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A way to Resolve the Bomber Attack and AA Interaction

Posted: Mon Sep 19, 2011 10:22 pm
by AceDuceTrey
If I were king, I would like to see 3 catagories of bombers:
1- Attack/light bombers capable of low and very low altitude (~<6000 ft) maneuvering to "strafe"/use cannon/rocket/dive/torpedo/salvo bombs against point/small area targets with high accuracy/attack values. This group would include the Ju87, Me210, Me410, Hs129, Jo335, etc. All aircraft carrier bombers would be in this group and the optional modes would be ground attack or, naval/sub attack. ALL Fighters would have the optional mode (before departing their airfield) of ground attack (versus the "default" mode of air attack). These aircraft would have their ground defense coded as "BLUE".
2- (Early Light) and Medium 2 or 3 engine Bombers capable of level "string" bombing at medium (~20,000 ft) altitude (default) wtheir GD color coded YELLOW or, low altitude "BLUE".
3- Heavy/Strategic 4+ engine bombers capable of high (~30,000 ft) altitude (default) w/ GD color coded RED. These bombers would have the option of flying at low altitude (GD code BLUE) to especially to attack transports with torpedoes and subs with depth charges.

There are 3 sizes of AA guns:
1- Light (20-25mm) with low "service ceilings" but high responsiveness to maneuvering aerial targets. These would have BLUE Air attack values and could only attack aircraft with BLUE GDs but at full attack strength and up to 3 targets per turn.
2- Medium (37-40mm) with medium "SCs" would have GREEN attack strengths (combining the ability to attack BLUE + YELLOW GDs) up to 2 targets per turn.
3- Heavy (75mm up) with high "SCs" would have ORANGE attack strengths (combining the ability to attack YELLOW + RED GDs) only once per turn.

Posted: Tue Sep 20, 2011 4:08 pm
by uran21
Creative way to approach on altitudes in a game. Fighters could be included in it as well.

Posted: Tue Sep 20, 2011 6:19 pm
by Kerensky
Detracts from the beautiful simplicity of Panzer Corps, in my opinion.

I would rather see more AD units with dual purpose modes rather than divide existing AD units into effectively three new classes.

Posted: Tue Sep 20, 2011 8:31 pm
by Molve
AceDuceTrey, could you state the problem you're trying to solve?

(If I were to guess, I'd say the way bigger AA units are strictly better than smaller ones. In that case, a simpler solution is to severely limit the ammo on big units; forcing them to choose between actively hunting down enemy air and/or relocating on one hand, and resupplying while staying put and inactive on the other.)

Posted: Sun Sep 25, 2011 11:45 pm
by bobk
Agree with Kerensky, great ideas, but not for this game. Better to find a way within the current system to get the job done. I would like to see more done with the switch option, which is only used on a few units.

Posted: Thu Oct 27, 2011 7:27 pm
by AceDuceTrey
The problem I was trying to address was the basis for why weapons designers selected three different size AAA guns- to optimize coverage of the three operating regimes of hostile bombers: light, responsive AAA for fighter/attack bombers at the lowest altitudes; medium AAA for the "typical" tactical level bombers; and heavy AAA for the high altitude "strategic" level bombers. I have an alternate solution to the problem: Give "strategic" bombers a two hex (stand off) attack range so that only heavy AAA (with 3 hex range) can counter them, but with reduced (1/3?) attack value; "tactical" level bombers could have a one hex attack range with medium AAA a two hex range (and 1/2? attack value); and fighter/attack bombers keep their zero attack range with light AAA a one hex attack range (and full attack value).

Posted: Sun Oct 30, 2011 6:25 pm
by Adean
Kerensky has right, you would like to have more dual AA unit. I was supprised when flak88 had dual but 10,5 no:/
Why?