[WarInEur] The air war(II)

sgminfo at aol.com sgminfo at aol.com
Sun Dec 20 15:46:50 EST 2009


The two points are well made..

I very much dislike the CWIE-1 air attrition optional rule....

The reason...

It gave the phasing player a 'freebie'- a 'no-brainer' such operations- 
strafing ground targets at airfields etc, is seriously not a free option....

These targets are generally of a hardened nature...

Hardened in the sense of  usually being infested with well equipped 
point defence systems...
Hardened in the sense that they are difficult to really damage
And featuring excellent clear fields of fire for the concealed AAA 
positioned in enfilade around the approaches and perimeter tracks....
(if you are going to bomb a runway...you are going to have to take a 
high level approach, giving everything the chance to open up on you,
or low level and have to take the extended centerline of the 
runway...all nicely precalibrated in their gunsights...


Definately not a freebie....




Paul S. Person wrote:
> On Sun, 20 Dec 2009 07:05:52 EST, SGMINFO at aol.com wrote:
>
>   
>> So given these parameters...
>>
>> What do we do?
>>
>> In the game...the Axis refuse to fly....
>>
>> In the game...the axis can thereby refuse to accept casualties....
>>     
>
> CWIE-1 had an option, Air Supremacy, which addressed this issue. It
> appears that this option did not make the transition to CWIE-2.
>
> Perhaps some form of it should be added as an option to CWIE-2. The
> basic idea is that, if you don't allocate APs to anything, you still
> lose APs if your opponent allocates enough APs to Air Superiority. APs
> can no longer be hidden. Some of my solitaire games used it. It could
> have some quite nasty effects!
>
> Of course, if you want a more realistic Air War, one place to start
> would be to extend the "overlapping air range" requirement to
> everything. Thus, at the point where an amphibious invasion or air
> assault is to be done, if there are no overlapping air ranges anywhere
> along the path traced to the target, the invasion or assault is
> allowed even if the enemy has air superiority -- if he can't reach
> you, he can't use it.
>
> Basically, this would expand the use of the Air Ranges.
>
> Once this is done, then some Powers will be found to have areas that
> are out of enemy air range on at least some of turns. In those
> circumstances, it should be possible to move APs to a "safe" box,
> where they can not be attacked. However, it should not be possible to
> move APs from a "safe" box directly to the Air Superiority,
> Air-Ground, or Air-Sea boxes; indeed, requiring them to be Transferred
> might be a good idea. If the Western Allies are reduced to using the
> USA as a "safe" box, then the same transport times/limits/risks should
> apply, both ways, as for new APs being transported to Europe.
>
> The point being, if you put them in cold storage, it should take some
> time to get them back into active service. This should not be a
> "freebie" which is all upside with no downside. 
>
> If a Power no longer has any hexes that are not in any enemy's air
> range, then all "safe" units should be considered to be immediately
> available (but not assigned) on the appropriate Front, and so subject
> to destruction through Air Supremacy. If you let the enemy get too
> close, then there is no place to hide. The Western Allied Player, of
> course, would always have the USA available.
>
> This is all just a suggestion, of course, and would have to be
> optional. It would not be totally realistic; the Air Ranges would
> still be measured from any and all qualifying hex rather than
> specified hexes containing air bases (a further step).
> --
> Here lies the Tuscan poet Aretino,
> Who evil spoke of everyone but God,
> Giving as his excuse, "I never knew him."
>
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>   

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