[WarInEur] RE: WarInEur Digest, Vol 39, Issue 35
SGMINFO at aol.com
SGMINFO at aol.com
Sat Oct 27 03:36:28 EDT 2007
The question of the max out syndrome with the airforce has been examined
before, and my conclusion on this problem eventually boiled down to this.
The airforces don't fly enough. (As Kent also theorises).
The reason they don't fly is fear...fear that with the somewhat capricious
air war, once you have, lost parity, you cannot stay in the air without
suffering insupportable losses.
People are simply too good at doing the maths, and the potential for
destruction is greater than any potential benefits gained elsewhere either in ground
support or interdiction. So people don't fly, and losses stay well within
acceptable production limits, and the airforces max out.
My own solution, yet to be tested by wider application is to move from the
six sided, to the ten sided dice. That is, to reduce lethality.
Next,
an innovation,
is to reduce the penalty for the weaker side, by increasing the threshold
for penalties to the weaker flying side's ground support options. Now the lesser
player is less deterred and can see greater reason to fly in adverse
circumstances.
This will show up better during the Battle of Britain, when the point of
flying to maintain interdiction deterrence in the face of a threatened sealion,
trying to delay and postpone until winter
In the same way in Normandy in 1944, the Germans have the possibility of
operating an airforce even though the the overall force structure is not even
handed.
Thus by encouraging more flying, the overall loss rates may well be
significantly greater, overall, as the potential production cost of the added utlity
is made more bearable.
I might propose that instead of the 2-1 trigger point for the additional
penalties to ground support, we raise this experimentally to 3-1 bfore knocking
down aircraft on G/S.
This may have benefit on the eastern front. Where the Soviet player in
Winter cannot frighten off the German from getting into the air on key missions.
The second, and major , innovation would be to create 'defensive air'
abilities.
At present, it is a well ingrained fact of life that air
supremacy/intervention has no direct defensive effect in the ground fighting, in reality it had
quite a direct effect.
The innovation here is to apply GS by the defending player, onto hexes.
Applied like standard GS.
Effect...
The defending GS on a hex/stack is to mask any APs deployed, i.e. Cancel
their effect, or if no attacking air support is deployed, subtract one from the
die roll.
Of course you allocate before knowing which is the threatened sector/hex,
but that is part and parcel of the defensive effort. You place you defensive GS
on your own hexes on your turn.
Other rules are left completely undisturbed...
This might be equally be workable in the board game as in the computer game.
-|steve|-
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