• This the easiest way.
    Tac C11
    A7 .69  D5 .50

    Dive C11
    A7 .69  D5 .50

    Fig  C11
    A6  .60  D7 .69

    N. fig C11
    A6 .60  D6 .60

  • '17 '16

    @SS:

    We raised the cost for Tac and Fig based on the M4 to M5 and the D from Tac D4 to D5 and fig from D6 to D7.
    I think only change needed is the Naval fig to D6 instead of 7.

    I havent looked closely at planes numbers yet. Ill look at in a bit. Got some time before game starts this morning.

    As I said in past trying to get planes more towatds history.

    Because 10 and 11 IPCs are closer to 12 and you are using D12s and benchmark was for 12 IPCs unit, this make rising cost by 1 IPC and rising combat values by 1 pips all off or def strength close to be same.

    If I remember, rising Naval Fighter to D7 (still 1 pip below G40 Fg) was because Full Carrier defense was pretty weak compared to all Naval offensive capacity. Giving this additional defense pips was also to compensate for the DiveB capacity to select target. Naval Fighter is a pretty bare unit with no special ability.

  • '17 '16

    @SS:

    This the easiest way.
    Tac C11
    A7 .69   D5 .50

    Dive C11
    A7 .69   D5 .50

    Fig  C11
    A6  .60  D7 .69

    N. fig C11
    A6 .60  D6 .60

    But you are loosing the distinctive trade-off 10 IPCs is basic 4 move, 11 IPCs is 5 move.
    (And a sweet 10 IPCs spot in cost structure.)

    It blurs the difference  between land or naval and makes Carriers  weaker due to +2 IPCs cost increase.

    Naval fighting on land will not be less impactful than land only planes.
    But historically speaking, not having to be limited by shorter landing and take-off airfield allows for greater capacity.

    Between two units with similar function and different cost, I rather keep the same strength but increase combat values (DD, Cruiser, BB balancing), so purchasing option are clean. You get the same per IPCs invested. More IPCs don’t mean stronger, just different combat values so to keep balance.

    Otherwise victory oriented people will chose stronger units in most cases.
    Like MIs over Tank in G40, because MIs def is stronger, for IPCs invested.
    DDs over Cruiser and BBs.
    Fgs over TcBs, in G40.
    Most of time, it is the cheaper which is stronger, but this extend to even cost of course.


  • Im just leaving it where its at.

  • '17 '16

    @SS:

    Im just leaving it where its at.

    I agree, more playtests will eventually says where there a tweak will be needed.

    What are you going to do with Battleship? 15 or 16 IPCs?

    This might be the only case where the most expensive can be stronger than any other due to high IPCs invested. In addition, you cannot conquer land with it anyway.


  • @Baron:

    @SS:

    Im just leaving it where its at.

    I agree, more playtests will eventually says where there a tweak will be needed.

    What are you going to do with Battleship? 15 or 16 IPCs?

    This might be the only case where the most expensive can be stronger than any other due to high IPCs invested. In addition, you cannot conquer land with it anyway.

    Battleship
    A9  A6 shore
    D9
    M2
    C15  2 hits

  • '17 '16

    And what are your carrier values?

    I will note both in my Excel file.


  • @Baron:

    And what are your carrier values?

    I will note both in my Excel file.

    Air Craft Carrier
    A2
    D4
    M2
    C14  2 hits

    I added it to the list.

  • '17 '16

    I don’t fully understand the aircraft AA gun roll.
    Is it for SBR only?
    Is it for both SBR and regular combat?
    Can you please develop a bit the game mechanic. (I read a few previous posts, but it is fragmentary.)

    Your AAguns values are?
    I think they work both in SBR and reg combat, you don’t have in built IC’s  AAA.
    So, the same AAgun may fire twice in a given turn: SBR phase and resolve combat phase.

    Give me all details so I will include in my sheet.

  • '17 '16

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    D5
    M4
    C10
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    SBR AA gun only A4 
    AA Gun D@1

    This one has no dogfight value and no special roll on defense.

    I think it is incomplete.


  • @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    D5 Can pick target with a return shot. Ground only.
    M5
    C11
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Tac Bomb

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    D5 Roll of 3 or less pick target with a return shot
    M4
    C10
    Dog Fight @1
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Dive Bomb

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3

    AA Gun
    A0
    D@2 at each plane
    D@1 at ea H Bomb, Tac & Dive Bomb
    M1
    C5

    Air Transport
    A0
    D0
    M5
    C10  Can transport 2 Elites or 2 Paratroopers or 1 Elite 1 Paratrooper in combat and any combination of 2 inf or 1 inf 1 art in non combat.

