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       #Post#: 146--------------------------------------------------
       Heavy Guns and AT Guns
       By: Elias Nordling Date: September 16, 2018, 12:48 pm
       ---------------------------------------------------------
       Frankly, I find the whole concept of special guns a mess. There
       are AT Guns and AT gun pods, and they are treated entirely
       differently. There are counters for the AT Gun pods that has
       ratings that apparently aren't valid for this situation. And
       there are heavy gun pods that work differently from the AT gun
       pods, and there are heavy guns that aren't pods. Sometimes a
       special note means the type has this ability, sometimes it just
       means the ability to carry pods. The differences in terminology
       are subtle and very easy to miss, and you have to piece together
       the information from all over the rules.
       I've come to fear scenarios that have special gun types.
       #Post#: 147--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 16, 2018, 12:59 pm
       ---------------------------------------------------------
       I've split this out from the Kuban Meatgrinder thread into the
       rules section, as I think it's an important topic that Elias
       brings up here.
       I don't disagree with Elias, but I'm wrestling with what to do.
       What we have is two separate kinds of rating that can
       potentially cause confusion.
       We have the Heavy Guns ability, which is designed to model
       anti-bomber ordnance. The main feature here is that the piece
       usually fires a high explosive round of some sort.
       Then we have the AT Guns ability which is designed to model
       anti-tank ordnance. The main feature here is that the piece
       usually fires some form of armour-piercing round.
       So, what to do? I have certainly given thought before to the
       notion of combining them into a single rating for the second
       edition. This would at least streamline the system and hopefully
       make it less confusing. There are three downsides to this:
       (a) It means bringing the rating system for the two weapon types
       into alignment under one ability, which we can call 'heavy
       guns'. In practice, this could really boost the value of some
       heavy guns, as some anti-tank weapons are ranked up to values of
       7 or so. This is a minor problem, but it exists.
       (b) It may make anti-tank gun equipped aircraft super-powerful
       in air combat--though of course this is only air combat with
       other bombers, so maybe this is a scenario that hardly if ever
       appears. However, it could lead to situations where someone
       builds a scenario featuring Hurricane IIDs against bombers and
       the scenario designer declares the Hurri II the best anti-bomber
       fighter evahr. You see where this is going. . .
       (c) It would mean making AT guns super-powerful against non-tank
       targets. Without a distinction between anti-bomber big guns and
       anti-tank big guns, this is the biggest problem I can see.
       Any thoughts?
       #Post#: 148--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 16, 2018, 1:19 pm
       ---------------------------------------------------------
       i planned tio start an own thread myself. since posting, I wen't
       into hard studying what the rules say about guns to identify my
       sources of confusion. Post coming up...
       #Post#: 149--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 16, 2018, 2:14 pm
       ---------------------------------------------------------
       OK, so to sum up special guns abilities, there are actually five
       different varieties, treated differently.
       First there are the two gun pods, then the two gun ABILITIES (AT
       Guns, Heavy Guns), and finally there are the dual firepower
       aircraft. The difference between AT Guns and Heavy Guns isn't
       intuitive, and probably has more to do about what type of
       aircraft they are mounted on than the actual gun. It is one
       source of confusion.
       Except for the dual firepower, the other four all require a
       listed ability to the aircraft. However, if the ability says
       AT-pods, you don't automatically get them, you have to use them
       instead of bombs, while the AT Guns ability is in addition to
       bombs. This is one source of confusion, as AT Gun Pods and AT
       Guns sound awfully similar yet are treated very differently. I
       know the space for Abilities is limited, so I don't have a
       better suggestion.
       There are two uses for firepower: Confirming kills and Strafing.
       For confirming air losses, rule 10.6 is used. Only three of the
       five special gun abilities are mentioned here. Use the second
       value for dual rated units, and add one for either kind of gun
       pod. Heavy guns are an exception not mentioned in 10.6 but in
       13.5.2, where the value is replaced by the Heavy Guns value
       against bombers. The fact that pods add to the existing
       firepower while heavy guns replace the firepower is one source
       of confusion. AT Guns aren't mentioned at all so presumably they
       have no effect in air combats. It would be nice if this was
       mentioned.
       For strafing, we go to 15.3.7 (not the other rule also named
       strafing, another source of confusion).  Here we find: Use the
       first value for dual rated units. Add Gun pods to the value, but
       you have to look up in 13.5.6 what these values are. Since you
       are only ever going to use these values when applying this rule,
       why not put them here instead? Checking 13.5.6, I find that
       15.3.7 is in fact in error because you do not add the AT pod
       value but rather the aircraft gains the ability of AT Gun 5. So
       you have an ability that gives you the option to gain another
       ability as its sole function. Yes, I understand now, but it IS
       inconsistent and confusing. Anyway, one pod adds to the
       firepower while the other supplants it. So does Heavy Guns, and
       AT Guns, but AT guns only for special targets. You find what
       targets these are in 15.3.7, but not 13.5.6, so you have to flip
       between these two rules.
