**@Black_Elk:
I don’t know, even at 18 the battleship still seems terrible hehe.
Alas, I fear that there may be no way of getting around a new unit chart for the entire naval roster. Once we go down this road with the sub, it seems pretty unavoidable.
The simpler road placing both DD and Sub at 7 IPCs. But 8 IPCs you hinder Germany U-boat production.
3 boats at 7 IPCs… Not much variety for purchase.
Maybe, in that case TP may be put on 6 IPCs spot?
Or we can look on the other simulations with higher depth charge factor and weaker DDs such A1 D1.
This last one makes for a good fit inside OOB cost.
And simplify casualty selection because DD is cheaper, and weaker in itself.
A player will prefer to save a 6 IPCs First strike unit @1 over a simpler 5 IPCs @1.
Also, the offense /defense ratio between such DD and BB is only 5% stronger.
So BB is not outclass and since DDs no more block Subs, it is not as attractive.
The cost effectiveness of such DD is far better than OOB but not the highest.
IMO, it needs a play-test to say it is broken. Also, it is still easy to implement.
However Barney must put an Anti-Sub & Aircraft Patrol @1 offense and defense.
So Fg and TcB will both have part in attack and defense.
Group 2 DD A1 D1 ADC1 DDC1 vs SS A2 D1
SFR OOB
6 DD C5 vs 5 SS C6 77-79% DD win 60-63% DD win
5 SS C6 vs 6 DD C5 61-64% SS win 90% Sub win
6 DD A2 D2 C8 vs 8SS A2 D1 C6, it will be: 60% DD win
12 DD A2 D2 C8 vs 16SS A2 D1 C6, it will be: 63% DD win
8SS A2 D1 C6 vs 6DD A2 D2 C8, it will be: 88% Sub win
16SS A2 D1 C6 vs 12DD A2 D2 C8, it will be: 95% Sub win
This would be much simpler to test (and be in line with intended simpler SF rules):
This roster can work and is pretty near the OOB cost structure and remains probably much balanced within himself. Considering that weaker Subs (compared to this cheap 5 IPCs DD unit) have much survivability than ever.
ASA and ASD: Anti-Submarine Attack and Defense 1 pre-surprise strike phase attack @1 or defense @1
Destroyer A1 ASAD1 D1 M2 C5, 1 hit, 1D in Convoy SZ
Submarine A2fs D1fs M2 C6, 1 hit, Stealth Move, No DD block, Submerge after AAS. 2D in Convoy SZ.
Transport A0 D0 M3 C7, 0 hit, taken last, carry 1 Inf+1 any ground
Cruiser A3 D3 M3 C12, 1 hit, shorebombard@3, 1D in Convoy SZ
Carrier A0 D2 M2 C16, 2 hits, carry 2 planes, no air operation if damaged
Battleship A4 D4 M2 C20, 2 hits, shorebombard @4, 1D in Convoy SZ
Fighter A3 ASA1 D4 ASD1 M4-6 C10, 1 hit SBR A1 D1, 1D in Convoy SZ
Tactical Bomber A3-4 ASA1 D3 ASD1 M4-6 C11, 1 hit, TBR A1 D0 or 1? dmg 1D6, 1D in Convoy SZ
Strategic Bomber A0 D0 M6-8 C5, 0 hit, SBR 1 hit A0 dmg 1D6
Air Base giving +2M, up to three scramble either Fg or TcB
TcB with Fighter or Tank 1:1 received +1A
Here is a different Philadelphia Experiment (lower planes cost and 3 planes Carrier) roster built for tabletop with simpler interactions between units as develop above with San Francisco Exp., the main things is that all warships get very similar OOB values and costs but more hits for Cruiser and Battleship. Also, air is cheaper but lower combat values to keep balance.
Open to any comments:
@Baron:
@Baron:
I’m trying to find the correct balance for 3 planes Carrier and lower cost planes.
ASAD: Anti-Submarine Attack 1 Defense 1 pre-surprise strike phase attack def @1
Air Base giving +2M, up to three scramble either Fg or TcB
Second version, 3 planes Carrier, 2 hits Cruiser and 3 hits BB, simpler interactions and 5-6-9-12-15-18 cost structure:
Transport, defenseless
A0 D0 M3 C7, 0 hit,
taken last, carry 1 Inf+1 any ground
Transport working as warship (Military Armed TP being escorted by a few DEs)
A0 D1 M3 C9, 1 hit,
carry 1 Inf or MI +1 any ground unit (might help faster US deployment: MI+Tk)
Submarine
A2fs D1fs M2 C5, 1 hit,
Stealth Move, No DD block, may Submerge after ASAD.
