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Antiair units
 
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NeuralDream

 
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Post subject: Antiair units  Reply with quote   (Liked by:0)  Like this post
We assume low-flying aircraft (1km), so only low and medium-caliber AA guns are relevant in my opinion.

AA guns have the same ranges as aircraft (0-3, 4-5, 6-8)
20 mm CA mle 1938
AA 8/6/3
AntiSoldier 8/8/6
Antitank 3/3/2

Bofors 40 mm
AA 8/9/4
AntiSoldier 7/9/7
Antitank 5/5/4

20mm Flak 30
AA 8/6/3
AntiSoldier 8/8/6
Antitank 3/3/2
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Last edited by NeuralDream on Sun Jan 11, 2009 12:12 am; edited 7 times in total
PostWed Dec 31, 2008 2:05 pm
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Buzzkill

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Quad 50 as well.

So, you are suggesting that the 88 will not have AA values?
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PostWed Dec 31, 2008 3:00 pm
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lotharlutjens

 

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Against fast, low flying attack planes, I would say yes "nada" AA value, against medium and high altitude bombers, that's a different matter.
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PostWed Dec 31, 2008 3:04 pm
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Angel of Death

 

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So, how would a Bofors 40mm (6 AA dice at short range) be able to kill a Messerschmidt Bf 109 K4 (6 Defense) ? How would any AA be able to kill that Messerschmidt Bf 109 K4 ? I dont think they should be hit when dogfighting, but in case of ground attack those AA units should be able to do something.


Or will Fighters have a lower defense while Strafing, just like in War at Sea ?

( / Will any airplane have lower defense while attacking ground units (with Bombs, MG or Rockets) ? )
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PostWed Dec 31, 2008 3:53 pm
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NeuralDream

 
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Correct observation. Units that attack ground troops get -1 defense (strafing, bombing, rockets). It's in the air rules.

I've increased the AA of the Bofors at range 0-3 to 7.
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PostWed Dec 31, 2008 4:23 pm
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NeuralDream

 
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Yes, the 88 can't take part as antiair in an AAM battle.
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RAEVSKI

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Don't forget the Hotchkiss 25mm. it was the main AA for Franch and Romania.
72 were delivered to Romania befor ww2 started.-
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PostMon Jan 12, 2009 6:36 am
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Big Red One

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When I play, I use a fixed set of altitudes for AA values and Aircraft values.  The three vertical areas corespond to short, medium, and long range, and aircraft have a limited movement, like vehicles.  So, a .50 on a Sherman can fire on a strafing fighter at altitude 1, but not at a Stuka at altitude 2 or a medium/heavy bomber at altitude 3.  A Flak 36 could fire on aircraft at altitude 2 and 3 but would be open to attack by low-level aircraft like the Typhoon.  This makes you integrate the types of AA you have.  Because the aircraft have a fixed movement value, they can be cruising at altitude 3 until they reach the target and drop down to attack so that they can avoid light AA.  Would this work here?
PostSun Nov 29, 2009 8:00 pm
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HHRgamer

 

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Lego, I like your idea.  

How do you keep track of the plane's altitude?  Do you use an extending antenna as in the plane vs. plane miniature games?  

Does it cost the plane a movement pip to go up or down one level?
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PostFri Jan 08, 2010 3:26 am
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Big Red One

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I only have a few planes, and there are usually never more than one per side on the field at a time, so each player justs keeps that information in their heads, but if I were to use multiplies I would make a counter to place on the base of the miniature.

Yes, it cost one point to dive and two to climb, reflecting airspeed lost.

Come to think of it, the FlaK 36 should only be able to hit altitude 3, to better show the gap between light and heavy AA that was filled with the 50mm AA gun.

PostFri Jan 08, 2010 6:09 am
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