@Uncrustable:
I will disagree with subs being the best fodder unit on defense. Destroyers are better on defense, and they can hit and take hits from aircraft.
I could show you a complicated formula to prove my point, but let me just tell you:
On sea the best possible defense you can have is 5 subs per each full carrier (+2 fighter). Of course you need at least one destroyer to negate first strike from the enemy submarines. Nothing else beats this combo in defense. In offense the best combo is pure submarine :-)
This combo obviously has one big problem: Air-only attacks. You don’t have cannon-fodder here.
That’s why the ideal defensive fleet is: Full carriers (with fighters), as much destroyer as needed to defend against air-only (approx 2 per carrier). rest submarines (5 subs per carrier). Since submarines are the best in offense too, this combo is something like the dream team.
@Uncrustable:
2 Range for the BB IC bombard seems a bit much though for WWII era warships. The long range rockets were large and would hardly have been efficient being carried and fired from surface ships. Reduce it to 1 and i love it.
Yeah I feared it would be unrealistic. However, in the game you would only be able to use this, after you’ve won the naval battle already. There are not many situations, where your battleship is on the enemy coastline, before you’ve defeated the enemy fleet. If the range is only 1, battleships might be slightly too weak.
@Uncrustable:
On the cruiser bombard, i like going back to removing the hit before the battle. This seems more realistic.
I would propose the cruisers participate in the bombard phase (where the casualties are removed immediatly) and the 1st round of normal combat. They would bombard at either a 2 or 3 for both. During the normal round whatever the cruiser may hit is not immediate removed (treated like a current oob bombard)
Well one bombard@2-3 + participate in one normal combat round should be roughly equal to one bombard@5, right? This is just personal preference now. Since your rule is a bit more complicated to read, this might shift the decision. But your way would work too I guess.
@Uncrustable:
Fighters at 8 IPC A/D 2/3. Air combat value 1/2. Range 4.
Tac bmb at 10 IPC A/D 3/3. Air combat value 1/1. A at 4 when paired with tank or fighter (1:1). Remove SBR ability completely. Range 4.
Strat bmb at 13 IPC A/D 4/1 (get rid of 2 dice). Air combat value 1/0. Normal OOB SBR (one dice +2). Does not participate in air combat on defense.
some quick math
5 Fighters (40IPC) �Attack value 10 Defense Value 15 (best defense, escort/intercept SBR, best air combat)
4 Tacticals(40IPC) Attack value 12-16 Defense Value 12 (best all around combat, best offense)
3 Strat �(39IPC) � �Attack value 12 Defense Value 3 (good offense, long range, SBR)
Okay let me have a look at this.
Tacs without support are not stronger than fighters in attack and far worse in defense. They excel however, when combined.
Strats however are too weak. Even unsupported tacs are stronger than strats (which means that even FIGHTERS are stronger than strats!!!) and they have obviously no defensive capabilities. Higher range does not justify this. Reduce the cost to 12 please.
Math for 12-ipc strats:
Fighters vs Strats
3 Fighter: 3 HP, 6 Attack. Or 6 fighters, 12 attack.
2 Strats: 2 HP, 8 Attack. Or 4 Strats, 16 attack.
Actually Fighters are very, very slightly stronger in offense than Strats. Still not enough power for strats.
Tacs vs Strats
6 Tacs: 6 HP, 18-24 Attack.
5 Strats: 5 HP, 20 Attack.
Still, unsupported Tacs are still as strong as Strats, while also having defense and the option of combined arms.
Conclusion: 12 IPC is still too high for strats. I would not buy them as a player. It seems they have to cost 11.
But we have other problems now:
Actually we changed fighters - made them weaker and cheaper. What followed was, that we had to reduce tacs and strats too. But now a carrier might be overpriced. We could reduce carrier cost as well or increase it slightly but allow them to carry 3 planes.
Also, with weaker fighters we might think about allowing 4 planes to scramble against amphibious assaults.