@Guam-Solo said in [Global 1940] Reasons for a cruiser.:
@Sgt-Mclusky Yes - “ocean” is accurate. This topic is fresh for me because I just went through a lot of old threads about cruisers. There is one started by Young Grasshopper that is good and I think there are links in that thread to some of the other better threads. Argothair and Baron-Münchhausen also have a lot good thoughts on cruisers.
I think you may get few responses here. Many of the guys on this website have already posted a great deal of content on this subject and may be worn out by it.
I have a small group of guys here in Guam who play periodically and we have been working on a Pacific house rules expansion. We want to involve cruisers more, but also really want to see battles for the islands scattered throughout the Pacific. In many of our games the Japanese Navy and US Navy consolidate their fleets over many turns building towards a massive battle. One of the ways we are trying to get Japan and the US to divide and conquer the Pacific islands is to upgrade and customize the cruisers. After reading through the OCEAN of content on cruisers I landed on three types of cruisers:
Cruiser Upgrades & Customizing
All cruisers have a total movement of 3 for Combat & Noncombat combined. All cruisers are 1 hit kills and use OOB rules for bombardment (except Light Cruiser Transport has modifications to its bombardment rules).
Heavy Cruiser – A3(4)-D3(4)-M3-Cost13 unit. Designed for long range, high speed with heavier caliber naval guns. Attack/Defend at a 4 when fighting in a sea zone where NO other battleships are present (axis or allies).
Light Cruiser Transport – 3-3-3-12 unit. Functions like OOB cruiser with three additions. 1. It can carry one Elite infantry (Marine or SNLF). 2. This unit may support amphibious landings on islands with bombardment in each round of combat with defenders returning fire if killed by bombardment. 3. One transport may be paired and get a +1 movement with cruiser as long as they move together start to end.
Light Cruiser Flak Tower - 3-2-3-11 unit. Smaller naval guns means it loses defensive strength against other war ships, but it has been upgraded with AA guns that provide AA ability. When combined with other ships to form concentric circles of air defense within a flotilla the AA strength goes up.
AA Fire - 2 roles @1 prior to combat. In Defense: When paried with a carrier its 3@1 prior to combat, and if a triumvirate of cruiser-carrier-battleship then 4 rolls@1 prior to combat (with a ratio of at least 1 plane per roll). Also, every subsequent round of combat there is 1 roll@1 if the triumvirate holds undamaged. There is a max of 3 Flak Cruisers on the board.
The hope is that the cruiser’s new features specifically aid their Navy’s ability to spread out and go after islands. Our group is “cutting their teeth” on these Pacific house rules. As we play we might see the need for modification - but for now maybe it helps you.
Ya you’ll have to see how these play out in game. The regular transport should not get a +1 movement just because its with a Cruiser. I can see giving a L Cruiser Transport able too carry 2 Elites instead.
I see now you have a cap buy on Flak Cruiser because looking at your numbers with plane shots with bonuses is the piece I would buy all the time.
I probably wouldn’t buy any heavy Cruisers.
I crunched your numbers and there not bad. Here’s your numbers.
BB A4 D4 M2 C20 SH4 2 hits A1.26 D1.26
HC A3/4 D3/4 M3 C13 SH3 A.43/.57 D.43/.57
LCT A3 D3 M3 C12 SH3 A.50 D.50
LFC A3 D2 M3 C11 SH3 A.50 D.33 2@1 3@1 4@1
But for cost I wouldn’t buy H Cruisers. Here’s a couple of ways to go if you want.
BB A5 D5 M2 C20 SH4 2 hits A1.58 D1.58
HC A4 D4 M3 C12 SH3 A.67 D.67
LCT A3 D3 M3 C12 SH2 A.50 D.50 transport 2 Elites
LFC A3 D2 M3 C12 SH2 A.50 D.33 2@1 Pl FSTRO
or
BB A4 D4 M2 C20 SH4 2 hits A1.26 D1.26
HC A3/4 D3/4 C12 SH3 A.50/.67 D.50/.67
LCT A3 D3 C12 SH2 A.50 D.50 transport 2 Elites
LFC A3 D2 C12 SH2 A.50 D.33 2@1
These numbers are based on cost to hit power.
For cost It should take 2 H. cruisers to kill a BB.
BB A5 1.58
2HC D8 1.34
or
BB A4 1.26
2HC D6 1.00 Cruiser loses its D4 bonus according to your rule. HC still some what weak for cost.
If you keep all the same for testing then I’d only make the cost for HC from C13 to C12.
I can see where your going with these different Cruisers for Certain things to happen with certain fleets.
HC with LCT and LCF with carriers.
As far as Shore shots every round that is over kill. Shore shots weren’t that accurate but your game your call.
For a just keeping cruiser as one piece for rest go with
Cruiser A2 D2 M3 C12 SH2 Transport 2 elites and can take a hit towards a plane or ship for every round of combat.
Good Luck with your test games with this. Post results.