• Warlords that old series from the 90s, worth a map?

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    Based on only modest interest and Cernel's wise words of caution, I think I'll just make a small map to showcase some gameplay options with some of the flavor of the ol' warlords. It'll be awhile before it's made; gotta peruse what art assets we have available, ponder some gameplay choices, figure out what to use for the map, and all the other work.
  • WW2 - Revised Map

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    MirkoBrunerM
    @schulz The Black border around the flags would make the roundels too strong on the crayon colours I have adopted for this map.
  • Camp David maps

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    Actually I am enjoying the maps PvP, although I may not replay them a lot after. I do not have modding capabilities, so it would be wonderful if anyone can spare the time to check if the Tech, and other game features, are operating as intended, as well as perhaps to tweak balance if suitable.
  • Looking for Someone to modify G40 BM3 to incorporate house rules

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    RogerCooperR
    @dannyduck716 Duckworth�s House Rules � A&A Global �40 New Units: Marines: Cost = 5 Amphibious Attack = 2 Can be transported on Cruisers and Battleships Otherwise act the same as Infantry Cruiser: Cost = 10 Battleship: Cost = 16 Tactical Bomber: Cost = 10 Combined Arms Additions: 1:1 Cruiser combined with Battleship, Cruiser stats to: Attack: 4 Defense: 4 New units are no problem Factions: The United Kingdom no longer has a split income. UK Europe and UK Pacific are now tracked as a single country. Easy enough to do Research And Development: Research and development is done in phases for each nation. Each nation may choose the number of technologies to research equivalent to their number of MAJOR Factories on the world map. This means at the start of the game, the following nations may advance research: Germany: 2 Techs Russia: 1 Tech Japan: 1 Tech USA: 0 Techs China: 0 Techs (China will never research) UK: 2 Techs Italy: 1 Tech ANZAC: 0 Techs France: 1 Tech (Assuming they maintain control of their Major Factory) Researching Technology is free. All Techs require three phases to complete. At the beginning of the Research and Development phase, a nation which Techs it plans to advance in phase. Techs can only advance one phase per turn and a player may not elect to roll more than one factory per Tech. The player will than roll 2D6 to see if they are successful in advancing the Tech. A roll of 7 or HIGHER will advance the Tech to the next phase. A roll of 12 will result in a BREAKTHROUGH and the Tech will automatically go into effect regardless of which phase it was in. Upon completion of the third phase of a Tech, the Tech will go into effect immediately. The available Technology options are: Advanced Artillery: Each of your artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry when coupled with 1 artillery unit have attack values of 2. Rockets: Your airbases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Combat Phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does 1D6 damage to that facility. Rockets may not be fired over neutral territories. Wartime Economy: During the Collect Income Phase, roll 1D6 and collect that many additional IPCs. This additional income can only be applied if a nation is AT WAR. In addition, all Major Factories can now mobilize up to 12 units and Minor Factories can now mobilize up to 4 units per turn. Also, when repairing damaged structures (Factories, Air Bases, Naval Bases) the cost is reduced by half. In case of an odd number, round the cost up (ex. 3 damage would cost 2 IPCs to repair). Improved Mechanized Infantry: Each of your mechanized infantry units that is paired up with a tank or an artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank. Paratroopers: Up to 2 of your infantry units in each territory with an airbase can be moved to an enemy-controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA units, the paratrooper infantry units are subject to AAA fire in the same way as air units. Paratroopers may retreat as normal. Super Submarines: The attack value of your submarines is now 3 instead of 2 and movement is now 3 spaces instead of 2 (4 is launched from a Naval Base). Jet Fighters: The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a �1� or �2� instead of just a �1�. Improved Shipyards: Your naval units are now cheaper to build. The cost of ALL naval units including Marines is reduced by 1 IPC. Radar: Your fire, both from AAA units and facilities, now hits on a �1� or �2� instead of just a �1�. Long Range Aircraft: All of your air units� ranges are increased by 1. Heavy Bombers: Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result. Players made obtain additional research opportunities by constructing additional MAJOR Factories. The standard rules for placing Major Factories still applies. The phased tech rules can't be supported by TripleA Additional National Objectives: Germany: 2 IPCs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis Controlled 5 IPCs if there is at least one German land unit in either London or Egypt Russia: 3 IPCs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory 3 IPCs for each originally held German, Italian or Pro-Axis Neutral territory that Russia controls in mainland Europe 2 IPCs for each of the following lend-lease lanes that is �open� (i.e. the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond round 2: (1) SZ 125, Archangel; (2) SZ 80, Persia; (3) SZ 5, Amur An additional 2 IPCs per each �open� lend-lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia. The National Objective for Russia's first capture of Berlin has been removed. Japan: 5 IPCs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands 5 IPCs if Axis controls Midway, Wake Island, Guam 3 IPCs if Japan control Iwo Jima and Okinawa and is at war with the United States USA: 5 IPCs if USA is at war and Allies control Midway, Wake Island, Guam 5 IPCs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas 5 IPCs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and the USA has at least one land unit in any one of these territories 5 IPCs if