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JFKoski
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1 Die Allied Air Power Thu, 19 September 2013 18:35
The Equipment Pack is now the third expansion that for Air Power requires the Allies to roll 1 die per target in its scenarios. This is what the EP rulebook states:

http://m44sed.wikispaces.com/file/view/Equipment+Pack+Air.png/445051610/Equipment%20Pack%20Air.png


The first expansion that reduced Allied air attack was the Air Pack.

Instead of rolling 2 dice for up to 4 contiguous targets, Allies bring in a plane figure that can move 4 and Strafe up to 3 targets, ending in a vacant hex. Next turn, if plane is ordered you must roll an Air Check which may destroy your plane and give your opponent a medal (or play Air Sortie).

I wasn't impressed. I think this is the reason the Air Pack fell like a lead balloon, or it would still be in print. It was much more enjoyable to get the full effect of the Air Power card with little risk, like I did Online as my opening move the other day: rolling 8 hits on 8 dice against 4 baseline infantry! If the Axis countered they would only get 1d each on up to 4 targets. Unfortunately, I disconnected and my opponent, who kept playing the computer, was more than happy to start over from his losing position.


The next expansion involving 1d Allied Air Power was Winter Wars.

The relevant rule for all of its scenarios is Winter Weather:

http://cdn0.daysofwonder.com/memoir44/en/img/mm_compendium_action_26.jpg

I didn't have a problem with it, other than it was one of several new rules to learn all at once. (Reduced Visibility changed the game more and was a drag.)


Lately, I've been playing African scenarios with Italian High Command rule (an EP rule enhancement for Italian Royal Army), and have started using 1d Allied Air Power rule as well. In the games where the Allies have opportunity to use it, the card has dropped in importance similar to its value for the Axis. It hasn't been as disappointing as was the change to Air Rules.

I remember people saying Behind Enemy Lines and Barrage were too powerful because they could be the game-winning card. I don't remember much discussion about Air Power making the games less fair or fun because it favors the Allies. Clearly these three expansion indicate RBorg feels Air Power needs to be reduced for the Allies. (Breakthrough's Air Power has both sides rolling 2 dice, but the depth of the board makes your opponent's baseline less accessible to conventional attack.)

Unfortunately, the community hasn't discussed it much, and RBorg didn't just go "all-in" and introduce a new Air Power card saying both sides roll 1 die per target.

My suggestion is to keep the existing "Late War" Air Power card, but only use it for scenarios in 1944, when the Allies dominated the sky. Then print an "Early War" Air Power card, saying this is the new rule for all pre-1944 scenarios (excepting Breakthrough scenarios). The Crete scenarios tried a role-reversal, Air Superiority, where the Axis roll 2d and the Allies 1, so they could print an Air Power card for that situation too (at the very least, an Actions reference card). When I got Sword of Stalingrad, I put the corrected BEL card into a card-sleeve to replace my old one - no problem.

[Mis à jour le: Thu, 19 September 2013 18:49]

      
Aussie_Digger
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Re:1 Die Allied Air Power Thu, 19 September 2013 21:28
JFKoski wrote on Fri, 20 September 2013 02:05

The Equipment Pack is now the third expansion that for Air Power requires the Allies to roll 1 die per target in its scenarios. This is what the EP rulebook states:

http://m44sed.wikispaces.com/file/view/Equipment+Pack+Air.png/445051610/Equipment%20Pack%20Air.png


I missed this in the EP, ill have to go back and have a look again.

JFKoski wrote on Fri, 20 September 2013 02:05


The first expansion that reduced Allied air attack was the Air Pack.

Instead of rolling 2 dice for up to 4 contiguous targets, Allies bring in a plane figure that can move 4 and Strafe up to 3 targets, ending in a vacant hex. Next turn, if plane is ordered you must roll an Air Check which may destroy your plane and give your opponent a medal (or play Air Sortie).

I wasn't impressed. I think this is the reason the Air Pack fell like a lead balloon, or it would still be in print. It was much more enjoyable to get the full effect of the Air Power card with little risk, like I did Online as my opening move the other day: rolling 8 hits on 8 dice against 4 baseline infantry! If the Axis countered they would only get 1d each on up to 4 targets. Unfortunately, I disconnected and my opponent, who kept playing the computer, was more than happy to start over from his losing position.


I must admit i play without air rules most of the time, though I enjoy using them too. I find it easier to not use them specialy when playing with people new to mem44 but I find when using them, they add another layer of stratergy where you also have to weigh up risk vs reward. You could lose your plane as a medal but you could also conduct many strafing runs and make more frequent air attacks than if not using air rules. Also an air check is not required everytime it ordered as like you said the air sortie card will prevent this, but if you position your plane correctly in a clear hex not next to enemy units then you skip the air check to.

JFKoski wrote on Fri, 20 September 2013 02:05



The next expansion involving 1d Allied Air Power was Winter Wars.

The relevant rule for all of its scenarios is Winter Weather:

http://cdn0.daysofwonder.com/memoir44/en/img/mm_compendium_action_26.jpg

I didn't have a problem with it, other than it was one of several new rules to learn all at once. (Reduced Visibility changed the game more and was a drag.)


