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Re: [WarInEur] The air war(II)

Subject: Re: [WarInEur] The air warII
From:
Date: Tue, 22 Dec 2009 05:28:20 EST
Going after the enemy low level, shooting up anything that moved in the classic way, was , historical experience might say, a two edged sword.
 
It gave, if you caught the enemy on the ground, massive tactical advantages, but overall/ the issue was more in doubt.
 
The grand case for such a view would be 1944 in France and the low countries, by both sides....
 
One sees the upside in Normandy,
and the downside in the 1945 new years day Luftwaffe attack on allied airfields
 
 
For the luftwaffe,
such losses were more a very serious irritation than a fatal crisis....
 
One thing that the Luftwaffe could spare, was aircraft...
 
Speer and Milch had largely solvedthe airframe problem...one thing the luftwaffe was not short of, was aircraft.....
 
Killing aircraft on the ground looked great in guncamera footage
but the real achilles heel- aircrew-  was not addressed.
 
One might have said that in some ways it even helped the fresh faced pilots filling the ranks...
 
Being unable to fly until their new mounts arrived, kept them alive a few weeks longer...
 
 
Thinking about the effects of this, and trying to simulate it better...
 
The attacker rolls a standard 10 sided die roll, getting a 1-2 kills the APs not flying....
Attrition onthe attacker at a decimal die roll 1.
 
 
Now for the twist
 
Airpoints lost in this way are RECYCLED AS FREEBIES....returning  2 cycles later at no production cost.
The limitation being...mo more may be put on the track in any given cycle than the number of new or replacement aircraft being built and appearing onthat cycle.
 
 
So, although a freebie....
you don't get any uplift in production unless you are building aircraft, and in that case, you get a 100% uplift in APs refilling the frontline squadrons. i.e. It is a freebie- but you have to pay for it to get the bonus effect.
 
 
The Attacking player, still bears the slings and arrows of low level attack, but the defender, suffers the immediate dislocation of losing his APs...
 
the effect is relatively short-lived,
and beyond the immediate short tacticaleffects, the results can easily wear off.
 
 
Such a modus operandi,
can be coded as an off board effect
 
And, more to the point, is relatively simple to retrofit to the boardgame.
 
 
It looks to get part of the effect we are trying to capture...
 
 
-|steve|-
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