
"Cold War Air supremacy question" Topic
4 Posts
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| GROSSMAN | 30 Apr 2012 1:25 p.m. PST |
I'm planning a Cold War game at HCON over a 15 turn game how many CAP, strike, Helo missions would you assign for each side as a fair representation of capacity. I thinking that CAPs cancel out each other and if no enemy CAP is present the strike is canceled. My estimate is for NATO 4 turns of cap, 6 turns of strike, 3 helo attacks-- Soviets 4 turns CAP, 5 turns strike, 4 helo attacks. I know this is kind of subjective but would like to hear other opinions. Thanks |
| Sundance | 30 Apr 2012 1:45 p.m. PST |
A lot depends on the scale of the game and how long a turn represents. At a very tactical level, you might only get one air or helo strike. At an operational level, with each turn equaling an hour or so, you might have a decent estimate. Seems like you're overdoing it, though, if you're operating on less than a division front. Again, though, depends on scale and situation. |
| RobH | 30 Apr 2012 2:07 p.m. PST |
That is giving you at least 1 set of aircraft from either or both sides over the table virtually every turn (26 actions in a 15 turn game). Unless your game is set at JFK or Heathrow I think that may be a bit busy! Is this not covered in the rules? Modern Spearhead has listed availability and load outs/mission types. Kampfgruppe Normandy has the allocation very cleverly linked to the drawing of the morale loss chits. My KISS suggestion would be to ignore CAP, create a 20 card deck for each side with 1 Fixed wing and 2 Rotary attack cards and let them draw at random each turn. Then you will need to get into FACs, AA Missiles, radar, ECM and all those things that make moderns so different from WW2. |
| GROSSMAN | 30 Apr 2012 8:25 p.m. PST |
Good points, so sliming it way down. Air in WaW is usually only one airplane per side and you roll to see if it comes back after each strike. I guess I was over thinking it. |
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