Aircraft

Thanks for your input todate. Here is a collection of my thinking at this point. Please feel free to participate in this on going discussion. Your contributions are appreciated. Tell your A&A friends about this so they have a chance to voice what they want in A-A&A. I'll update the the original posting as changes and new ideas are adopted or contemplated.
elbowmaster
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Aircraft

Post by elbowmaster » Sun Dec 19, 2004 10:12 pm

comments about Aircraft...
larry wrote:Aircraft will be able to conduct:
Combat Air Patrol
Last edited by elbowmaster on Mon Mar 07, 2005 9:57 pm, edited 1 time in total.

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Post by Imperious leader » Mon Dec 20, 2004 10:29 pm

Combat Air Patrol
During the Non-Combat phase, you may establish Combat Air Patrol (CAP) from any territory to adjacent sea zones. Simply move any air units in range to unoccupied sea zones. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player can move planes to either engage the CAP, or to fly to islands in the sea zone and fight ground units or support an amphibious assault. During the regular movement phase, all CAP planes must then land on the friendly Islands or Carriers.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

Larry
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Post by Larry » Tue Dec 21, 2004 10:39 pm

Comments noted

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Post by Imperious leader » Wed Dec 22, 2004 4:20 pm

air missions:

Defensive Air Support
During Ground Combat Resolution, defending air units (including bombers) may move to an
adjacent territory to participate in the defense of friendly ground units being attacked. Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). Aircraft called up for DAS missions are not committed to fight a minimum number of combat rounds. For example: defensive Air Support was called in on combat round one and ready to fight on round two, but the defender rolled very poorly on his first round and decided to call off DAS and not risk losing his planes. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.

Combat Air Patrol
During the Non-Combat phase, you may establish Combat Air Patrol (CAP) from any territory to adjacent sea zones. Simply move any air units in range to unoccupied sea zones. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player can move planes to either engage the CAP, or to fly to islands in the sea zone and fight ground units or support an amphibious assault. During the regular movement phase, all CAP planes must then land on the friendly Islands or Carriers.
Strategic Bombing
Bombers may perform strategic bombing against enemy ICs within their range. Strategic bombers may be intercepted by defending fighters and attacked by strategic air defense. Each bomber that survives may roll one die; this is the number of IP that the IC is reduced by during the owning country’s next turn. An IC may lose more IP than its printed value.
Fighter Escort
Fighters may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory or two sea zones and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.

Strategic Air Defense
Directly before strategic bombers roll for damage on an IC, defending fighters and AA guns in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending AA guns have a first-shot attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the IC.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

thoes426
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Post by thoes426 » Wed Dec 22, 2004 4:24 pm

larry wrote:
Aircraft will be able to conduct:
Combat Air Patrol
This will be a good addition to an Advanced A&A game.
The rules used in A&A: Pacific will do nicely.

Thoes426 :twisted:
Strength lies not in defense but in attack.
Adolf Hitler

Larry
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Post by Larry » Thu Dec 23, 2004 12:51 am

Comments noted - and there was a lot of them.

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Krieghund
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Post by Krieghund » Sun Jan 02, 2005 10:55 pm

Here's a radical concept:

The main difference between fighters on offense and fighters on defense is that the attacking fighters had to travel farther to get to the battle, so they used more fuel getting there and had less for maneuvering in the battle. This is currently reflected in the game by fighters attacking on a 3 and defending on a 4.

Since we are going to a D12 combat system, how about letting fighters attack and defend on a base of 8, but subtract one from that base for each game space the fighter moves to get to the battle? Defending fighters will still hit on an 8, but attacking fighters will get weaker the farther they travel. In naval battles, each attacking carrier in the battle can "support" 2 fighters and eliminate their range penalties.

This maintains the flexibility of fighter movement, but forces their use in attacks to be more local because their effectiveness rapidly diminishes over long distances.

(If this sounds familiar, it's because it came straight out of my "Alternative D12 Combat System" house rules.)
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Larry
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Post by Larry » Mon Jan 03, 2005 2:12 am

Comments noted
Krieg - I don't like it because there's too much to calculate and consider and not much in return. What I do like is the way you were really thinking out of the box.

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