Light AA with Ground Attack Ability / Extended Defense Range
Posted: Fri Apr 12, 2013 12:00 pm
There were some thoughts about it here:
viewtopic.php?f=121&t=33368&p=384267&hi ... .8#p384267
For example:
Actually it's by far the biggest wish I would like to have been realized.
A) Ground Attack Ability for light AA Units
===============================
As the 8.8cm has a unique role AND the stats change when you switch - which is ok in this case - I wouldn't touch that.
The first point is about 2cm/3.7cm only.
I've been having a tendency of building up power cores so far (Tigers, Panthers, Me 262, ...). But I restarted to play with a more historical core composition because playing with the power core has become easy and lacks of variety.
This more historical core composition has to include light AA units. So I would like to have them more effective in a realistic way.
In fact light AA units were used extensively on the german side for attacking ground targets and the allies did this too.
What I wouldn't do is changing the stats (like the 8.8cm does when switched).
I've made some test shooting (response fire when attacked) with all light AA units (nice to have those cheat codes for this
).
I did this in following scenarios: Bagration / Lake Balaton / France. The experience for the light AA units was 0, 300 and 500.They had to defend alone and backed up by artillery.
They were attacked with tanks, ATs, recon and infantry with and without supressive artillery fire.
I think the stats are absolutely ok. All that would have to be done, would be "removing the brackets" at the SA and HA values. No switching.
This would give an unit the ability to attack a ground unit in the own turn and defend other units from aerial attacks in the following enemy turn.
Having tested the power and vulnerability of light AA units I think they still would not be overpowered in any way (even with these advantages I wouldn't buy them when building a power core...).
Fighters already are able to attack air or ground targets in your own turn AND defend neighboring level bombers in the following enemy turn (no change of stats, no switching). Why not giving some similiar ability to light AA units.
B) Extended Defense Range
=====================
This would effect every AA unit, light and heavy.
As already stated, there should be some drawback: not with full power.
Light AA units which have a range of 2 could defend an attacked ground unit which is 2 hexes away with 1/2 of their strength.
Heavy AA units which have a range of 3 could defend an attacked ground unit which is 2 hexes away with 2/3 and a unit 3 hexes away with 1/3 of their strength.
Your heavy AA units can't defend anyway when mounted, so in some scenarios where you have to move fast they must be defended themselves from air attacks.
What I'm trying to say is: I thought about the two changes a while and I don't think they would have the potential for breaking the balance.
I think this would make AA units in general and light ones in particular better balanced and more realistic units.
There may be one "disadvantage": as robman said 'for keep in mind that this rule would apply to the enemy as well!'.
But still I think the two changes would be fair and realistic.
viewtopic.php?f=121&t=33368&p=384267&hi ... .8#p384267
For example:
Anfield wrote:I like what some have said, be nice if AA units could fire on ground targets. That is one big draw back on them. My tracked AA when I have them, do tend to be pushed to the front with artillery behind, in the hopes some infantry will attack them so they get to fire lol The auto range defensive fire against Air targets would be a nice feature too, with reduced effective as the range goes out.
And yes: I like the idea of improving AA units too.robman wrote:I like this idea. Perhaps the effectiveness of the defensive fire might decline with distance, out to the far end of the unit's range. For example, an 88 (range of 3) would provide defensive fire at 100% of its strength at 0-1 hexes, 2/3 at 2 hexes, 1/3 at 3 hexes. Otherwise I fear the battleground might become a very hostile place for our beloved air units--for keep in mind that this rule would apply to the enemy as well!Rudankort wrote:There are various ways to make AA units more useful, although this does not mean they will become more useful than fighters - these are units with very different roles. For example, AA units could cover ground units from attacks within their range, not just in 1-hex radius.
Actually it's by far the biggest wish I would like to have been realized.
A) Ground Attack Ability for light AA Units
===============================
As the 8.8cm has a unique role AND the stats change when you switch - which is ok in this case - I wouldn't touch that.
The first point is about 2cm/3.7cm only.
I've been having a tendency of building up power cores so far (Tigers, Panthers, Me 262, ...). But I restarted to play with a more historical core composition because playing with the power core has become easy and lacks of variety.
This more historical core composition has to include light AA units. So I would like to have them more effective in a realistic way.
In fact light AA units were used extensively on the german side for attacking ground targets and the allies did this too.
What I wouldn't do is changing the stats (like the 8.8cm does when switched).
I've made some test shooting (response fire when attacked) with all light AA units (nice to have those cheat codes for this
I did this in following scenarios: Bagration / Lake Balaton / France. The experience for the light AA units was 0, 300 and 500.They had to defend alone and backed up by artillery.
They were attacked with tanks, ATs, recon and infantry with and without supressive artillery fire.
I think the stats are absolutely ok. All that would have to be done, would be "removing the brackets" at the SA and HA values. No switching.
This would give an unit the ability to attack a ground unit in the own turn and defend other units from aerial attacks in the following enemy turn.
Having tested the power and vulnerability of light AA units I think they still would not be overpowered in any way (even with these advantages I wouldn't buy them when building a power core...).
Fighters already are able to attack air or ground targets in your own turn AND defend neighboring level bombers in the following enemy turn (no change of stats, no switching). Why not giving some similiar ability to light AA units.
B) Extended Defense Range
=====================
This would effect every AA unit, light and heavy.
As already stated, there should be some drawback: not with full power.
Light AA units which have a range of 2 could defend an attacked ground unit which is 2 hexes away with 1/2 of their strength.
Heavy AA units which have a range of 3 could defend an attacked ground unit which is 2 hexes away with 2/3 and a unit 3 hexes away with 1/3 of their strength.
Your heavy AA units can't defend anyway when mounted, so in some scenarios where you have to move fast they must be defended themselves from air attacks.
What I'm trying to say is: I thought about the two changes a while and I don't think they would have the potential for breaking the balance.
I think this would make AA units in general and light ones in particular better balanced and more realistic units.
There may be one "disadvantage": as robman said 'for keep in mind that this rule would apply to the enemy as well!'.
But still I think the two changes would be fair and realistic.