@Baron:
Thanks guys for your reply,
I think I really find the solution and it was under our noses.
The issue about 6 IPCs Subs is that it shouldn’t be the fodder of the sea, but 8 IPCs Destroyer.
Larry Harris fixed this issue by requiring that planes need Destroyer to hit Submarines, so not bringing into combat a Destroyer will prevent the defender to use submarines as fodder against a massive Air attack.
Your 8-8-8 was part of the solution Toblerone77.
Destroyer is still A2 D2 M2 C8, 1 hit, block Submarine’s no hostile SZ and Surprise Strike on 1:1 basis
Transport is A0 D1 M2 C8, 1 hit (I prefer chosen last for historical , but the Classic transport is OK, from a gameplay perspective)
The real change is to make Submarine absolutely not interesting unit as fodder.
Here is the trick, I think:
Submarine A3 D1 M2 C8, 1 hit, Submerge and Surprise strike, cannot hit plane and the rest as OOB.
Need 1 DD to block 1 Sub’s Surprise Strike.
Works the same as yours Der Kuenstler, with KNP escape always possible during regular combat phase, except 1 thing: planes can always hit submarines (DD not needed, but they can submerge before being attacked, if the Surprise Strike Phase is not blocked).
On offense, such Sub can be prefered over Destroyer A2 and even sometimes, Cruiser A3 and Fighter A3, simply because you will be able to directly hit Warships, even capital warships (the costlier units), with even a bonus by getting ride of enemy’s DDs and being able to retrieve Surprise Strike. So submarine would not be chose amongst the first fodders casualties.
At first glance Sub seems more powerful.
In fact, this Sub unit is weaker than the actual OOB Submarine with DK’s HR.
4 OOB Subs A2 D1 C6 = A8 D4 C24, 4 hits.
3 Subs A3 D1 C8 = A9 D3 C24, 3 hits.
4 Subs A2 OOB 57% vs 3 Subs A3 38% for 8 IPCs Subs, if both were attacking the others at her attack factor.
On offense, it is still a formidable weapon, but on defense and due to the similar cost with Destroyer, it will be a waste to sacrifice them as fodder since you can always Submerge (once the first regular attack has been done against them, in case when many DDs are attacking) to make a better use of them on the offense. Let them survive to fight another day!
Why would you keep them as fodder to pad your fleet on defense, since they are now vulnerable to plane but unable to hit them like DD can?
I think this new combat value and the same cost as Destroyer and the evasive Submerge will do the job by itself without the need to add a specific restriction on casualty picking as I suggested earlier.
The optimized choice of any owner’s will be clear. You can use Subs as fodder on defense, but it is at a huge tactical cost, since this more expensive Submarine is an offensive weapon, hitting as hard as a Cruiser on specific targets, such as BB, CV and Cruiser. That was the case OOB, but since it was the cheapest warships, it was clearly tantalizing to pick them as casualty.
What do you think of this?
Isn’t that simpler?
No special rule for plane.
No unlimited blocker capacity for DD, keeping 1:1 against Surprise strike and no hostile SZ only.
A Submerge capacity which is not block but only delayed until the regular combat phase, which still imply that Planes needs to bring X number of Destroyers to prevent X number of Subs from submerging during their Surprise Strike phase.
Do you see why it was mostly right under our nose? :wink:
I believe it is the better way to simplify every interactions.
Of course, the cost of Submarine is increase to 8 IPCs, this make any Naval investment still a bit costlier.
Of course, there is the OOB transport at 7 IPCs, but I rather prefer a transport acting like other units, as much as possible while still keeping OOB balance.
So here is the complete roster with the minimal changes to planes, Destroyers, Submarines and Transports:
Infantry A1-2 D2 M1 Cost 3
Get +1A if paired 1:1 with Artillery
Mechanized Infantry A1-2 D2 M2 Cost 4,
Get +1 if paired 1:1 with Artillery
Can Blitz when paired 1:1 with a Tank
Artillery A2 D2 M1 Cost 4
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Anti-Aircraft Artillery A0 D0 NCM1 Cost 5, 1 hit,
up to 3 @1 preemptive against up to 3 planes, whichever the lesser
Tank A3 D3 M2 Cost 6
Can Blitz or allow MechInf to blitz on 1 on 1 basis.
