Under this thread i intend to produce a case for creating some new changes respective to the naval units in revised.
New order of what piece fires first during naval/air combat:
a) cruisers get that free AA roll on planes
b) planes roll against ships and hits are applied
c) attacking followed by defending battleships fire preemtive salvos, hits are applied
d) all remaining attacking surface ships followed by defending ships fire and hits are applied.
Battleships:
attack 4
defend 4
move 2
cost 20
These ships take two hits to sink and each time they fire the hit is preemtive ( to demonstrate the fact that they have long range guns). So any hits go against targets before they have a chance to hit. If the assigned ship is sunk as a result, then it cannot fire back in return unless its another battleship. They also have a shore shot capability which requires that 2 infantry land as well to get one free shot. So if you have landed 8 infantry and have 5 supporting ships, only 4 can participate in the attack (your choice) … If you ask my id make that 4 infantry for one free shot, but i understand that this may not be too fun.
Cruiser
attack 3
defend 3
move 3
cost 16
Special considerations:
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Each cruiser take two hits to sink (like battleship) note they move 3 spaces no matter what.
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they can screen out one ship from air planes at a 1/1 basis. Under these new rules planes now can target which ships they want to sink, however if a cruiser is present first the cruiser gets a free preemtive AA roll against all attacking planes hitting at a result of “one” … much like a AA gun does against planes attacking a land terrifory. If the cruiser hits the plane then its gone and does no damage. remember they screen out only one ship at a 1/1 basis. So now in the same example if they miss the plane, then the plane hits, the hit goes against the cruiser.
Submarines:
attack at 2
defend at 2
move at 2
cost 8
new considerations:
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they cannot be attacked by air units w/o a destroyer being present and they cannot be attacked by any bomber ever
Reason: only late in the war were planes able to use advanced ASW concepts against surface cruising subs, but that usually requires a ship to coordinate action. IN the case of Bombers their is no way a level bomber could drop its payload of ordinance and hit such a small area with any decent accuracy.
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when a submarine attacks a surface ship it can select its target, and obtain a one time surprise shot against this target, unless a defending destroyer is present. For each matching destroyer present that destroyer can “screen” one other ship ( example: a battleship or carrier) forcing the submarine to attack the destroyer instead.
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Each submarine conflict must resolved seperatly from any naval combat. Subs cannot attack other subs and a sub attack is for only one round.
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At the end of an attack involving a submarine if any enemy subs survive at the end of that one round of combat and if they are adjacent to any of your controlled territories, they may perform a economic attack against the income you get from this by rolling one D6. 1-3= number of IPC lost, 4-6= no effect.
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difference on what gets hit: Destroyer hits can go against planes ( unlike subs hits which can only apply against surface ships)
Destroyers:
attack 2
defend 2
move 2
cost 8
New considerations:
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These can counteract the effects of submarines at a 1/1 basis. So if you got one destroyer and a carrier w/ 2 planes against 3 subs, the destroyer is only screening off one ship while the other two subs can fire a surprise shot and sink your other ships .However, If you lose your destroyer in combat as a result of a preemtive surprise sub attack, then any planes on the carrier cannot roll to defend against the sub attack. So sometimes you may just want to lose the carrier in order to gain the additional rolls from those fighters
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If moving with Carriers they can move 3 spaces at a 1/1 basis. ( under Mr. Anderssons proposal he advocates that carriers move 3 under his thread “fast carriers”).
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Destroyer can shell during invasions one shot of 2 preemtive for each destroyer as long as you land at least 2 infantry ( e.g. 1/2 basis)
Carriers:
attack 1
defend 3
moves 3
costs 14-16
Note the cost varience is due to the possible introduction of a 2 hit carrier, which has been discussed as a solution to make this piece more value.
these ships now move 3 spaces and if they move with a destroyer, they can boost that units movement +1 at a 1/1 basis.
Other rules:
I am not sure that bombers should continue to be allowed to participate in naval combat. It is not realistic and brings too much value to this unit. Id add a paratrooper or air transport capability to this plane and remove it from the ability to attack naval ships. I would consider it able to sink transports which move very slow, but only if they are alone.That brings up an important idea:
Transports should not have any defense factor. They should not become fodder in naval combat and they have no capability to sink freekin bombers… This silly idea must end! If your too dumb to leave your transports unprotected, then you should lose them for free. They have no guns so how could they possible be able to hit a battleship or down a fighter?
I would like comments however i dont wanrt to get any arguments about “how the battleship actually is groups of cruisers, and all sorts of ships” as a defense to explain away the fact that in the original game they can do some ahistorical things. Each piece is exactly what it is. A fighter is a fighter group and a a bomber is a bomber group, a battleship is a group of battleships and a carrier is a group of carriers. Thier is nothing deeper than this gentleman. So keep your ideas with this in mind and play test this as i have and youll see a need for every piece with equal value.