Allies control Morocco, Algeria, Tunisia and USA has at least one land unit in any of these territories China: 3 IPCs if Allies control Yunnan, Szechwan, Burma and India At the start of China�s turn, a Chinese Infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit. These units may not be moved until the next turn. UK: 3 IPCs if UK Europe controls all its original territories 3 IPCs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and the Allies have at least one land unit in any of these territories 3 IPCS if there are no enemy submarines in the Atlantic, excluding SZ 112 and 125-127 3 IPCs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled FEC: 3 IPCs when at war with Japan if: British control West India and either Egypt or South Africa and there are no enemy submarines in the western half of the Indian Ocean (SZ 71-SZ 81) 3 IPCs when at war with Japan if Malaya and Kwantung are Allied controlled Italy: 3 IPCs if Malta, Cyprus, and Crete are Axis controlled ANZAC: 3 IPCs if ANZAC is at war with Japan and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies 3 IPCs if ANZAC is at war with Japan and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled 3 IPCS if ANZAC is at war with Japan, controls all of its original territories and Malaya is Allied controlled All these national objectives can be supported Vichy France Rules: Game Conditions for Franco-German Armistice At the beginning of France's turn, if the following conditions are met, the Franco-German Armistice will occur: Axis has control of both France and Normandy Bordeaux; Axis has never controlled Southern France; and There are no non-French, Allied land units in Southern France. Game Consequences of Franco-German Armistice French Territorial Control: At the beginning of France's first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied land units. Any non-French allied air units in Vichy-controlled territory are destroyed upon conversion of the territory to Vichy control. With the exception of Southern France (see discussion of "Zone Libere" below), Vichy French territory operates the same way as other Pro-Axis Neutral territory. An Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn. Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory. Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the French fleet. Roll 2D6 for each ship to determine the results: A roll of 4 or less: Ship remains Free French and immediately sails out of the Mediterranean to SZ 91 A roll of 5: Ship is captured by British Commandos, replace it with a British ship of same type and place in SZ 91 A roll of 6-8: Ship is scuttled by Free French resistance, remove it from the board A roll of 9: Ship is captured by Italian forces, replace with Italian ship of same type A roll of 10 or higher: Ship is captured by German forces, replace with German ship of same type "Zone Libre": Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player's turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change. Armistice's Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy's "Roman Empire" objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy's "North Africa" objective. Japanese occupation of French Indo China still negates Japan's "Trade With America" objective. Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control revert back to Free French control. The Vichy French forces in the Southern France and will also revert back if Southern France is liberated by the Free French. This is difficult but doable. The rules should simplified. Other Rules: Placing Naval Units in Enemy-Occupied Sea Zones: With this new rules variation, you may place new naval units in enemy-occupied sea zones adjacent to industrial complexes you have owned since the beginning of your turn. It is up to your enemy to either retreat from the sea zone or attack your ships. This is a game property Neutrality Rules/Diplomacy: Neutral Territories can be persuaded to join a country�s war effort before the Weapons Development Phase. Available to AXIS: Germany, Japan, Italy Available to ALLIES: United Kingdom, United States, Russia, ANZAC (1 per turn) Neutral Territories are identified in one of three categories: Pro-Axis True Neutral Pro-Allies The Diplomacy Cup starts the game with 14 chips No Event = 10 chips (gray) Pro-Axis = 2 chips (red) Pro-Allies = 2 chips (green) During the Diplomacy Phase, a country at war may make up to 2 Actions spending 1 IPC for each Diplomatic Action. The exception to this is ANZAC who only has a minor influence and can only make 1 Action. The number of Diplomatic Actions must be declared prior to making any attempts Diplomatic Action: ADD: Countries NOT AT WAR may only spend to ADD No Event Chips Countries AT WAR may ADD any chip of their choosing Diplomatic Action: PULL: Is only available starting in the 4th round Only one PULL action can be made per territory The targeted territory MUST be declared prior to pulling a chip Territories of Zero IPC value still offer 1 INF unit in the Mobilize Units Phase or in Defense of itself Possible Outcomes: A No Event Chip is pulled: Nothing happens. Put this marker back in the Diplomacy Cup AFTER finishing all Diplomacy Actions. Better luck next time. Political Failure: This represents negotiation breakdowns, political coups, allies acting independently, etc. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put an enemy Pro[Faction] marker on that territory �has an enemy Pro-[Faction] marker in it, that neutral territory activates and joins the enemy faction �has a friendly Pro[Faction] marker in it, remove that marker Political Success: The faction applying this must do one of the following. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker on that territory �has a friendly Pro-[Faction] marker in it, that neutral territory activates and joins the friendly faction �has an enemy Pro-[Faction] marker in it, remove that marker Pro-[Faction] territories can still be activated by units of the aligned faction during Non-Combat Move Phase per the original rules. These rules are too complicated to be supported by TripleA. A simplified version is possible I don't think anyone else is going to implement these rules. You could learn to mod yourself, basic modding is not hard.
  • Warcraft: War Heroes - Official Thread