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Submarines A3 D1 M2 Cost 8
Surprise Strike (except when ASV is present),
Submerge (instead of rolling to hit a target),
No Hostile Sea Zone (except when ASV is present),
Cannot hit airplanes,
Can be hit by planes, doesn’t require an ASV.
Destroyer A2 D2 M2 Cost 8
Anti-Sub Vessel on 1 DD:1 Sub basis:
blocks Surprise Strike and No Hostile Sea Zone
but cannot cancel Sub Submerge (which will happen for defending Subs in regular combat phase after the attacker rolls, if a DD block the Sub’s Surprise strike).
Transport A0 D1 M2 Cost 8, 1 hit, still taken as last casualty.
Fighter A3 D4 M4 Cost 10
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Can hit submarines without ASV.
Tactical Bomber A3-4 D3 M4 Cost 11
Gets A4 when paired 1:1 to a Fighter unit or a Tank.
Cannot do interception mission on defense, TcBR damage: 1D6.
Can hit submarines without ASV.
Cruiser A3 D3 M2 Cost 12
Shore bombardment @3
Strategic Bomber A4 D1 M6 Cost 12
SBR/TcBR Attack @1,
SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
Can hit submarines without ASV.
1942 Carrier A1 D2 M2 Cost 14, 1 hit
carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 M2 Cost 16, 2 hits
carry 2 planes (Fg or TcB)
Battleship A4 D4 M2 Cost 20, 2 hits
Shore bombardment @4
Now, here is an alternate scale of cost for those which wanted more warships for their bucks, it keeps all the combat ratio between them very close to OOB :
Instead of having a bottom cost of 8 IPCs for Naval units, it is put at 6 IPCs:
Submarines A3 D1 M2 Cost 6
Surprise Strike (except when ASV is present),
Submerge (instead of rolling to hit a target),
No hostile sea-zone (except when ASV is present),
Cannot hit airplanes,
Can be hit by planes, doesn’t require an ASV.
Destroyer A2 D2 M2 Cost 6
Anti-Sub Vessel on 1 DD:1 Sub basis:
blocks _surprise strike_but cannot cancel Sub submerge (which will happen for defending Subs in regular combat phase after the attacker rolls, if a DD block the Sub’s Surprise strike).
Transport A0 D1 M2 Cost 8, 1 hit,
Works as classics: casualty taken at the owner’s choice,
Fighter A3 D4 M4 Cost 8
Gives +1 Attack to 1 Tactical Bomber if paired 1:1 with.
Can hit submarines without ASV.
Tactical Bomber A3-4 D3 M4 Cost 9
Gets A4 when paired 1:1 to a Fighter unit or a Tank.
Cannot do interception mission on defense, TcBR damage: 1D6.
Can hit submarines without ASV.
Cruiser A3 D3 M2 Cost 9
Shore bombardment @3
Strategic Bomber A4 D1 M6 Cost 10
SBR/TcBR Attack @1,
SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
Can hit submarines without ASV.
1942 Carrier A1 D2 M2 Cost 11, 1 hit
carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 M2 Cost 12, 2 hits
carry 2 planes (Fg or TcB)
Battleship A4 D4 M2 Cost 15, 2 hits
Shore bombardment @4
I really think this scale can be funnier (letting people buying more impressive sculpts than just tiny ground units) while still requiring the same 8 IPCs for transports investment, this make them costlier than the basic fodder unit at 6 IPCs.
This can let give up the “taken last rule” and let to the player’s hands all the decision on casualty.
The combat values of each units will speak for itself to help the player minimize the effect of losses and maximize the potential combat values it can preserves. The cost and combat values most of the time will be enough incentive, so the “unit general behaviour” (motives for buying it, offensive or defensive combat function, Non-Combat Move and usual casualties order) works in the way intended for this kind of unit.