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View Full Version : idea to increase importance of carriers


cdljal
04-10-2007, 09:17 AM
in a large 2 map game (using 2 maps from 2 starter sets) have the range of land based aircraft limited to their side of the map. Example if Axis has a land based betty that aircraft can't attack ships on the map with the allied airbase. This means if you want airpower on the whole playing area you need a carrier.

zaarin7
04-10-2007, 09:18 AM
I like this idea.

Slaynar
04-10-2007, 09:27 AM
that can be a posibillty, but cant they then have a airbase on both sheets and just take off from one and land at the next at the end of the turn?

MidnMike
04-10-2007, 09:31 AM
I think the idea was that you still only get one airbase, and it's only on your side of the map.

This is a simpler version of my idea to have airfields on the map (and hence attackable) and put a range radius for aircraft taking off from them and from carriers.

Now if only WOTC hadn't put that damn border around all the maps...

cdljal
04-10-2007, 09:40 AM
The idea is that you only get the airbase on your corner of the map the other two would be covered in the overlaping or by islands or just ignored. I only have one starter so I can't try it yet, but it may take some of the sting out of attacking battleships if they don't have carrier support.

Joisey
04-10-2007, 09:57 AM
How about twin engine bombers can cover the entire map, but single engine planes are limited to their half only?

That would better highlight the large differences in range between true bombers and single engine attack planes.

afilter
04-10-2007, 10:32 AM
Here is how we do it on my 4'x8' board.

Planes have range equal to vital armor.

The move during air mission (up to vital armor) and then again during air return. Air bases are stategically based so a air based plane cannot attack and return in 1 turn. This way carriers can move closer to allow planes to attack and return in 1 turn or send out long range air strikes. Makes the game much more interesting. Oh, carrier and land based air must return after they have dropped payload to base or carrier to re-arm(does not apply to fighters).

So in example a swordfish could move six in air mission and another six in air return and then attack the next turn.

Works great on the big map and adds a whole new tactical complexity with air because you can see the planes coming, but do not know where they are going.

HTH,

MidnMike
04-10-2007, 11:15 AM
but does vital armor accurately reflect the relative ranges of the various planes?

afilter
04-10-2007, 11:27 AM
but does vital armor accurately reflect the relative ranges of the various planes?

If you do the math it comes within 1-2 sectors of what an aircraft could do at max speed (guessing they did not always travel at full speed for fuel conservation). Th swordfish is the only one that is off much (probably should be about a 3-4).

Here is a thread with the math:

http://boards.avalonhill.com/showthread.php?t=19125

This keeps it real simple instead of having an extra chart of putting a sticker on the cards.

Photoner Hawkwind
04-10-2007, 11:28 AM
I also like the idea of island airbases and land based aircraft must land at the map edge or at an island not occupied by the enemy.

All we need next are a few regiments that the transports can land at the islands to take over the airbases.

Oh wait, we already have that in another scale.:D

TheJudge
04-10-2007, 11:33 AM
I think we figured out that 7 sqaures was like 21 miles or something so with aircraft having a range of say 400 miles with payload they can fly anywhere on the map. I don't know what all the fuss is about with units being able to do what they do, it's the units that can't do certain things that bug me like subs being hidden as they should be.

War in the pacific was spread out over hundreds of miles and planes could attack, that was the whole idea of using aircraft carriers. Having them be out of range is kinda silly since it is a GAME.

Having a Betty land on the Shokaku is dumb, planes attacking ships is not.

Bigblue2
04-10-2007, 02:12 PM
Currently vital armor does work as a rough translation of aircraft speed except for the following aircraft.

Zekes move 8 while the sturdier, slower wildcat moves at 9
The sleek all metal betty bomber moves at 6, the same as the cloth skinned, bi-plane swordfish.

The idea of seeing swarms of aircraft moving across the board, the suspense rising as they get closer to targets is very, very appealing.

Diamondback
04-10-2007, 02:32 PM
If someone'll give me an estimate of how much "time" one turn represents, I'll do the math for sector movement/turn.

Also, I'll recompute the aircraft numbers based on the standard US 18-plane squadron, and for partial-squadrons so that we can represent the composite (fighter/torpedo, usually F4F/F6F and TBM) squadrons aboard escort carriers.

afilter
04-10-2007, 03:54 PM
If someone'll give me an estimate of how much "time" one turn represents, I'll do the math for sector movement/turn.

Also, I'll recompute the aircraft numbers based on the standard US 18-plane squadron, and for partial-squadrons so that we can represent the composite (fighter/torpedo, usually F4F/F6F and TBM) squadrons aboard escort carriers.

Turn time is 10 minutes.

Someone already did the math for airspeed:

http://boards.avalonhill.com/showthread.php?t=19125

Again, I was just trying to keep it simple and avoid extra charts. Vital armor(airspeed) comes close and is far better than just placing planes. I suppose I could put stickers over the plastic card protectors. I have two young sons who love the system and I want to keep it as easy as possible for now.

We have also thought about doubling carrier air capacity.