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    Hey Frostion, sorry for the late reply. I don't know why, but I don't get to see the tooltips on many items. I was really surprised to see your picture. For me it looks like this: [image: shard.jpg] I tried it one the latest stable release and on one of the prereleases: 2.6.22453
  • 💥 Future Wars: Fallen Empire - Official Thread

    maps thedog
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    TheDogT
    Download new version 2021.03 Change Log Lgt-Infantry lost Marine now cost 4 PU was 5 PU Marine new name for MobileInfantry, gain Marine Gunship now cost 10 PU was 11 AirTransport, now cost 8 PU was 9 StrikeFighter new name for Fighter, main changes, Scramble distance 2 was 1 Bomber, main changes Strategic Bombing d3+2 was d3, move 8 was 7, cannot be on a carrier CruiseMissile, Strategic Bombing now d2+1 was d3, move 6 was 7 SAM can now shoot CruiseMissile Starting PU is graded 35-70PU Fixed Crocodile Ford Canal Download from Google Drive v2021.03 https://drive.google.com/file/d/14wKWO4U0SDFr63KnD6kf7czpMbLqQdzF/view?usp=sharing See post 1 for more install details. https://forums.triplea-game.org/topic/2779/future-wars-fallen-empire-official-thread Enjoy and please give feedback. .
  • Aggression 1914 (release)

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    TheDogT
    @schulz Downloaded, but not everyone can open rar files, consider changing it to zip. Im on 2.6.149 I have been testing 2.6, its running fine, ie. it has not crashed, after 1 round.
  • Aggression 1914

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    @Hepps I've forgot to colour the lakes in the base map thank you.
  • World War I European Campaigns

