I think we have just demonstrated in the last few pages, how its basically impossible to fix the naval roster with just one unit in isolation, or by just using the combined arms or “special boost” type model.
:-D
@Young:
Based on everything I have read, I would take away the 2 hit advantage on Aircraft Carriers, but allow them to carry 3 air units to justify their 16 IPC cost, or if that’s to strong… give them a defense @1.
I see these as a workable solution, not least because of how frequently people in my playgroup gripe about the way damaged carriers are handled OOB. With fighters either getting trapped on deck, or unable to land on a stranded/damaged carrier. In a lot of cases the carriers end up being sunk or sacrificed anyway, and usually this just gets pushed out 1 round. I know we’ve discussed the 3 aircraft carrier in the past, and Baron offered a lot of ideas on why it might be preferable.
In general I adopt the view that YG had, looking more at how these units function as abstract game pieces, rather than historical analogs, but I still would like to strike a balance that serves the game from both perspectives.
On this last point, I think the attitude comes from a sense the the names of these pieces are sometimes arbitrary.
For example in the older games like Classic, destroyers and cruisers did not exist as a game piece. Though of course they existed in WW2! So if you’re a player like me, what you do is just imagine that the abilities of ships encompass the existence of other invisible units, representing them in the abstract. I think thats why I dont have an issue with things like warships transporting infantry, because I just imagine that the warship is escorting some invisible transport vessel not physically represented itself, but embodied by the warship that you can buy.
I could also imagine that say, we need yet another intermediate ship in A&A. And then people just adding in a new unit like “frigate”, or “light” or “heavy” or “battle” cruiser some random name, just because it’s needed to fit the desired unit abilities. Some intermediate unit at the Attack/Def values, with a reasonable name to fit, since that’s basically what happened when cruisers and destroyers were introduced.
@Young:
Going back to the drawing board, if we reset attack and defense values back to oob rules… would increased shore bombardment capabilities alone be enough to boost Cruisers and Battleships as favorable purchases?
Shore Bombardments
Cruisers @3
Battleships @4
- Sea combat no longer negates bombardments during amphibious assaults
- All sea units that can bombard may do so regardless of how many units are landing
- Bombardments repeat every combat round during an amphibious assault
Bombardments repeat every round makes a lot of sense to me. Sea combat not negating bombardment is also interesting. But I know from previous experience designing tripleA games, that bombardment can be heavily abused if there is no restriction based on how many units offload. The prime example of this, was a common tactic where players purchased a big stack of bombardment capable warships and then used a single infantry unit on amphibious to bombard the hell out of coastal capitals at a relatively cheap cost. In a very extreme example, say you had a dozen cruisers that could all be activated by a lone amphibious inf unit, destroying on average 6 enemy infantry for a cost of just 1 attacking infantry lost. In Classic and Revised it wasn’t as bad, because only Battleships could bombard, they were very expensive, and the overall money in play wasn’t very high. But in a game like G40, where you can afford a lot more ships, the bombardment restriction based on how many ground are unloading is important. If going this route, I would keep the first line, and the last, but ditch the one in the middle.
As I was typing this out, I see Baron beat me to the punch on that last point.
Also, given what CWO has said about possible historical unit pairings, it doesn’t seem like there are many great options for a combined arms enhancement with cruisers. Just focusing on bombardment alone might be easier.
Many players in my group have also expressed a certain distaste for the the whole idea that units which are destroyed on bombardment get to return fire. I have to agree that this doesn’t make a whole lot of sense. If the desire is to just find a way to kill off attacking ground during an amphibious assault, perhaps this should be handled via a special roll? Based not on the defending units normal defense value, but rather just make it a simple roll, similar to aa guns, which determine how many attacking dudes get killed before they ever get off the beach?