@Cmdr:
First strike is an interesting idea.� � The reduced accuracy would reflect the gunner’s mates trying to get their gun’s trained on the enemy ships at extreme range, or “plunging fire” as they called it.
I would limit “plunging fire” to Aircraft Carriers and Cruisers.� � Cruisers because I view the HMS Hood as a Cruiser and not really a battleship.� � They even call it a heavy cruiser in the documentaries, so I am not the only one that draws a distinction between it and the Yamamoto and Missouri!� � Carriers, of course, as you mentioned, were essentially useless without their flight decks and their flight decks were also made of wood.
If we went with 24 IPC battleships with 3 hits to sink, I would say undamaged attack at 4 or less, damaged once would attack at 3 or less and damaged twice would attack at 2 or less - in all events, a battleship would defend at 4. �
Also, to simulate combat, submarines would get to call their targets, but it would be fire once and retreat with no option to fire a second time unless they were forced to remain in the battle by defending destroyers.� � That way, they could target the aircraft carriers that they normally would aim for…or even destroyers which they would also be aiming for.� � That would prevent battleships from soaking hits for carriers in most instances.
I would say that is again too much complexity for little gain.
Why reduce the hit ratio, we don’t do that to regular unit.
If the cost doesn’t suit you (too unbalancing), then raise it (26?); don’t add another layer of rule for this unit.
My cost was base on this thumb of rule:
A4+D4= 8 x2 points= 16 + 4 (1 add hit)= 20 IPCs.
Adding another hit to BB, follow the same rate: +4=
SuperBB, A4D4M2C24, can take 3 hits, can bombard 1@4.
Optional HR,
Plunging Fire: 1@1 first strike on offense or defense against any 1 surface ship present (DD,CA,CV,BB,TT). Player choose his own casuality amongst these surface ships.