interception

      House Rules
      • • • baron Münchhausen
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      baron MünchhausenB

      Another way to get a distinctive taste between Fg and TcB on offence is to give attacking Fg a preemptive strike @1, like it is in 1942.2 SBR.

      Fg A1 preemptive / D2 regular
      TcB A1 / D1
      StB A1 /D0, but A1 is like a  1 AAA @1 vs up to 1 plane without preemptive, up to 1 StB or plane whichever is less.

      So you kept a progressive scale from D0, to D2.
      And every unit get a chance in dogfight phase, no bystander, except for StB on defense.

    • baron MünchhausenB

      1942.2 Strategic Bombing Raid- SBR, Bombers and escorts, Interceptors vs G40

      Axis & Allies 1942 2nd Edition
      • • • baron Münchhausen
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      baron MünchhausenB

      @Baron:

      The Triple A 1942.2 SBR rule is each plane get Att or Def @1 and StB get 1D6 damage.

      However, the math also shows that it is not better to bring along Fg as escort than throwing only StBs.
      Almost the same odds: 0.825 IPC/ SBR run (with 1 StB 1 Fg) vs 0.861 IPC/ SBR run (with 2 StBs).

      The only difference is with 2 Bombers there is much risk (of loosing more IPCs) but also much reward (more damage against the defender).

      From this, my analysis will be that there is no need to escort 2 bombers or more with Fighters as long as you get a 1:1 ratio against defending interceptors. Better to put your Fgs on other missions.

      Below there is the maths.

      Triple A SBR 1942.2: 2 StBs A1 doing SBR against 2 intercepting Fgs D1

      Sum: +8.195 - 7.334 = + 0.861 IPCs damage/StB

      I can also add that it is even more the case with G40 SBR, no need to throw a Fg on an escort mission if you have at least 2 StBs and a 1:1 ratio against defending interceptors.

      According to the maths of G40 OOB SBR rules, the odds to inflict damage to the defender are clearly increasing keeping 1:1 ratio, from 1 StB, 1 StB+1Fg and, finally 2 StBs.
      The odds are even better than a single bomber against an undefended Industrial Complex ! ( +2.583 vs + 3.639 IPCs damage/SBR run)

      G1940 SBR: 1 StB doing SBR without interceptor/ damage 1D6+2
      Sum: +4.583 - 2 = +2.583 IPCs damage/SBR run

      G40: 1 StB A1 doing SBR against 1 Fg D1 / damage 1D6+2
      Sum: + 4.845 - 3.666 = + 1.179 IPC. damage/SBR run

      G40: 1 StB A1 doing SBR against 2 intercepting Fgs D1
      Sum: + 4.85 - 5.056 = - 0.206 IPCs damage/SBR run

      G40: 1 StB & 1 Fg A1 doing SBR against 2 intercepting Fgs D1 damage: 1D6+2
      Sum: +7.775 - 5.33 = + 2.445 IPCs damage/SBR run

      G40: 2 StBs A1 doing SBR against 2 intercepting Fgs D1 damage: 1D6+2/StB
      Sum: +10.973 - 7.334 = + 3.639 IPCs damage/SBR run

      G40: 1 StB & 1 Fg A1 doing SBR against 1 intercepting Fgs D1
      Sum: + 7.639 - 3.667 = + 3.972 IPCs damage/SBR run

      G40: 2 StBs A1 doing SBR against 1 intercepting Fgs D1
      Sum: +11.459 - 5.666 = + 5.793 IPCs damage/SBR run

      Triple A SBR 1942.2: 1 StB doing SBR without interceptor (A1 vs D1, damage 1D6)
      Sum: +2.917 - 2 = +0.917 IPC damage/SBR run

      Triple A SBR 1942.2: 1 StB A1 vs 1 Fg D1
      Sum: +3.69 - 3.667 = + 0.023 IPC damage/SBR run

      Triple A SBR 1942.2 : 1 StB A1 doing SBR against 2 intercepting Fgs D1 / damage 1D6
      Sum: + 2.025 - 5.056 = - 3.031 IPCs damage/SBR run