2Ds in Convoy SZ
Destroyer
A2 D2 M2 C6, 1 hit,
ASA1D1,
1D in Convoy SZ
Escort Carrier (optional)
A0 D2 M2 C8, 1 hit,
ASA1D1 carry 1 plane,
No dice in Convoy SZ
Cruiser
A3 D3 M3 C12, 2 hits,
Shorebombard @3,
1D in Convoy SZ
Carrier
A0 D3 M2 C15, 2 hits,
carry 3 planes, damaged Carrier carry 1 plane
No dice in Convoy SZ
Battleship
A4 D4 M2 C18, 3 hits,
Shorebombard @4,
1D in Convoy SZ
Strategic Bomber
A0 D0 M6-8 C5, 0 hit,
SBR 1 hit A1 dmg 1D6
Fighter
A2 D2 M4-6 C6, 1 hit,
SBR A2 D2, always hit air first, then AAA
Can hit Sub without Destroyer presence
2Ds in Convoy SZ
Tactical Bomber
A3 D2 M4-6 C7, 1 hit,
TBR A1 D1, dmg 1D6,
ASA1D1, can hit Sub without Destroyer presence
2Ds in Convoy SZ
Anti-aircraft Artillery
A0 D1* M1 C3, 1 hit,
- @1 vs up to 3 planes, 1 roll per plane max, each combat round.
It is not preemptive but a regular roll.
@Argothair, Black Elk and Barney
what do you think of this last roster and cost structure?
It keeps mostly the same dynamics between Subs and DDs but all combat values are much nearer OOB and warships roster is scaled on within 3 IPCs increment, except TP 7 PUs and using C5 for Sub:
SS5, DD6, CA12, CV15, BB18 and TP A0 D1 M3 C9
And this will totally increase action in water without adding too much heavier ships such like Advanced Shipyard Tech would.
You built sturdier but still a high cost.
TP C9 acting as warship will increase independent action and gives total freedom on casualty selection for better reenactment of Subs vs TPs + DDs naval combat. And planes being cheaper than TP can be acceptable losses when attacking TPs.
Also, combat between Fg, TcB vs warships keeps near similar odds to OOB.
No need to add transport Marines capacity or AAA to Cruiser and BB to balance vs DD A2 D2 C6, as the case actually in G40 Redesign with DD A1 D1 C5.
Tactical A3 D2 C7 (no more combined arms needed) and Fg A2 D2 C6 may compensate for lack of A4 bombers C12.
According to the type of play, you choose between TP A0 D0 M3 C7 or TP A0 D1 M3 C9.
@Argothair:
Here’s that pair of bulleted lists we discussed from a couple of pages ago! Let me know if you have anything to add to either list, or if you see any goals that have no methods that would help achieve the goals, or if you see any methods that don’t help achieve any goals.
| GOALS
-
Balance Allies vs. Axis
-
Offer alternatives to a joint Axis attack on Moscow
-
Offer alternatives to having all players focus on the center
-
Encourage Japan & USA to fight in the Pacific theater
-
Allow the USA to get into the game more quickly
-
Give China a chance to resist the initial Japanese attacks
-
Offer more opportunities for players to build navies
-
Reduce time needed to get troops across an ocean
-
Encourage Germany to defend the Atlantic Wall in Western Europe
-
Reduce power of strategic bombers when used against warships
-
Encourage interceptions and dogfights vs. strategic bombers
-
Provide a victory condition other than concession or sudden death
-
Increase the focus on the Battle of the Atlantic / submarine raids
-
Enhance the value of cruisers and battleships
-
Reduce ‘gamey’ incentives when liberating a dead ally’s territory
-
Help ensure an interesting role for France, Italy, Canada, and/or ANZAC
-
Simplify purchasing decisions
-
Give players something to buy for 5 IPCs
-
Increase ‘thematic’ feel of submarines
| METHODS
-
Standard bid of extra units
-
Bid of extra cash income each turn
-
Alter the turn order (America first, China first)
-
Increase territory values in Pacific
-
Increase national objectives in the periphery
-
Increased number of victory cities
-
Victory cities provide lend-lease ‘warchest’
-
Limited movement b/w Russia & Western China
-
Discounted ships / redesigned naval cost structure
-
C5 defenseless bombers
-
Additional airplane types
-
Defender gets to soak free hits vs. purely amphibious attacks
-
‘Fortress Europe’ national objective for unbroken control of Western Europe
-
M3 transports / cruisers / all boats
-
Enhanced naval bases, air bases, infantry bases
-
Double warchest bonus after reaching threshold # of victory cities
-
Convoy zones for submarine raids
-
Alter special abilities of destroyers vs. subs vs. planes
-
Cruisers / BBs can fire anti-aircraft shots
-
Cruisers / BBs can carry marines
-
All ships are cheaper
-
Standardize ship prices at $6 - $9 - $12 - $15
-
Territories become pro-neutral after capital falls
-
Liberation / return of territory to original owner is optional
-
Vichy France / France joins Nazis
-
French partisans placed w/o capital
-
French capital in London or Africa
-
Redistributions of British economy / turn among Canada, ANZAC, UK Pacific
-
Revamped factory system (more tiers? Higher unit caps for all factories? X units + 2 infantry?)
|
Edited per Baron Munchhausen’s additions
AA_Baron M_Redesign units & set-up charts for 1942 2ndEd_1941_AA50.doc
AA_Baron M_Redesign units & set-up charts for 1942 2ndEd_1941_AA50_home version.doc**