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    @schulz Here is a possible unit image for Wassmuss of Persia: [image: wilhelm_wassmuss.png] Similarly to Lawrence of Arabia, he would give a bonus to allied units with him. Whereas Lawrence of Arabia would be in Hejaz fighting the Ottomans, Lawrence of Arabia would be in Persia fighting the British. I would picture them both having a small entourage of troops with them as they rarely operated alone. Also, I do not know how others create maps, but for this latest map I used Photoshop CS2. I cropped a world map to get an image of Europe and an image of America, then placed them closer together. I then traced over them and colored in the water. For detailed territories I looked up regional maps of each area and if the territories were too small I would combine two or more together so that I could fit units in them. One thing you have to be careful with is that the lines must be completely black and there can be no gaps, otherwise TripleA won't register the territories properly. This gets particularly hard to do with large maps. For this game, I have been thinking of doing a 1914 start date and that other countries will gradually join the war. Forts will be a new unit like bunkers in other games. [image: Marne.PNG] I have done some AI games and it looks like if there are forts on the French-German border, the German AI will turn away to avoid them and instead attack through Belgium, which is close to what happened historically.
  • New (& Old) Mods for TripleA

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  • Best Triplea Map to play

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    ubernautU
    @umesh ai i'd say any of the v3 variations, 1914 no mans land, nwo or v3. versus human i'd say TWW
  • Limits of maps

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    LaFayetteL
    FWIW, a very sizeable chunk of the memory footprint and memory pressure comes from rendering the minimap. The minimap is rendered by drawing the entire map at full scale and then shrinking it down. The more detailed the territory images, the more memory that this will consume. Physically larger images can allow for greater detail, but not necessarily. Hence a large map where all the territories are a single color will require less memory than a small map where the territory images have lots of detail.
  • Removing grey edges after resizing base maps

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    ubernautU
    @schulz i think you're gonna have to do a better job with the resizing
  • New Map: World War 1 End of Empires

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    I am changing battleships to be unbuildable and 1-hit. I thought that this would lead to a lot of battleships being destroyed too quickly, but after a few playthroughs with the AI it seems like I was wrong.
  • AI Suitability

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    RogerCooperR
    So I am starting to examine AI suitability for some randomly picked scenarios. Great Lakes War All these scenario are fine for AI Great War The only problem for the AI is the odd blockages for the US. This is an old scenario before events were introduced into TripleA. The large numbers of units and sprawaling map also slow the game. The actual units are straight-forward and the game can be played with Fast AI. Combat movement is before purchase.
  • Global 1940 improving the notes

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    ubernautU
    @zlefin just make sure you aren't reusing other people's IP.
  • Best Rules Version

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    @rogercooper It has some understanding, but not a complete understanding; from what I've been able to tell. It does, at least partly, recognize the movement bonuses units will get in terms of avoiding counterattacks, though I'm not sure it does so fully. In terms of strategic bombing, I'm not sure to what extent it specifically targets harbors/airfields that are relevant right now, vs simply targetting anything in the area that's raidable that it's not already invading. (and of course bombers often have regular combats worth doing as well). It does not seem to preferentially move units on/next to harbors/airfields so as to get the movement bonus. I was trying out Global recently, and some of the moves quite clearly showed the ai not 'getting' the impacts of those bases.
  • 270BC - Official Thread

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    @lafayette said in 270BC Wars - Official Thread: @Cernel why is there a '+' folder in the map? Seemingly it's making the download size quite a bit larger than it needs to be. The "270bc" map has several such useless items too. The main difference is that I group them externally, leaving inside the "map" folder nothing but what is or may be used by the program. Completely useless items of 270bc (I would keep without the "map" folder): https://github.com/triplea-maps/270bc/blob/master/map/misc/Legend.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Saria.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Heraclea.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/RomanRepublic_unit_development.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/ballista_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/hoplite_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/legionaire_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps_hit.png https://github.com/triplea-maps/270bc/blob/master/map/units/Neutral/longboat.png Other maps have a lot more useless items than this one.
  • Aggression 1941

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    ebbeE
    @schulz Hej Schulz, you asked me to use Soundfiles I made/ adapted for the recently released WW2 Oil & Snow project, which is fine, ( except the intro tune , I prefer to keep that unique ) nice to see another 1941 map and I like your ingredients...
  • World War 2010

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    RavilleR
    I also like a lot this map, but when trying to game it people said it has many problems and bugs. Could be great if can be fixing as a normal map... Thanks forwardly

Recent Posts

  • @Cernel I think you overthinking this. Remember that an air battle in TripleA is supposed to be the sum of numerous encounters, not a single sortie.