      Triple A SBR 1942.2: 1 StB & 1 Fg A1 doing SBR against 2 intercepting Fgs D1
      Sum: +6.155 - 5.33 = + 0.825 IPC damage/SBR run

      Triple A SBR 1942.2: 2 StBs A1 doing SBR against 2 intercepting Fgs D1
      Sum: +8.195 - 7.334 = + 0.861 IPC damage/SBR run

      Triple A SBR 1942.2: 1 StB & 1 Fg A1 doing SBR against 1 intercepting Fg D1
      Sum: + 5.973 - 3.667 = + 2.306 IPCs damage/SBR run

      Triple A SBR 1942.2: 2 StBs A1 doing SBR against 1 intercepting Fg D1
      Sum: +8.403 - 5.666 = + 2.737 IPCs damage/StB

      OOB SBR rules for 1942.2: 1 StB doing SBR without interceptor damage: 1D6
      Sum: + 2.917 - 2 = +.917 IPC damage/SBR run

      OOB 1942.2: 1 StB A1 first strike vs 1 Fg D2
      Sum: + 3.8 - 4.8 = - 1 IPC damage/SBR run

      OOB 1942.2: 1 StB A1 first strike doing SBR against 2 intercepting Fgs D2 / damage 1D6
      Sum: + 3.071 - 7.185 = - 4.114 IPC. damage/SBR

      OOB 1942.2: 1 StB & 1 Fg A1 first strike doing SBR against 2 intercepting Fgs D2
      Sum: + 6.018 - 7.555 = - 1.537 IPCs damage/SBR run

      OOB 1942.2: 2 StBs A1 first strike doing SBR against 2 intercepting Fgs D2
      Sum: +7.547 - 9.556 = - 2.009 IPCs damage/SBR run

      OOB 1942.2: 1 StB & 1 Fg A1 first strike doing SBR against 1 intercepting Fg D2
      Sum: + 5.973 - 5.159 = + 0.814 IPCs damage/SBR run

      OOB 1942.2: 2 StBs A1 first strike doing SBR against 1 intercepting Fg D2
      Sum: + 8.214 - 6.315 = + 1.899 IPCs damage/SBR run

      So the only case for advocating Fg escort is within OOB SBR rules from 1942.2, the odds are less worse for the attacker if it keeps pairing 1 StB with 1 Fg.

      Playing 1942.2 online with Triple A SBR rules however, it is a different story. As in G40, 2 StBs has almost the same odds of doing damage as a single StB raid against an undefended IC.
      (.861 vs .917 IPC/SBR run)

      So, based on these comparative stats, we can say that the actual OOB 1942.2 SBR rules is more historical than the 2 others, since the game mechanics give less risks for bombers when paired to Fg but it is at the expense of making SBR strategies much less appealing for attacker, and for Allies in particular.

      Here is the link to HR forum for what I think is a more historical and balance SBR rules:
      http://www.axisandallies.org/forums/index.php?topic=34118.msg1311386#msg1311386

    • baron MünchhausenB

      Exploring cheaper & weaker AAA guns unit to incite purchase

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      • • • baron Münchhausen
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      baron MünchhausenB

      @MGregersen
      As I was looking into an AAA acting like regular unit as most as possible, except for targeting aircraft, I found this interesting post in my Quora account:

      It was one of these:

      That’s a 20mm autocannon on its trailer. You could either take the gun off and sit it on the ground or the back of a truck:

      …or you could just keep it on the trailer and manhandle it. Obviously it was towed by a vehicle most of the time though. It’s called a Flak 30 or Flak 38 2cm gun.

      0aced230-543d-413f-be12-f88ef28b655f-image.png

      It’s an automatic weapon firing about 5 high explosive 20mm rounds at you per second. 20-round box magazine. It can easily reach out and tag you from several hundred metres away. So yes, if someone points it at you you’re going to experience at best a very emotional moment in your life, at worst you’re going to get disassembled.

