Air combat

Closing in... This will be a slower and more deliberate process. It starts with Submarines and moves on from there. This is how I see it. Tell me what's wrong or right about each section. It's in your hands.
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Lynxes
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Air combat

Post by Lynxes » Mon Mar 06, 2006 4:18 pm

I don't know if air combat's been up for discussion, I'll just throw in some ideas and see what you think. These ideas would mean that aircraft losses would come from fighting other aircraft, rather than AA-fire- more fun and probably much more in line with the real war as well. The "specials" addition is to make the Allied bomber campaign possible at a range of 3 areas from UK- not sure how the map would look like in Advanced A&A...

Dogfights: one round before SBR and land & naval combat (and AA fire), if defending fighter(s) choose to intercept. Fighters fire at '2' and bombers at '1'. The max number of fighters that may intercept is the number of enemy aircraft. The first loss in dogfights is chosen first by defender as usual, but the next by the attacker, and so forth. This is to force bomber losses.

AA: divided into fixed and field AA, fixed AA are the normal pieces and fire at every incoming bomber in SBR raids only. But in normal land combat only Artillery units may fire, each fire on a '1' on one aircraft taking part in the land combat up to a maximum of one roll per aircraft. All AA hits cause the hit air unit to abort and return to base without taking part in combat or SBR.

CAP: in your turn, you may in your Combat Movement put fighters on Combat Air Patrol in an adjacent controlled land area or sea area without enemy units. Place CAP fighters on the border between areas to show they haven't moved there. CAP fighters takes part in any dogfight combat(s) in enemy turns in the area, but may not take part in land or naval combat. At the start of your turn, all fighters on CAP land in that area or any adjacent area and then move as normal in Combat movement. They are not destroyed if the enemy captures the area, but if they have no adjacent area to land in in your next player turn they are.

SBR specials: UK may choose to conduct night bombing, bombers then can't hit in dogfight combat and fighters hit only on a '1'. US fighters increase their range to '6' when escorting bombers that SBR.

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Imperious leader
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Post by Imperious leader » Mon Mar 06, 2006 5:15 pm

How does this model warfare between two land forces both having air power support? Is air combat seperate? and how are bombers which presumably are brought in for attacking ground units now altered to fighting ? Do they just engage enemy air units seperately untill one side has left and then attack ground targets?
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

Lynxes
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Post by Lynxes » Tue Mar 07, 2006 8:51 am

Air combat would be just one round, and both fighters and bombers would have to fight this round before being cleared for taking part in the combat itself (where they still attack/defend as normal).

The point is to minimize aircraft losses but still have the air combat element in the game. If loss rates climb too much maybe costs could be reduced to 8 for fighters and 12 for bombers.

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hakan
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Post by hakan » Fri Mar 13, 2009 11:29 am

Many games (like World in Flames) use this kind of rules, and I have been thinking of introducing it to A&A, but I have not play tested my ideas yet.

Lodjuret: If you figure out a good house rule here, please let me know. My thoughts has been to make a similar rule as when using interceptors and fighter-escort. Ant fighters/bombers who clears, may participate in the battle.

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hakan
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Post by hakan » Tue Mar 17, 2009 4:14 am

Lynxes wrote:Air combat would be just one round, and both fighters and bombers would have to fight this round before being cleared for taking part in the combat itself (where they still attack/defend as normal).

The point is to minimize aircraft losses but still have the air combat element in the game. If loss rates climb too much maybe costs could be reduced to 8 for fighters and 12 for bombers.
What do you think abut this (inspired by A&A50th optional rule):

House Rule X “Interceptors defending territories”
Defending fighters can choose not to participate in a ground battle, but instead intercept enemy air units. Any or all defending fighters based in a territory that are attacked can intercept incoming bombers and fighters. The number of interceptors that will defend is decided after the attacker's Combat Movement phase is completed and before the Combat phase begins.

1. Interceptors* and attacking fighters fire at "1"**. One turn only. Bombers cannot fire***. Remove casualties.
2. If any attacking air units are left, they participate in the ground battle as normal (if AA guns are present, they also fire as normal).

* If the defender have the Radar Research Breakthrough their fighters fire with +1
** If the attacker or defender has the Jet Power research breakthrough their fighters fire with +1
*** If the attacker has the Heavy Bomber research breakthrough their bomber fire at “1”

Defending interceptors must return to their original territory. If that territory is captured, the fighters may move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs after all of the attacker’s combats have been resolved and before the attackers Noncombat Move phase begins. If no such landing space is available, the fighters are lost.

If no enemy air units participate in the assault, the defending fighters may choose to disengage the battle, and instead move one space to land in a friendly territory or on a friendly aircraft carrier

Regards Håkan

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Larry
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Post by Larry » Mon Mar 23, 2009 10:43 pm

hakan... thanks for you comments... Interesting points.
By the way, Welcome to the site.

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