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  • @alkexr said:

    @Cernel

    Why have you chosen to have it this way instead of having a specific starting time?

    Well, the War of the Ring is the obvious candidate, but there was no Arnor or Angmar at that time, so all of Eriador would be practically empty. And that's not all, Dáin's Halls and Framsburg, for example, were also abandoned by that time, along with the surrounding areas. The dragons are also all but gone, Smaug being the last truly relevant one. The orcs in the north were also decimated in the Battle of Five Armies and the aftermath, to the point of irrelevance. So a War of the Ring map would be missing too much for my liking.

    Sounds like having a secondary game for the map depicting the War of the Ring (maybe with a much over-powered Evil and a non-military victory condition for Good) would be very good as that would be the scenario which most people are interested in and would also provide an easier-to-learn reduced game. I guess doing that after having finished the main "all-times" game would only add a few percetage points of additional work beside the play-testing part for balance. Unfortunately, I cannot do or help with making that because my knowledge of Middle Earth is almost at average Joe level.

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  • @KurtGodel7 said:

    Okay. Claude is making a major change to this map now. It involves air combat.

    What I like about air combat currently: it gives different roles to different aircraft types. Instead of "attack on a 4, defend on a 2" it is like this.

    Dogfight stage: both sides' fighters fight each other, using their dogfight values.

    Interception stage: surviving fighters attack enemy bombers. Fighters fire at their interception value, bombers fire at their air defense value.

    AA guns fire

    Bombers attack their targets. That could be strafing an army, attacking a naval target, or a strategic bombing raid.

    Interesting, but I don't think it was actually quite working this way. If I understand correctly that dogfight (which was really more of a WW1 thing and much less of a WW2 thing) is something preliminary which involves every fighter, so the fighters surviving the dogfight are the only ones then also intercepting the bombers (Is there a limited combat round or can only the fighters of one side survive?), I think this is not much simulating WW2 aerial warfare. WW2 aerial warfare was much more linear and mostly consisted in intercepting fighters attacking the bombers while bomber-escorting fighters were attacking the fighters attacking the bombers (often in a punishing role rather than a pre-emptive one) and interceptor-escorting fighters were attacking the fighters attacking the fighters attacking the bombers, this going on then having fighters attacking the fighters attacking the fighters attacking the fighters attacking the bombers, and so on.

    Practically, the typical fighter would not engage in dogfight but rather go directly for attacking the bomber (with a number of other fighters behind him and behind one another in a sort of a train) while hoping not to be shot down by the escorting fighters while doing so. After attacking the bomber, the fighter would dive (and make evasive manoeuvrers but mostly just relying on speeding up and getting the hell out in a mostly straight trajectory rather than going in circles like in WW1 dogfights) to try to survive the fighters attacking him while expecting friendly fighters following (escorting) him to attack from behind the fighters which are attacking him from behind.

    (I'm not an expert, and this is just based on my general knowledge of WW2, so do not ask me to provide references to prove what I'm saying. Also, if an expert of WW2 aerial warfare comes here and says otherwise, I'm not going to say that I'm necessarily right.)

    I would have it working more like this:

    Let's assume a normal battle with the attacker having fighters and bombers and the defender also having fighters and bombers. To keep it simple, let's assume for now that there are fighters and bombers and no aircraft which can operate as either.