      Technically you’re supposed to shoot down aeroplanes with it, and it does an ok job of that, but the Germans loved it to bits for infantry support too. They were the most-produced German gun of the war, reliable, punchy, manoeuvrable and available.

      https://www.quora.com/In-Saving-Private-Ryan-what-was-the-wheeled-weapon-used-by-the-Germans-in-the-final-battle-Was-it-really-as-devastating-as-portrayed

    • baron MünchhausenB

      Air Search Patrol and Anti-Sub Mission, an alternate Sub Warfare HR

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      • • • baron Münchhausen
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      @Baron:

      I found this interesting questions:
      It happens that I forget this situation in this alternate Sub Warfare.
      I would try to provide a specific rules when I will find if it falls in the sub alone category (historical POV: subs are not protecting scrambling planes) or the subs+warships (game mechanics POV: there is another different friendly unit in the SZ) category:

      @ShadowHAwk:

      What would happen in this situation.

      Transports dont move but load and then unload from the same SZ.
      A hostile submarine is available in the SZ as well as a friendly destroyer and some planes. ( so you can load )
      Now defender scrambles 1 fighter and hits the destroyer.
      Attacker kills the fighter but fails to destroy the sub.

      As we are in combat and the planes cant hit the sub and the sub cant hit the planes it is a stalemate there.
      You cannot unload because there is still sea combat going on.
      You cannot retreat because to retreat you have to move to a zone that your naval was comming from which is this SZ.

      Will the transports be defenseless ?? They cant run and the sub cant die.

      Since it is clear that the defender have the choice to scramble planes or not, this situation will be put in the Subs with warships. I added the correction in the initial post.
      I rationalize it this way: subs are mobilized to stop invasion and the amphib. assault so, instead fleeing any contact with ennemy’s ship, they are seeking them instead. Hence, no need to go on Air Search Patrol to find defending subs.

      So, ennemy’s planes can destroy subs even if there is no DD on their side. See the opening post.

    • baron MünchhausenB

      Mechanized (MI/ SPA/ SPG-TD) vs Tank (Light/ Medium/ Advance/ Heavy) units

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      • • • baron Münchhausen
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      @crusaderiv:

      light tank, medium tank and heavy tank is accurate.

      You can add self propelled gun (anti tank gun) and heavy artillery (mortar carrier) and you a great selection of unit in your game.

      Never thought about this one.
      Getting a unit A3 or A4 D3 or D4 but moving 1 space?

      Just wondering if an @4 unit at a low cost could be unbalancing the game?

    • baron MünchhausenB

      Sub vs planes w/w out DD: HR to limit subs-fodder and to keep equity

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      • • • baron Münchhausen
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      baron MünchhausenB

      @Zombie69:

      Even though I don’t like house rules in general, I like the OP house rule in conjunction with the HR that allows submerging after one round against DD. The first HR makes subs a little weaker (can’t be used as fodder against planes) while the second makes them stronger (by letting them survive more battles). All in all, I think it balances out. It also has the advantage of being elegant and easy to use.

      Glad you see it that way.
      A still more simplified HR could be that keeping all OOB DDs rules with Subs and planes, each sides which have Destroyers must say whether or not Subs will be targeted in priority by planes.
      If not, then anything but subs must be selected as planes casualties (unless their is nothing else except transports) by the owning player.

    • baron MünchhausenB

      Retrieving the G40 thread: Cost structure (and naval units). The flaw.

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      • • • baron Münchhausen
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      baron MünchhausenB

      Thanks for explanations IL.

    • baron MünchhausenB

      Harmonizing SBR air combat, with a redefined Fg & TcB combination

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      I made an important revision in red which affect the first two posts.

      If playing 1942.2 without Airbase but with Tactical Bombers,
      here is the condition to get escorted Strategical bombers:

      _When StBs attack fighters on SBR air combat, **each get 1 A@1 if there is a Fg unit escorting.

      The fighter unit have to be part of the SBR to give the bonus to all StBs attacking the IC.
      This single fighter unit get 1A@1 preemptive strike.
      The Fg unit can land anywhere else at the end of the turn. No need to return in the same territory.

