@Gargantua:
Ultimately we are all playing a game.
And as a game mechanic - combined arms should only reward the side that has combined arms. (So as to encourage its use).
Implementing rules to discourage fundamental activities is generally a poor practice.
Whilst I don’t support this concept as written, I am a strong supporter of cruisers and possibly battleships getting typical AAA capability.
Cruisers and battleships aren’t purchased often enough if ever, and giving them AAA capability, would ENCOURAGE thier purchase.
Aircraft carriers don’t need this ability, as they are already a standard purchase with powerful capabilities.
Still talking combined arms and in a similar direction. Combining many suggestions:
Cruiser get +1 Move.
In addition, when part of Carrier Task Force group, it get combined arms.
Cruiser
A3 D3 M3 C12, 1 hit
+1A, +1D if paired with 1 Carrier and 1 Battleship
Battleship
A4 D4 M2 C20, 2 hits
+1A, +1D if paired with 1 Carrier and 1 Cruiser
+1 AAA@1 vs up to 3 Fgs if paired with 1 Carrier and 1 Cruiser.
So, when these 3 are together, Cruiser attack and defense @4 and BB, @5
and roll AAA @1 against up to 3 planes, 1 roll per plane max.
That way, it will not affect the G40 or 1942.2 opening round set-up balance.
Rationalization: each weaknesses is compensate by other warships and Carrier can more easily find enemy’s fleet. Cruiser and Battleship without air cover were not very efficient.
These bonuses giving an excellent reason to buy and match them to get the best out of them.
Alone each Cruiser or Battleship is sub-optimal vs Destroyer.
With Carrier, they can compete in pure combat situations.
You get a glimpse of such US Carrier Task Force group at 21min. 30 sec.:
Battlefield 360 episode 8.
https://youtu.be/RkxVcqW90a4
@Baron:
Therefore, all idea’s of giving Cruisers AA capabilities will never fly with purists because their entire G1 strategy will be forever altered. The question is… how do we give newly purchased Cruisers a special attribute while neutralizing the ones in the setup?
It is only partially true.
All options which require a combined arms of cruiser with a carrier to get some AAA defensive capacity will affect only 3 SZs:
UK’s SZ 98: 1 transport, 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying 1 tactical bomber)
US’s SZ 10: 1 transport, 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying 1 fighter and 1 tactical bomber), 1 battleship
IJN’s SZ 6: 1 transport, 1 submarine, 2 destroyers, 1 cruiser, 2 aircraft carriers (each carrying 1 fighter and 1 tactical bomber), 1 battleship
The AA bonus for cruiser and carrier will increase as soon as a power can put them together in other turn.
Do you think that this 3 SZs are game-changer and can be attacked in the first turn?
Only SZ6 and SZ10 get this initial AAA defense. US SZ10 is out of reach, Japan is the first offender in PTO.
@Young:
The Cruiser balance question has always been interesting to me, here are my thoughts….
One can go in two directions… lower the price, or justify the price with a new special attribute, I personally lean toward the latter. The price dilemma gets tricky if you consider making the cost of building a Cruiser, equal to the cost of building an air unit (understanding the idea of 1 plane equaling a squadron etc…). Also, it compels people to change the whole price index of everything else just to bring a sea unit into a proper comparison price with all other units. Although I like the simplicity of changing the price, I honestly don’t believe that players will buy more if they are $10 instead of $12. If you consider what a battleship can do for $20, or even what half a battleship can do for $10, a single Cruiser just doesn’t measure up. Therefore, I like the idea of adding a special attribute to Cruisers while leaving their cost at $12.
As for the many special attributes that can be given to Cruisers that will enviably result in players purchasing more… there are a lot of variables that could automatically push them into the realm of overpowering. The largest variable to consider is the problem of giving Cruisers something that will completely alter how players view opening strategies. Although we all want Cruisers to be purchased more often, and have them be a vital part of our ultimate war effort, the truth is that there are many already on the board. Therefore, all idea’s of giving Cruisers AA capabilities will never fly with purists because their entire G1 strategy will be forever altered. The question is… how do we give newly purchased Cruisers a special attribute while neutralizing the ones in the setup?
About a year ago, I was speaking with a friend at work who happens to be a regular player at my bunker, and he had what I considered at the time to be a flash of genius when he said…
**Cruisers attack @4 when paired with a Battleship. **
Here’s what I love about this idea…
1. It’s simple
2. It uses a game mechanic that already exists within the game (combined arms).
3. It benefits newly purchased Cruisers much more than those already on the board.
4. It’s battle accurate considering the enemies concentration on destroying the powerful Battleships first.
and finally…
5. It’s simple
Here’s the only question left… is it enough to make a Cruiser worth $12?
@Young:
No… but how can we give Cruisers AA capabilities when Battleships and Aircraft Carriers also had Anti Aircraft guns? I believe the defense value of all surface warships already allot for anti aircraft capabilities if we consider the fact that if any surface warship hits while attacking or defending, an air unit may be used as a casualty. By giving Cruisers alone some kind of special AA attribute, it kind of negates the assumption that all surface warships automatically have this ability built in. That’s just my opinion.