    The attacker decides how many attacking fighters are intercepting (non-modifiable auto-selection to none of them or all of them respectively if the defender has only fighters or if the defender has only bombers). (The non-selected ones are escorting/dogfighting.) The defender decides how many defending fighters are intercepting (non-modifiable auto-selection to none of them or all of them respectively if the attacker has only fighters or if the defender has only bombers). (The non-selected ones are escorting/dogfighting.) The attacking intercepting fighters roll dice and one defending bomber is taken as casualty (not removed) for every hit. The defending intercepting fighters roll dice and one attacking bomber is taken as casualty (not removed) for every hit. The attacking bombers (comprising the ones taken as casualties) roll dice and one defending intercepting fighter is removed for every hit. Then the attacking bombers taken as casualties are removed. The defending bombers (comprising the ones taken as casualties) roll dice and one attacking intercepting fighter is removed for every hit. Then the defending bombers taken as casualties are removed. The attacking non-intercepting fighters roll dice and one defending fighter (either intercepting or not: it does not matter) is removed if it is an intercepting one or taken as casualty (not removed) if it is not an intercepting one for every hit. The defending non-intercepting fighters (comprising the ones taken as casualties) roll dice and one attacking fighter (either intercepting or not: it does not matter) is removed for every hit. Then the defending fighters taken as casualties are removed.

    Every fighter has an "anti-bomber" and "anti-fighter" strength. The former is used for fighters chosen or auto-selected as intercepting and the latter for the rest.

    Of course, this is ignoring the jabos, and this is quite unacceptable, but I'm trying to keep it simple. Let's just not forget that rules for allowing fighters to load some bombs or rockets on their wings and/or belly are quite a necessary addition to what I just detailed. The added complexity about that is that such a fighter is able to go back being a fighter any time it wants by just dropping the bombs (though there are limits to this: it will not be as good as a pure fighter) and will most likely do so as soon as it is about to be attacked by other fighters or even as soon as it can see them coming. To some extent, also bombers can get rid of their bombs to defend themselves better and/or avoid going down after being damaged. Of course, you cannot add rules for everything: it will always be a trade-off between complexity and coverage.

    This system is completely removing from the table the ability of fighters to prevent interceptors from attacking bombers, and I believe this is fine as such ability is minor. If wanted also to cover cases in which the air superiority of a side is so overwhelming that the other side cannot even get to attack the bombers because its fighters are shot down before reaching them, it would be possible to add an other layer by which you can select fighters as either intercepting or sweeping (The non-selected ones are escorting/dogfighting.). Sweeping fighters attack or defend before any other aircraft and their casualties are removed before starting the interception steps (so that they do not get to fire at bombers at all) but do so at "sweep" strength (which should be set lower - arguably much lower - than the "anti-fighter" strength and the "anti-fighter" strength renamed to "escort" because both "sweep" and "escort" is "anti-fighter").

    The other even more minor element is that one may want the bomber fire not to be merely punishing but to have a pre-emptive element, meaning an ability to shot down the fighter before the fighter can have a chance to shot down the bomber or an ability to disrupt the fighter fire so that its chances to shot down the bomber are lower the more effectively the bomber can shot at it. I did not provide for this, and I don't think it's too important to do so. This can be partially done by having the air combat going on for multiple rounds, so that the fighters shot down a round before will not be able to fire at the bomber again or more consistently by splitting the bomber fire between pre-emptive and non-pre-emptive or having a negative support from bomber to fighter, the higher the support the more the bomber is powerful at firing. However, this would also open all the matter that some bombers are much more vulnerable than others because of passive (armour) defence too (for example, a British Avro Lancaster being enormously inferior to a B-17 both as a matter of fire-power and as a matter of armour so much so that having the Avro Lancaster doing the bombers-only day-time bombings which the B-17 performed would have been suicidal).

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  • @Cernel

    I meant for Mordor. I guess they were all winged there?

    I could add them for Mordor, I just don't want to. I think it's important that each faction should have a somewhat limited roster with it's own strengths and weaknesses. Mordor's stength here is that the Winged Nazgul is a superior leader unit, probably the best on the map. Their weakness is the lack of a leader that is affordable.

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