Strategic Bombing Raids:

Marking the 50th anniversary of Avalon Hill, Wizards of the Coast published this very special version of A&A. I hope you enjoy it.
pennstate1
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Post by pennstate1 » Mon Dec 29, 2008 3:03 pm

I like the whole thing except for the bombers being left out. American and British bombers were armed to the teeth with 50 cal machine guns. So why not allow the bombers to defend too against incoming fighters?

axis_roll
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Post by axis_roll » Tue Dec 30, 2008 12:11 am

pennstate1 wrote:I like the whole thing except for the bombers being left out. American and British bombers were armed to the teeth with 50 cal machine guns. So why not allow the bombers to defend too against incoming fighters?
As described by Larry, The lessening of the ftrs rolls seem to me as a way to incorporate the bomber defensive ability.
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axis_roll
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Post by axis_roll » Tue Dec 30, 2008 12:15 am

Larry wrote:Hello Pennstate1…
May I suggest you try the following (this will, if not already there, appear in the FAQ):
Optional: Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex. The number of fighters that will defend is decided after the attacker's Combat Movement phase is completed and before the Combat phase begins.

After antiaircraft fire is resolved against the attacking air units, if there are any defending fighters an air battle occurs between the attacking and defending air units. This combat is resolved in the same way as a normal combat, with a few exceptions. The fighters have an attack value of 1 and a defense value of 2, and the bombers have no attack value. In addition, the combat lasts for only one round. After the battle, any surviving bombers proceed to carry out the raid as normal.

Fighters participating as either an escort or a defender cannot participate in other battles during that turn. 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 attacker’s Noncombat Move phase begins. If no such landing space is available, the fighters are lost.
Has this been game play tested?

Was this a late add-on to the rules?

This is a timely post as more and more discussions about SBRs have been made in more and more Message boards as more players play AA50 games.
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squirecam
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Post by squirecam » Tue Dec 30, 2008 3:01 pm

Well, it's just the old cap rule, so its been playtested in previous games.

I think it solves the overpowered bomber problem quite nicely.

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Post by Imperious leader » Tue Dec 30, 2008 6:30 pm

these are basically what i use in my posted AA50 house rules section. verbatim line by line.

I have played them for like 5 years, so yes its been playtested and its basically AAE rules
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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adlertag
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Post by adlertag » Wed Dec 31, 2008 3:35 am

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 figher as casualty to represent a % loss, and still have bombers survive to SBR.

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questioneer
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Post by questioneer » Thu Jan 01, 2009 7:33 pm

Larry wrote:Hello Pennstate1…
May I suggest you try the following (this will, if not already there, appear in the FAQ):
Optional: Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex. The number of fighters that will defend is decided after the attacker's Combat Movement phase is completed and before the Combat phase begins.

After antiaircraft fire is resolved against the attacking air units, if there are any defending fighters an air battle occurs between the attacking and defending air units. This combat is resolved in the same way as a normal combat, with a few exceptions. The fighters have an attack value of 1 and a defense value of 2, and the bombers have no attack value. In addition, the combat lasts for only one round. After the battle, any surviving bombers proceed to carry out the raid as normal.

Fighters participating as either an escort or a defender cannot participate in other battles during that turn. 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 attacker’s Noncombat Move phase begins. If no such landing space is available, the fighters are lost.


Hey Welcome to the site Penn...!


Larry, sounds like a good fix, we will try it this weekend, thanks!

Questioneer :D

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