I have recently been playing a few sceanrios from winter wars using reduced vis rules. A few weeks ago my gaming group did firefight in neffe (overlord). I really enjoyed the rules, having to manouver before going in for the kill since range attacks are not that effective. It reminded me a bit of commands & colors Napoleonics (& Antiants) where range attacks are weak and you need to manouver before rushing in.

It seems to me the reduction of the air power die from winter wars is more due to the effects of the weather on the aircraft and how effective they are.

JFKoski wrote on Fri, 20 September 2013 02:05

Lately, I've been playing African scenarios with Italian High Command rule (an EP rule enhancement for Italian Royal Army), and have started using 1d Allied Air Power rule as well. In the games where the Allies have opportunity to use it, the card has dropped in importance similar to its value for the Axis. It hasn't been as disappointing as was the change to Air Rules.

I remember people saying Behind Enemy Lines and Barrage were too powerful because they could be the game-winning card. I don't remember much discussion about Air Power making the games less fair or fun because it favors the Allies. Clearly these three expansion indicate RBorg feels Air Power needs to be reduced for the Allies. (Breakthrough's Air Power has both sides rolling 2 dice, but the depth of the board makes your opponent's baseline less accessible to conventional attack.)

Unfortunately, the community hasn't discussed it much, and RBorg didn't just go "all-in" and introduce a new Air Power card saying both sides roll 1 die per target.

My suggestion is to keep the existing "Late War" Air Power card, but only use it for scenarios in 1944, when the Allies dominated the sky. Then print an "Early War" Air Power card, saying this is the new rule for all pre-1944 scenarios (excepting Breakthrough scenarios). The Crete scenarios tried a role-reversal, Air Superiority, where the Axis roll 2d and the Allies 1, so they could print an Air Power card for that situation too (at the very least, an Actions reference card). When I got Sword of Stalingrad, I put the corrected BEL card into a card-sleeve to replace my old one - no problem.




I know there has been disscusion about the historical factor with the airpower card (the card works for '44 onwards but early war with the Germans it dosn't, I know the base game is set around the 44 - 45 scenarios)
But i agree one option would be to introduce updated airpower cards. Another would be to add 2 new actions to the game, Axis air Superiority - where effectivly the axis and allies are switched on the airpower card, and No air Superiority - the airpower card is 1 die for both axis and allies.

Now i am also of the opion that the blitz rules when in use for the germans (most early war scenarios) gives the germans an advantage with air attacks even though they only have one die, but recon 1's also become airpower cards for them.
      
Sgt Storm
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Re:1 Die Allied Air Power Fri, 20 September 2013 17:41
Several years ago I brought up the issue on the board about the inequity of the Air Power card. I have always played it as 1 die for both sides as early as...well whenever I first bought the game (probably 2006?).

I brought this issue up in the context of scenarios generally not being balanced. I have always felt that scenarios should be balanced and the Air Power card was simply an anomaly that made balancing more difficult (regardless of the supposed historical accuracy concerns). Although admittedly, the earl scenarios may have been balanced by R Borg with this card inequity in mind (but given the low probability this card actually surfaces in a game it probably is a wash anyway).

You are right though. It wasn't discussed much. I think most players disagreed with me on all counts, the need for balance and equalizing the Air Power card. Generally the consensus seemed to be that historical accuracy trumps game play, although I have always felt there are other means to achieving historical accuracy rather than sacrificing balance. I don't know what the general consensus about these issues is today.

And of course you are supposed to play the scenario twice, switching sides, and then add up the score. I usually don't play that way due to time constraints of the folks I play against.

[Mis à jour le: Fri, 20 September 2013 17:43]

      
JFKoski
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Re:1 Die Allied Air Power Sat, 21 September 2013 04:02
Aussie_Digger wrote on Thu, 19 September 2013 15:28

Now i am also of the opion that the blitz rules when in use for the germans (most early war scenarios) gives the germans an advantage with air attacks even though they only have one die, but recon 1's also become airpower cards for them.

I was thinking about Blitz (i.e. Axis Air Strikes) when composing my opening post. I don't think it gives an advantage to the Axis, but rather balances the 2 die Allied Air Power. So two Recons as Axis Air Power is an approximation of one Allied Air Power.

[Mis à jour le: Sat, 21 September 2013 04:02]

      
Aussie_Digger
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Re:1 Die Allied Air Power Sun, 22 September 2013 01:12
JFKoski wrote on Sat, 21 September 2013 11:32

Aussie_Digger wrote on Thu, 19 September 2013 15:28

Now i am also of the opion that the blitz rules when in use for the germans (most early war scenarios) gives the germans an advantage with air attacks even though they only have one die, but recon 1's also become airpower cards for them.

I was thinking about Blitz (i.e. Axis Air Strikes) when composing my opening post. I don't think it gives an advantage to the Axis, but rather balances the 2 die Allied Air Power. So two Recons as Axis Air Power is an approximation of one Allied Air Power.


It dose indeed balance it, but gives the possiblity of being an advantage aswell. As last night we played the operation Barbarossa campaign (as a team campaign with 6 players) In the sceanrios I played that had blitz rules I was able to play the airpower card once and was able to play 4 recon 1's as airpowers. In the other game that allowed blitz I was able to play 3 recon 1's as airpowers. (my opponent found this very frustrating)
      
    
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