These ideas are all interesting, but they will definitely alter the openings. Especially when you start getting into things like adding extra hit absorption.
When I read the suggestions made here I think what people really want is a Cruiser unit that serves as a catch-all. Basically a CA + CL + CC/Pocket Battleship + Destroyer Flotilla leader + Anti-Air + you know, pretty much every conceivable kind of cruiser all-in-one! haha
:-D
I see two basic suggestions, one is to lower the cost and keep the current abilities. The other is to keep the current cost, but increase the abilities. The former is easier, but not quite as interesting. The latter is more entertaining for dynamic gameplay, but also more complicated to implement.
Don’t have any problem with a single Cruiser unit abstractly representing the abilities of many different kinds of Cruisers, but it seems like there should be some kind of trade off. Like if you use cruiser ability X, then you can’t use cruiser ability Y in the same round, along those lines. The thing about combined arms though, is that the cruiser as a unit with its basic abilities has existed since AA50, unlike Tacs and Mech which are new. To expand the combined arms concept to older units, invites the further idea that all units should just have unique interactions with each other, but I think that might be overkill.
CWO has a good grasp on how these ships were used at the time. So what do you think dude? If you had to pick a single unit with which to pair a cruiser in A&A what would it be?
I vote infantry or destroyer.
If infantry, say the combined arms is part of a broader marine concept for the whole navy, just being represented here abstractly between the ship and the ground via the cruiser (since its the naval unit that gets the least play right now.) Focus on the bombardment aspect, or the transport idea, or some sort of transport + movement advantage. Basically a combined arms for amphibious model.
If destroyer, you could try to work out some kind of flotilla or cruiser which leads destroyer-groups concept. If the cruiser boosted the destroyer attack +1, people would probably buy more of them, and it would make existing cruisers much more valuable. Basically combined arms for naval.
Then I think they would definitely be purchased, even at 12 ipcs, because players will already be buying a fair amount of DD anyway. Cruiser purchases would be much more attractive, since they would activate a DD 1:1. It would be more effective to have Cruisers boost Destroyers to attack at 3, from a purchase enticement standpoint, than the reverse, where destroyers boost cruisers to attack at 4 (since players will have more dd destroyed as fodder than cruisers). Though I suppose either might work. This whole dd:ca pairing would definitely rely heavily on the “destroyer leader” concept for the Cruiser unit. I think that might be more fun than the anti-air role for the cruiser, since it would do more to encourage naval vs naval, rather naval vs air. But again, all these things might be made to work in conjunction.
I still think the Marine thing is cool. Toblerone’s idea could play into that sort of idea too. It would be fairly easy if we just kept the unit pairing 1:1, Ship:Infantry, or to all ground if desired. Amphibious support, Flotilla lead, or Anti Air screen seem like cool options, but perhaps not all at the same time in the same round?
Agree also with Barons point, that the current G40 Cruiser is basically exactly the same as the Revised Destroyer, but nerfed of its ASW role.
It costs the same, has a similar hit/defense value, but is not needed to counter subs anymore. Sure it has the bombard at 3 (which in Revised had to be tech activated) but that’s not nearly as important as the ASW for unit buy considerations. The ASW unit, is also now the main fodder unit, in addition to CV defense, which makes the cruiser just seem irrelevant.
If I had to pick just one though, I still think some kind of basic movement advantage would provide the most entertainment value (without really needing a unit paired, just a boost to the cruiser directly). Movement at 3 is likely possible, maybe just on Non-Com if it proves breaking at 3 on combat. All these ideas are better than the OOB cruiser though which doesn’t seem to be all that great for the cost.