      **Non-escorted StBs group roll: 1A@1 for each StB or interceptor, whichever is less.

      The @1 for escorted StB is like the actual OOB.
      As it is for each intercepting Fg getting to fire 1D@1.
      Is it enough balance and fair for both sides?****_

    • baron MünchhausenB

      Alternative way of integrating Air combat in regular combat- For Review

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      • • • baron Münchhausen
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      @Uncrustable:

      Well yours involves no less change, and is broken.

      Probably better to just change tac to 10 nothing else for your friends then lol.

      If I follow you it is broken because:
      a TcB A3-4D4 C11 cost too high when you can buy a Fg A3 C9 only (on attack Fg is better on an IPC basis),
      and a TcB A3-4D4C10 cost too low vs Fg D3 C9 (only 1 IPC higher to get D4).

      And since a Fg A3D3C8 is too OP, I’m screwed. lol
      Did I catch your reasoning (and the “Uncrusty” style)?

      So I’m left with only one option, giving more offensive power to TcB C11 to be competitive with this unit:
      Fg A3D3C9, on “1” rolled destroyed 1 plane.
      TcB A3-4D4C11
      1- When paired with Fg, TcB get A4.
      2- Air supremacy: when no enemy’s plane then TcB get also A4, need no Fg presence.

      @Uncrustable:

      The main problematic aspect (as discussed previously) to look at is the effect of A2D2 fighter on carrier operation vs naval units.

      I disagree, i think you look at it the wrong way or something, because i see no problem here.
      Carriers reduced to 15 IPC.
      1 fighter + 1 tac = 5-6 attack value, 5-6 defense value with 3 less cost
      a fighter + 1 tac (OOB) = 6-7 attack value, 7 defense value 3 more cost

      carrier is reduced 1 IPCs, and you only lose 1-2 combat value of the whole.
      so thats 4 IPCs cheaper for carrier + fighter + tac, losing just 1-2 combat value.
      If anything carriers gain a little strength (im ok with it, historically realistic to have carriers the powerhouse anyhow)

      it is just OOB, you will most likely, if not always, purchase only fighters for carriers.
      now you have good reason to keep combined forces.

      If, big if (since OOb have the better hand actually), you everplay with this Fg, you will have to be careful about Global OOB distortion vs this possible G40e fighter:

      G40e Fgs on an AB 3D@3 won’t be able to protect as much as OOB scrambled Fgs 3D@4.

      When a fleet with only 1 loaded carrier unit will be attack, it will be less powerful (but also cheaper: meaning you could have more other warships) on defense than reg OOB CV+2 Fgs.
      For example: 3 cruisers (C10)= 30 IPCs will be a bit more dangerous to CV G40e (15+8+10=33 IPCs) than they were vs OOB CV (A6D10C36 IPCs).
      3 CA A9D9C30 vs TcB+Fg: A6D8C33 4 hits, even worse A/D with 2 Fgs: A4D6C31 4 hits.

      It still works as I said, just to be cautious of the lesser A/D value for carrier when planning a naval combat.

    • baron MünchhausenB

      Basic principles of a new Sub Warfare House Rule (nSWHR), for review

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      • • • baron Münchhausen
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      I made a small but significant modification (written red) in the first post about Subs vs Battleship in 1942 version to increase balance toward the new Subs and for historical reason.

      Battleship in G40 and 1942 seems the same at first glance but are far more potent in 1942:
      BB A4D4M2C20, takes 2 hits, can bombard @4.

      In 1942, Battleship unit recover from damage after any attacking player’s turn. So, in a whole 5 players turn. They could recover up to 4 times from a battle.
      The owning Axis player’s attack turn and the 3 Allied attack turns.

      In G40, BB can only be repaired once in a whole turn, at the beginning of the owning player’s turn. In addition, you need to move it near a Naval Base before it can be repaired in another turn. So, in this case, it becomes fully operational only 2 turns after being damage.

      Compared to the 1942 BB immediate recovery in any Sea-Zone.
      G40 BB is clearly a much weaker unit.

      By the way, that’s another reason why I consider that BB cost for G40E should be put at 18 IPCs when Cruiser is put at 10 IPCs.

      In addition, all BattleCalc simulations show clearly that a balance battle between BB, CA, DD imply this ratio: 1 BB vs 1 CA+1 DD

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