    Ger. Grenadiar build 2 starting T2
    A4
    D4
    M2
    C4
    Can Blitz

    SS Panzer build 2 starting T2
    A7
    D6
    M2
    C7

    Tiger Tank build 1 starting T3
    A7
    D7
    M2
    C9 2 hits

    IS-1 Russia build 2 starting T3
    A7
    D7
    M2
    C7

    Elite Inf
    A4
    D2
    M1
    C3    Build 2 only per turn. NA for US-Italy can build 3 a turn

    Paratroopers
    A2-3  A3 FSR only on AMP ASS
    D4
    M1
    C3     Paratrooper Tech- Can air transport 3 Paratroopers

    Subs
    A5  FS
    D2
    M2
    C7

    Battleships
    A9
    D9
    M2
    C15   2 hits

    Cruisers
    A7
    D7
    M3
    C9

    Destroyers
    A3
    D3
    M2
    C6

    Carrier
    A2
    D4
    M2
    C14   2 hits

    Transport
    A0
    D1 plane only if not casualty
    M2
    C7
    ES2 only if Trans is alone

    Japan doesnt receive H. Bombers.

    This has been updated.  April 16,  2018

    These values are for next game. We will see if H Bomber A against navy is to strong.

  • '17 '16

    Does Fighter and Naval Fighter lose Anti-AAgun roll?
    AA Gun D@2 ?

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3

    I completed your D12s sheet, and correct a few cells with wrong references… Sorry

    I put in yellow high and low numbers in Naval roster.

    Looking at how Carrier is weak compared to other unit like DD or Cruiser, I tried a few things.
    Like increasing Carrier defense or lowering Naval planes cost.

    It seems that lowering Naval to 9 IPCs and Land-based to 10 IPCs might be an interesting possibility.
    That way the best full Carrier with 2 Fighters reach (1.00), the same as Destroyer.

    Maybe, expensive full Carrier compared to strength might give an harder time to UK and USA.
    I’m just talking.
    There is probably other factors in game which might compensate for weaker full Carrier, like Cruiser M3 which outweighs this limitation. And also, USA has more money to spent, so overall adding a few warships around Carriers to protect them is easier to do for US Navy.

    Happy game.
    ;)

    ENIGMA_Vann formula_Cost vs Odds_Roster charts_D6_D8_D12_D10.xls


  • @Baron:

    Does Fighter and Naval Fighter lose Anti-AAgun roll?
    AA Gun D@2 ?

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3

    I completed your D12s sheet, and correct a few cells with wrong references… Sorry

    I put in yellow high and low numbers in Naval roster.

    Looking at how Carrier is weak compared to other unit like DD or Cruiser, I tried a few things.
    Like increasing Carrier defense or lowering Naval planes cost.

    It seems that lowering Naval to 9 IPCs and Land-based to 10 IPCs might be an interesting possibility.
    That way the best full Carrier with 2 Fighters reach (1.00), the same as Destroyer.

    Maybe, expensive full Carrier compared to strength might give an harder time to UK and USA.
    I’m just talking.
    There is probably other factors in game which might compensate for weaker full Carrier, like Cruiser M3 which outweighs this limitation. And also, USA has more money to spent, so overall adding a few warships around Carriers to protect them is easier to do for US Navy.

    Happy game.
    ;)

    AA still shoots at them. I just left the @1 for other planes on list so there was 2 places of reference.

  • '17 '16

    Ok.
    I did not understand that subtle difference.
    AAA gun shot @2 vs Fighter and Medium bomber

    but shot @1 vs Heavy and Tc Bombers, right?

    And there is only TcB which get a responding fire against AA gun fire during SBR.

    Nothing else, right?


  • @Baron:

    Ok.
    I did not understand that subtle difference.
    AAA gun shot @2 vs Fighter and Medium bomber

    but shot @1 vs Heavy and Tc Bombers, right?

    Yes plus Dive Bomber

    And there is only TcB which get a responding fire against AA gun fire during SBR.

    And the Dive Bomber too

    Nothing else, right?

    Right

  • '17 '16

    OK.
    I revised all corresponding values in dogfight casualties too.

    See file above.


  • I tweaked numbers for these pieces. Not easy to get every thing close with Med Tank without raising A D values up.

    Med Tank
    A6   2.00
    D6   2.00
    M2
    C6

    Germany only

    Grenadier   Build 2 only starting on T2
    A4-5  3.00   3.75  +1 Art
    D4     3.00
    M2
    C4
    Can Blitz.

    SS Panzer  Build 2 only starting T2
    A9    2.20  
    D8    1.96
    M2
    C7

    Tiger    Build 1 only starting T3
    A10   2.45  
    D9     2.20
    M2
    C7

    Russia only

    IS-2     Build 2 only starting T3
    A9    2.20
    D9    2.20
    M2
    C7

  • '17 '16

    Does Tiger really cost 7?
    I see that limiting production is a useful tool in your roster.
    Clearly.
    Otherwise, Tiger would spam the  map.

    Grenadier have no blitz capacity, right?


  • @Baron:

    Does Tiger really cost 7?
    I see that limiting production is a useful tool in your roster.
    Clearly.
    Otherwise, Tiger would spam the  map.

    Grenadier have no blitz capacity, right?

    NO Can Blitz

    These pieces have been in game since start. So Id say at least 12 games so far.

  • '17 '16

    Using ENIGMA-Vann tool is helping more when there is a lot of ground units doing similar things.
    You meant they have blitz?
    With no limit, Grenadier all the way!
    😈😈😈

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