@regularkid:
Also, if you’re giving cruisers AA capabilities, why do they only fire at 2 planes, when AA guns fire at 3? Is there any historic or game-play justification for this?
From my POV, first Barney made the unit on his file that way.
Second, I still have in mind my own AAA which shoot every round at up to two planes, one roll max per plane, so this could eventually be consistent.
Third, for play-test, I believe it will be easier to observe if it is OP, than if it was only a single shot.
It is a start, the consistency issue between sea AA Cruiser and /or BB and ground AAA will have to be resolved after feedback testing. (Your point is still valid.)
@regularkid:
Why do Marines get a movement bonus from mech infantry? Why not regular infantry too then?
Also, Marines need to cost 5, imo. The player who uses them is already saving 7 because no transport is needed.
Both a cost issue, at 3 IPCs you keep the basic unit, basic. So, no combined arms with MI.
At 4 IPCs, it needs some special abilities, hence MI pairing movement bonus.
Rising Marines at 5 IPCs seems high for footman soldiers, rather de-boost somehow to keep it at 4 IPCs.
The 4 IPCs Elite unit is on narrow spot which gives its specific and balanced nest compared to all other ground units combos:
MI + Inf = A2 D4 M2/M1 7 IPCs
MI + MI = A2 D4 M2 8 IPCs, not possible on 1 TP.
Art + Inf = A4 D4 M1 7 IPCs
Art + MI = A4 D4 M1/M2 8 IPCs, not possible on 1 TP.
2 Artys = A4 D4 M1 8 IPCs, not possible on 1 TP.
Elite + Inf = A3 D4 M1 7 IPCs
Elite + MI = A3 D4 M2 8 IPCs
Elite + Art = A4 D4 M1 8 IPCs
2 Elites = A4 D4 M1 8 IPCs
Tnk + Inf = A4 D5 M2/M1 9 IPCs
Tnk + MI = A4 D5 M2 10 IPCs, not possible on 1 TP.
Tnk + Art = A5 D5 M2/M1 10 IPCs, not possible on 1 TP.
Tnk + Elite= A5 D5 M2/M1 10 IPCs
Tnk + Tnk = A6 D6 M2 12 IPCs, not possible on 1 TP.
So, if adding 1 Elite to Cruiser is OP, then I believe it should be limited to Battleship only, but cost must remain 4 IPCs.
To figure if it is OP or not, a comparison on 32 IPCs basis can be made:
2 (Cruiser+ Elite/Marines combo) = C32, CA A6 D6 + 2 Elites A4 D4
A) 2 DDs + 1 TP /1 Tk + 1 Inf = C32, DD A4 D4 + Ground A4 D5
B) 1 CA + 1 Sub + 1 TP/ 1 Art + 1 Inf = C32, Warships A5 D4 + Ground A4 D4
I concede, it seems better to use Cruisers and Marines.
2 Offshore bombardment @3, higher off/def.
Is it too much? Probably.
2 DDs are outmatched by 2 Cruisers.
Same offense on land.
Though, Cruisers are much vulnerable to Subs attack.
Marines cannot move as fast as Tank.
Battleship+ Elite/Marines = C24, BB A4 D4 + 1 Elite A2 D2
1 DD + 1 TP / 1 Tank + 1 Inf = C24, DD A2 D2 + Ground A4 D5
This comparison with BB seems better balanced.
High off/def at sea but weak on ground.
vs
Low off/def at sea but stronger on ground.
So, it is probably more balanced to implement these units that way:
Cruiser
Cost 12
Attack 3
Defense 3
Move 3, no NB bonus
Offshore bombardment @3
Preemptive AA@1 up to 2 planes, 1 roll per plane max.
Battleship
Cost 20
Attack 4
Defense 4
Move 2, +1 NB bonus
Offshore bombardment @4
2 hits
Load 1 Elite/Marines Infantry
Elite Infantry/Marines/Paratrooper:
Cost 4
Attack 2
Defense 2
Move 1-2
Sea movement bonus:
1 Elite unit can be carried on 1 Battleship.
Transport can load 2 Elites or 1 Elite Infantry plus any other 1 ground unit.
Air movement bonus:
Can be air dropped from an Air TP in CM (or must start from an active Air Base) to make a paratrooper attack drop in the first enemy territory.
Land movement bonus:
Gets move 2 if paired 1:1 with Mechanized Infantry (only).
No other combined arms.
According to SS5- DD6-TP8-CA9-CV12-BB15 cost structure, Battleship carrying 1 Elite is better of course, but maybe OP too, IDK.
2 (Battleship C15+ Elite/Marines C4) = C38, BB A8 D8, 4 hits + 2 Elite A4 D4
vs
1 CA9+ 2 DD12 + 1 TP8/ 1 Tank + 1 Inf = C38, warships A7 D7/8vsAir, 4 hits + 2 Ground A4 D5
But with TP at 7 IPCs,
2 CA18+ 1 DD6 + 1 TP7/ 1 Art + 1 Inf = C38, warships A8/D8/9vsAir, 4 hits + 2 ground A4 D4.
This gives almost an even match in Naval combat: 52% vs 38%.
So, if such feature for 15 IPCs BB is introduced, the low cost structure should put Transport, 1 hit, A0 D0, reg AA1 at 7 IPCs to be balanced.
It would be easier to remember compared to OOB TP, at least.
But becomes a more interesting unit to use as naval fodder compared to DD A2 D2 C6.
That is my own issue to get ride of “chosen last” rule and revert back to owner select all casualty order.
Which I believe is better to implement less scripted tactical battle in the Atlantic between Subs, TPs and Destroyers.
So, this reduced cost for TP imply the following cost structure:
SS5- DD6-TP7-CA9-CV12-BB15 cost structure,
Fg10, TcB12, StB12,
Inf3, MI4, Art4, Elite4, AAA4, Tank6