@trihero:
… battleships are far superior in hit and run engagements. If you go in for a round and absorb hits on battleships then retreat, you have lost nearly nothing while incurring casualties on the other navy…
IMO: Yes this is an advantage, but as I said it is probable more theoretical than practical when veterans play the game, who are aware of every units cons and pros!
@trihero:
… I would take the battleships because they’re great at flushing out troops on the islands and because you hardly lose the core of your investment once you get enough of them…
IMO: You are right about once you get enough of them, but ones you do you most likely lost a lot of land territories, due to the fact that a any BB will be bought to the cost of lost land troops. And as you said (see comment from you below) land is cheaper to buy relative navy.
@trihero:
…I’m pretty happy overall with the cost of battleships vs destroyers. If anything I think that destroyers need to have some incentive vs battleships, not the other way around. I’m just not that happy about the cost of navy in general versus land troops and fighters…
About your incentive for DDs vs BBs I do have a suggestion. What about If DDs got the ability to bombard on a 2 in an amphibious assault, like a battleship? Then control of the sea, would be more valuable, hence a bigger incentive to buy navy! The main reason for why the game designers didn’t want the destroyer bombardment from A&A:P and A&A:E was because they wanted pieces to have only one main special ability. But also the fact that the territories in A&A:R were too big compared to A&A:P. A relative smaller map means that the destroyer bombardment would be more useful and hence a too big benefit. I simply don’t agree upon that and have never got an argument that are good enough to convince me.
Â
I would like you to be more precise on why you are not pleased about the cost of navy in general versus land troops and fighters. IMO I think the cost and abilities of fighters are balanced compared to navy units abilities and costs. How ever I do agree upon that land troops in general are a better buy than sea units.
In order to make the air as well as navy more attractive to buy relative land troops I do have four house rules that would do:
Destroyer Bombardment
In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Air Supremacy
Fighters can support infantry attacks and artillery defense if no enemy fighters are present. Air supremacy increases your infantry’s attack to 2 or your artillery’s defense to 3. Each infantry or artillery must be matched one-for-one with a supporting fighter.
Heavy Artillery (replace Combined Bombardment)
Your artillery are now heavy artillery. They attack on a 3.
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).