[WarInEur] Economics of Flak/ Alternate Flak Table
Kent & Sue Haunschild
kentsue at cox.net
Fri May 2 19:36:06 EDT 2008
Chuch Wrote:
And as for AA units, I never build them as I don't see them worth the effort, cost is to high for to little effect.
I do usually build one per Center but beyond that I am in total agreement with Chuck.
Regardless of the number of Flak points placed on a hex they can never eliminate more than one SB per target.
The odds of eliminating are 1/6 for 1-5 SB and only rises to 2/6 when that number is exceeded.
Since there are only 47 SB given by the reinforcement chart (and some will be recycling) and the Allied player can launch nine strikes it is fairly obvious that the best allied tactic is to never assign more than 5 SB per strike. This will insure that the Axis player can never shift his odds above 1/6 and never eliminate more than one SB per strike. This also means that there does not appear to be any point in the Axis player assigning more than one Flak point per target either.
I'm not sure but I think something got goofed up in the design of the flak table. I think it was supposed to look something like the one below with a die roll for each Flak point (just as there is a die roll for each SB attempting a hit).
Flak Results Table
Number of Bombers
Die Roll 1-5 6 7 8 9 10+
1 - - - - - 1
2 - - - - 1 1
3 - - - 1 1 1
4 - - 1 1 1 2
5 - 1 1 1 2 2
6 1 1 1 2 2 2
The difference in this table is that each flak point has a 1/6 chance of getting a hit when attacked by five or less SB but the number of SB losses increases when the number of SB increases. In both directions the table is related to target density versus firing units. When their are few targets but lots of Flak the odds that something is going to get hit is high. Likewise when the number of targets increases the probability that a round that misses someone will hit something else is high. A table such as this would give the Axis player a reason to build more than one Flak point per Center and the Allied player can still minimize his losses by spreading out his SB over all nine strikes.
Obviously this would still increase the lethality of the Flak (assuming the German Player starts build them) and we might need to reduce the recycle time for eliminated SB from 10 cycles to compensate but I thing it would benefit the game.
Another idea, after we make Flak more effective is to make the Flak an "air" unit rather than a "ground" unit, which would help keep the German player from building out the box and then using his entire production for ground units.
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