       I am not sure if an AC with FP 0 with a gun pod gets FP 1 or 2,
       but perhaps there are no such aircraft. I sure hope there are no
       dual firepower aircraft with AT gun ability, as those would be
       really confusing too. Also, I'm not sure why heavy guns work on
       more targets than AT guns, explosive ammo perhaps?
       Where to find the FP for the given situation:
       Dual firepower: On the ADC, but in practice in 10.6 or 15.3.7,
       because there is no easy way of telling which value is used
       when.
       Heavy Guns: On the ADC, once you've memorized 13.5.2, but I'd
       admit that's not very hard now.
       Gun Pods: On the counter, or 10.6 or 15.3.7.
       AT Pods: On the counter, except the counter is now in error due
       to a rules change, so 10.6, but not 15.3.7 but 13.5.6.
       AT Guns: On the ADC while cross-reading 15.3.7 because it is
       hard to memorize which targets they apply to. Unlike AT Pods,
       these don't seem to add to air combat.
       That's a lot of rules flipping to find out what firepower to
       use, with a lot of inconsistencies in where to find the values,
       and whether they are in addition or supplanting each other. I
       don't have an easy solution to offer, but perhaps this helps you
       see why I am confused at least.
       #Post#: 172--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 18, 2018, 10:20 am
       ---------------------------------------------------------
       That's a really good summary, Elias, and i'm trying to think of
       a way to address all these issues. Let's start by trying to
       break all these things down:
       (1) For regular firepower we have:
       * Single value
       * Dual rating - first value is for strafing and second for air
       combat
       * U rating - Aircraft is unarmed
       In the latest rules these basics are outlined in 3.3.
       (2) We have two types of pod that function in different ways:
       one (Gun Pod) adding air combat firepower and the other (AT Pod)
       adding a specialised form of strafing firepower. But this is
       confused by the fact that the AT Pod can add air combat
       firepower as well.
       Pods are outlined in 13.5.6. Load restrictions for pods are
       outlined in 13.5.1.
       (3) We have, in addition to regular firepower, two types of gun
       ability, both of which function to replace, and not add to, the
       aircraft's regular firepower. These are the Heavy Gun (limited
       to bombers only) and the AT Gun (limited to spcial surface
       targets).
       In the 12Aug18 rules set, the rules for the Heavy Gun ability
       are outlined in 13.5.2 (and 13.5.2.1 for standoff attacks).
       The rules for AT Pods are spread across 13.5.6 (the pod grants
       the AT Gun ability) and 15.3.7 (how AT Guns change the firepower
       value).
       Does that cover it all?
       [hr]
       So looking at the issues Elias raises, we have a number of areas
       of confusion:
       (a) Confusion as to when pods add value or when they replace
       value.
       (b) Confusion as to which dual value applies when (I have
       simplified this in the more recent drafts, but this might still
       confuse).
       (c) Confusion as how how FP 0 aircraft are modified.
       (d) Confusion as to the function of Heavy Guns and AT Guns.
       (Would it help to specify the difference between HE and AP
       ammunition?)
       (e) Lots of rule-flipping to understand what is what.
       [hr]
       Okay, assuming I've internalized the problem now, I'm open to
       ideas on how to resolve this. The one thing that I'd like to do,
       where possible, is try to keep some level of
       backwards-compatibility on the ADCs. What this means in practice
       is that the format of the dual rating aircraft cannot change.
       #Post#: 173--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 18, 2018, 12:43 pm
       ---------------------------------------------------------
       Also a bit of confusion on where to find the values.
       Also, there is the rocket gun Ki45 which works almost but not
       quite like armed with a heavy gun, and the Ju87G which have a
       mandatory AT gun pod, making the chain you have to piece
       together even longer.
       #Post#: 176--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 19, 2018, 1:16 am
       ---------------------------------------------------------
       You bring up good points. There's a case for giving the Ki-44
       (rocket gun version) a Heavy Gun ability. Also the Ju 87G and
       Hurricane IID AT Gun abilities without the pods (though probably
       with a no bombs note).
       I'm still not sure how to simplify or streamline the rules. At
       least not without losing something. However, organising them
       better might be a thing that I can do.
       #Post#: 177--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 19, 2018, 2:04 am
       ---------------------------------------------------------
       Having the AT Pod firepower in 15.3.7 would help a little.
       #Post#: 178--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: pilotofficerprune Date: September 19, 2018, 3:37 am
       ---------------------------------------------------------
       Shall I complicate things further? Having done some quick number
       crunching, I'm starting to think that regular gun pods should be
       worth +2 FP, not +1.
       #Post#: 179--------------------------------------------------
       Re: Heavy Guns and AT Guns
       By: Elias Nordling Date: September 19, 2018, 5:04 am
       ---------------------------------------------------------
       That would make them less crappy, yes. As is, I rarely find them
       worth the bother.
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