@trihero:
…Why do you think that carriers need global improvement?
I think that fast carriers along with destroyers bring bring a better game in a historical perspective, but most of all better naval balance. As we said before we both think that naval units are too expensive. Thats is one thing. You also say (indirectly) destroyers need to be a better buy. Indirectly this means that destroyers need to dominate subs some how, cause now they don’t. I think one way is to restate the values of the destroyer unit or adding some special abilities.
My suggestion is this:
Destroyers
Description: Small, fast warships that hunt submarines.
(This is a revised rule for destroyers only, not a new unit)
Cost: 10
Attack: 2
Defense: 3
Move: 2 (3 when supported by a carrier)
Special Abilities
Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.
Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in a combat involving enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.
Shore Bombardment: In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
If one want to keep the values as is for the destroyer, since they are pretty balanced, I suggest to keep the 3/3 DD and just add the extra special abilities. The Tech Combined Bombardment is replaced by Heavy Artillery (artillery attack on a 3). What do you think about this special abilities, would you like to buy destroyers at any time under any of these these rule modifications?
These rule modifications will imply:
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Subs will not be as good for cannon fodder as before, due to a movement of 2 compared to 3
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Subs will be more of a defensive unit, due to a movement of 2 compared to 3
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Hit and run engagements will be less likely for Battleships, hence reduced cost (20-22 IPCs)
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Destroyers become more valuable as sub hunters, for carrier protection
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Destroyers will be more valuable for amphibious assaults, due to shore bombardment capability
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Figthers will become less dominant in naval battles, due to the increased movment of ACs and DDs
All this about the 3 movement seems to favor Allies you say, but that only makes sense if Axis play defensive! These new rules favors offensive action, but still it is cheaper to defend than attack! I cannot see why these rules should make it easier for US to get Japan or Germany faster, since transporters still only have a movement of 2. And the extra movement for ACs and DDs need to be used wise since it will spread the naval forces thin. If an AC with DD is in reach for an air attack, it will be an easy pray for those fighters and bombers.
@trihero:
… I’ve tried lobbying Larry to improve Tokyo Express and Dug-In Defenders which I feel are extremely poor and useless NAs because the way I play Japan I don’t build destroyers; I build subs for fodder against the US since I already have a very strong core of battleships/carriers, and I’d much rather buy a cheap transport to carry 2 units rather than one infantry in a destroyer. Personally I think that Dug-In Defenders should give infantry resistance or immunity to bombardments…
This is my solution to the Japanese lousy NAs. Pretty much like you said, about the immune to shore bombardment thing. :wink:
Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.
2. Kamikaze Attacks (revised)
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.
3. Long Lance Torpedoes (replace Kaiten Torpedoes)
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
During the first cycle of combat only (both attack and defense qualify) your destroyers fire in the opening fire step of combat. Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your destroyers fire in the attacking units fire or defending units fire step of combat. This special ability is cancelled if enemy fighters are present.
4. Super Dreadnoughts (replace Lightning Assaults)
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships attack (imply shore bombardment) and defend on 5.
5. Dug-In Defenses (revised)
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic included bunkers and pillboxes connected by tunnels.
All your infantry on islands are immune to shore bombardment and defend on a 3.
6. Banzai Attacks
A fearsome rallying cry of the Imperial Japanese Army, “Banzai!†meant, “May you live ten thousand years.â€
When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry."