@Black_Elk:
Agreed
I’m in favor of it actually. I think what this roster needs is a battle board schematic to clarify the relationships visually.
Somehow the sub/destroyer dynamic OOB just never felt fully articulated to make subs an attractive purchase for a player like Germany, they’re too easy to neutralize, so I much prefer a scheme like the one you propose.
Price is indeed a tricky issue, in general I think naval units will be more entertaining and accessible with a cost reduction. I can see the merits of the 6 ipc slot on the water, extending to include the destroyer, so that their fodder role is preserved at the new baseline of 6 rather than 8.
I think the first scale would make the naval arms race more engaging, and I prefer how the units pair off in infantry increments (3’s) for the combat vessels.
6 ipcs Sub/DD = 2 infantry
9 ipcs Cruiser = 3 infantry
12 ipc Carrier deck = 4 infantry
15 ipcs Battleship = 5 infantry
What I would like to see overall is an incentive to purchase more naval units (since the OOB game heavily favors air builds over sea builds) I would worry that lowering the scale air on top of this would just exacerbate the same problem.
For price I miss the 5 spot. If the 5 spot remains only the AAgun, then I definitely would like to see that unit promoted to a more combat worthy role, whatever form that takes. My other thought would be to give the sub the 5 spot, though with a more potent attack this would perhaps be too deadly. So the 6/6 sub/dd feels pretty good to me right now. I’m not sure how many others would like to play, but if it was all drafted into tripleA that would clearly help to test the concept.
Here is where I actually stand about a cost structure and simplify interactions between planes, Destroyers, Submarines and Transports which I really believe can work and still remains balanced while improving Naval battle between Subs, DDs and TPs.
One thing is that Sub and DD have same cost, but Subs have a complete first strike capacity to balance OOB 6 IPCs Sub combat value/cost ratio against OOB 8 IPCs Destroyer.
Also, defender can pick a TP as casualty instead of a Destroyer or a surface Warship, it can be useful to lost such TP to a Submarine surprise strike to let DD roll its defense. That way, it can reenact more accurately Submarine cat and mouse warfare, instead of keeping all TP as last casualty.
Hope you will find this conclusive.
Unit type Cost - 3 IPCs incremental scale
Combat values
Special abilities
WARSHIPS & TRANSPORT
Submarine 6 IPCs
A2fs* D1fs* M2 (3 with NB)
*Permanent A2 D1 first strike against all surface vessels only, including DDs.
Cannot hit planes or submarines.
Submerge (instead of firing in Surprise strike phase) and Stealth Move (cannot control SZ).
Unsubmerged Submarine can be hit by planes without any ASV (Destroyer) presence.
Destroyer 6 IPCs
A2 D2 M2-3 paired 1:1 with Cruiser (3 with NB)
Anti-Sub Vessel: Blocks Submarine’s Submerge (first combat round only) and Stealth move, both on 1:1 basis.
Transport 8 IPCs
A0 D0* regular AA1x1* M2-3 paired 1:1 with Cruiser (3 with NB), 1 hit value,
can be chosen as casualty anytime.
No defense vs warships, regular Anti-Aircraft defense each combat round vs up to 1 plane.
*Scattering capacity: 1 TP per combat round may escape if no enemy’s aircraft is present, starting at end of second combat round; escaping TPs are put in the enbattled SZ.
Cannot control SZ.
Can amphibious assault a Submarine infested SZ if any attacking surface warship is present.
Cruiser 9 IPCs
A3 D3 M3* (4 with NB bonus), 1 hit, Shore Bombardment 3
*Fast reaction Task Force unit: gives +1 Move to Destroyer or Transport paired 1:1 with, starting and ending move in the same SZ, cannot combined with Naval Base bonus.
Carrier 12 IPCs Capital warship
A0 D2 M2 (3 with NB), 2 hits
Carry 2 planes: either Fighter or Tactical bomber, no flight operation if damaged.
Battleship 15 IPCs Capital warship
A4 D4 M2 (3 with NB), 2 hits, Shore Bombardment 4
AIRCRAFTS & ANTI-AIRCRAFT
All aircrafts can hit unsubmerged Submarines without Destroyer presence.
Any single attacking aircraft blocks special Scattering Transport capacity.
Air Retreat option: All attacking aircrafts can withdraw anytime while attacking ground units can continue combat (similar to amphibious assault air retreat).
AAA and Aircrafts special rolls have to be rolled first in regular combat phase and hits immediately allocated.
Fighter 9 IPCs
A3 D4 M4 (5 with Air Base bonus)
Air superiority unit: **On “1” or “2” roll hit aircraft first, then AAA, if available. **
No combined arms.
Can land on Carrier.
SBR: A2 D2
Tactical Bomber 10 IPCs
A3 D3 M4 (5 with Air Base bonus)
Tank buster unit: On “1” or “2” roll pick any ground unit type as casualty.
Dive and Torpedo bomber unit: On “1” or “2” roll, hits must be taken on a Capital warship, owner choose individual unit type.
On a “1” roll can take plane as casualty instead of ground unit or Capital warship, owner still choose individual unit type.
No combined arms.
Can land on Carrier.
TBR: A1 first strike
Damage: 1D6 on Air Base and Naval Base.
Can do SBR air combat mission with StBs even if there is no AB or NB with IC. IC’s AAgun fire still apply to TcBs in this case.
Strategic Bomber 12 IPCs
A4 D1 M6 (7 with Air Base bonus)
On a “1” attack roll can take aircraft as casualty instead, owner still choose individual unit type.
SBR: AA1 first strike up to two Fighters, which ever the lesser
Damage : 1D6+2
Anti-Aircraft Artillery 5 IPCs
A0 D1 regular AA1x3* M1 on CM or NCM, 1 hit,
*Fire in regular phase each combat round @1 against up to three aircrafts, which ever the lesser.
Regular defense @1 if there is no enemy’s attacking plane.
Here is a modified quote based on an older original which provide an analysis of improvement, IMO, of Subwarfare depiction with this set of HR :
@Black_Elk:
One thing I would like to see is an actual battle of the Atlantic, or more appropriately a real Atlantic campaign with ships from both sides mixing it up**. I don’t mean like a round one flash in the pan, where all the ships are destroyed and then the battle devolves to an air umbrella on one side vs carrier stacks on the other, but something that looks a bit more like what happened in the war. You know, with Germany trying to strangle Britain with Uboats, and Allies responding with armed convoys.**
The way it works OOB, the battle of the Atlantic is basically an air war. With German bombers on one side, and Allied fighters/carriers on the other, and this just seems a little silly to me.
The best way I can think of to change that dynamic would be to make the cheapest surface ship cheaper. If the destroyer cost 6 instead of 8, and the sub cost 5 instead of 6, I think we’d see more uboats at purchase, and more destroyers to back down the land based air attacks. Add to that some kind of anti air function for the cruiser and I think a more realistic battle of the Atlantic might take shape.
@LHoffman:
Back on the Battle of the Atlantic issue… Ultimately, I think there has to be some intrinsic motivation for Germany to reach out into the Atlantic. Simply giving them more money to spend or reducing the cost of subs probably will not be enough reason to make them buy more. As it stands, the war will still be decided against the Soviet Union (Moscow). If there is a viable strategic gain to be had, such as strangling the UK or subs utilized to buy time against an invasion, then maybe a Battle of the Atlantic would take place.
You touched some interesting points.
About how units values impact the Atlantic Submarine Warfare, there is some features added in previous discussion (on Subs, DDs and TPs) and put in my roster which can provided favorable circumstances.
First rule change:
Sub cannot hit Submarines &
Unsubmerged Submarine can be hit by planes without any ASV (Destroyer) presence.
I don’t want that Submarine be considered as sea-fodder and Sub needs a little boost on offense (to keep balance vs Destroyer) because it is the only unit which isn’t at lower cost compared to OOB. Now, Subs directly aim surface vessels only. That emphasized the screening and fodder function of Destroyers. If you invest a lot in Submarines, your own surface fleet will be vulnerable against your opponent’s Subs. That wasn’t the case OOB; large fleet confrontations showed Submarine’s destruction festival. To bypass Subs in a gamey OOB way, you just have to forget about bringing Destroyers into battle; so aircrafts can directly hit enemy’s surface vessels while Submarines on defense (but defending first strike @1) can still be used as casualty to screen against attacking Submarines (with or without first strike @2).
In addition, I believe it is historically a rare event that a sub sink a sub. Almost the same kind of oddity as Submarine taking down a Fighter with their AA fire.
It can also create gameplay much similar to historical situation in ATO (Atlantic Theatre of Operation) because US and UK will not buy Sub to fight U-boats, for sure.
OOB, it was possible to buy a few cheaper Subs to use as cheap fodder for TP and DD against U-boats (and as Convoy raiders against Italy/Normandy).
Now, it is clear that UK and US Destroyers only can protect TPs against Axis Subs.
Also, in PTO, US and ANZAC can throw Subs at Japan, while IJN can do the same against UK, US and ANZAC. There is an increase possibility that US & Allies players can recreate historical Convoy Raiding against Japan, if IJN have not enough DDs. (Shotgun strategy / War Plan Orange, YG’s G40 thread)
OOB, IJN Subs could protect TPs against Allied Subs.
Second rule change:
About Sub’s A2 D1 first strike, U-boats seems better now than OOB 1 Sub vs 1 Destroyer, and let the player feels each Submarine have a better special offensive and defensive capacity against Destroyers.
In fact, on same 72 IPCs basis, 12 Subs A2 first strike vs 12 DDs defending @2 keep worser combat for Submarines AAcalc odds (80% vs 20%) than OOB 12 Subs Attacking @2 vs 9 OOB Destroyers defending @2 (93% vs 7%).
Though, first strike ability increase the Submarine survivability because the opponent cannot retaliate.
Third rule change:
Destroyer blocks on a 1:1 basis Stealth Move and Submerge, first combat round only.
Now, a single DD blocker cannot freeze U-boats in Baltic Sea. An Axis player can move beyond first DD blocker and play a cat and mouse game with an improved stealth move (or a less effective blocking capacity).
Also, a many aircrafts and only 1 DD combined attack on many Subs defending @1 first strike can no more result in a U-boats slaughter. Only 1 Sub would be trapped and unable to submerge. In addition, it would be a one shot attack since DD blocks only submerge on first round. All these three changes will increase the U-boat survivability.
Fourth rule change:
Transport are defenseless vs warships but have 1 hit value or can escape on second combat round one at a time by the end of combat round if no enemy’s plane is present. This can probably increase the number of Transports still alive after U-boats wolf-pack attack. OOB, no Transport survive if 1 U-boat is still alive. Now it is a possibility and it makes some units with no control SZ capacity, TPs and Subs, alive and sharing same SZ in the aftermath of naval combat (ocean is a very large open space).
The higher cost of 8 IPCs TP is an incentive to keep afloat Transport and still lose a cheaper better defense value unit such as 6 IPCs Destroyer or Submarine.
Example: 1 Sub against 1 DD and 1 TP, only U-boat roll a hit. The defender can either loose the TP and fight another round or loose the DD and hope to save 1 TP at the end of next combat round. It seems an interesting tactical dilemma which never occur in OOB game.
On the other part, this would emphasis the role of Submarines warfare (especially for Germany) against transports.
And the owning player would have to chose between loosing a cheaper 6 IPCs DD defending @2, or a costlier TP at 8 with no defense. Either ways, the Sub commander gets something in return.
It is also a matter of balance compared to the defenseless transports taken last. Using such 1 hit Transport as desperate fodder in needy times can provides a few additionnal hits for larger and costlier warships, being saved to get additional rolls in next combat rounds. That isn’t the case OOB. So at a near matching cost with Fighter at 9 IPCs (OOB worth 10 IPCs), it is about the way to statistically get a similar results compared to OOB defenseless transports escorted with destroyers.
@Baron:
Fifth rule change:
Transports with only air defense but staying defenseless against warships can be a deterrent for aircrafts and an incentive to buy Submarines invulnerable to TPs instead of throwing planes to chase TPs (costlier Luftwaffe exposed to TPs AA fire).
This would provides additional naval defense against Dark Sky strategy.
Planes will be vulnerable and valuable targets, which can make an incentive to keep transports alive, as long as there is some costlier attacking planes.
Also, planes will always be at risk when attacking transports, even lonely ones.
This would compensate for unhistorical extended range of aircraft power projection in SZs.
@Baron:
I really believe this cost structure can work actually.
Unit type Cost revised from 1st scale
Submarine 5 IPCs A2fs* D1 Permanent A2 first strike *against all surface vessels only, including DDs.
Destroyer 6 IPCs A2 D2 Block Sub’s Submerge and Stealth move on a 1:1 basis.
Transport 8 IPCs 1 hit, Last Strike @1…?, no Taken Last casualty rule…? Escape?
Cruiser 9 IPCs A3 D3, Shore Bombard 3, one time First Strike AA @1 capacity
Carrier 12 IPCs A0 D2, 2 hits, carry 2 planes, damaged still carry one?
Battleship 15 IPCs A4 D4, 2 hits, Shore Bombard 4, one time First Strike AA @1 capacity
Fighter 10 IPCS A3 D4 M4
SBR: A2 D2, interceptors always destroy bombers first.
Tactical Bomber 12 IPCS A4 D3 M4
TBR: A1fs Damage D6, can do escort mission without bombing AB or NB.
Strategic Bomber 12 IPCs A4 D1M6
SBR: AA A1fs up to two Fighters, whichever the lesser,
Damage : D6+2 /minimum damage 2 pts if hit by IC’s AA gun.
No damage when destroyed by intercepting Fighters.
All aircrafts can hit unsubmerged Submarines without Destroyer presence.
If an optional feature can be added in this enhanced A&A game, such as any planes vs planes on a 1 or 2 roll, planes should be 2 IPCs lower.
Simplifying units interactions of Transports, Submarines, Destroyers & planes
http://www.axisandallies.org/forums/index.php?topic=34290.msg1371539#msg1371539
This is my main influence on how I treated TP case to increase subwarfare, I made up some format edit on post for easier reading:
@lnmajor:
Gamers Paradise escort rules.
Destroyer Escort unit is A1-D2-M2-C8
Special ability:
The convoy rule: Destroyer Escorts defend @3 when there is at least one friendly transport for the first Destroyer Escort, and thereafter at least two friendy transports for every other DE defending in the same seazone. In other words, if you have 5 friendly transports and two friendly DEs defending in the same seazone, you can apply the convoy rule.
1) Transports alone defending against naval vessels:
-All naval vessels must try to sink all transports in first round of combat, then transports escape, except with aircraft.
- Transports with escorts can not escape from naval vessels, and escorts defend until all escorts and transports are sunk, or naval vessels retreat.
Transports must be used as casulties first before Destroyer Escorts.
UNESCORTED TRANSPORTS RULE:
Submarines and Battleships attacking unescorted transports attack with 1 die @ 4 for each transport, maximum 2 die per sub or Battleship.