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(Classic) Cruisers or Destroyers for Classic?
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Here is 1a of n for discussion of my Classic House Rules
Revised Cruisers in Classic
Unit Name IPC Cost ATK DEF MOVE Notes
Cruiser 12 3 3 2 Noted by Country Marker disc beneath Submarine or Transport unit. Counters SS Submerge ability, AAA value at 1 against up to 1 plane per CA.Revised Submarines in Classic
Unit Name IPC Cost ATK DEF MOVE Notes
Submarine 8 2 2 2 First Strike ability, Submerge abilityCruiser - The lesser ships and smaller naval formations of WWII, this unit has 3/4s the offense and defense, the same movement, and 3/5s the cost of a true battleship. Cruisers can defend against aircraft with an AA roll of 1 against up to 1 aircraft per CA present, in the same manner as Battleships. If Cruisers are present on the opposite side of the battle, Submarines lose their Submerge ability until no more Cruisers are present in the battle. Cruisers suffer from not being able to absorb hits as a true battleship can.
Submarine - The wolves of the sea. Submarines fire first in battle (First Strike), with casualties taken off the board (Battleships and Carriers that are wounded but not destroyed retain the ability to return fire). If a Submarine is taking part in a battle that is no longer wanted that Submarine has two options: 1) Withdrawal to another sea zone, as per standard rules, 2) Submerge - the Submarine dives to a leave combat. Each Submarine in a combat, attacker and defender, may stay, leave, or dive individually. The Submerge ability is irreversible once decided upon. If Cruisers are present on the opposite side of the battle, Submarines lose their Submerge ability until no more Cruisers are present in the battle.
My original idea for the Cruiser was not to make a Destroyer. In time, I’ve made a Destroyer with AA ability…
This is not a Destroyer unit and has no special effect on Submarines. Submarines and Transports are still the cheap units for use as cannon fodder at sea, but when you need some extra punch at sea but can’t or won’t pay for a Battleship then Cruisers are your unit.
So, assuming I keep 8 IPC Submarines and wish to have a unit that has anti-Submarine and anti-Aircraft capabilities, should I go with Destroyers at A2/D2/M2/Cost either 8 or 10 or Cruisers at A3/D3/M2/Cost 12? If I make them Destroyers, I wouldn’t want to sell them at 12 IPCs if they have stats of A2/D2/M2. If they have stats of A3/D3/M2, I wouldn’t want to call them Destroyers.
Or should I make Destroyers at A2/D2/M2/C8 and turn the cost of Submarines down to 6 or 7: A2/D2/M2/C6 Submarines?
Things to think about, asking the crowd for what they think.
For reference, the original Cruiser discussion thread
Post 1 - Cruisers - www.axisandallies.org/forums/index.php?topic=41100.0-Midnight_Reaper
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Maybe you can call this sculpt escorting vessels for TPs and Carriers.
Cost 10 but attack 2 and defense 3. Anti-Sub with AA defense.Working as both Cruiser and DDs.
You need them to cover Capital ships with a ring of these cheaper warships.
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@Baron:
Maybe you can call this sculpt escorting vessels for TPs and Carriers.
Cost 10 but attack 2 and defense 3. Anti-Sub with AA defense.Working as both Cruiser and DDs.
You need them to cover Capital ships with a ring of these cheaper warships.
That’s a thought, and a good one. Escorts A2 D3 M2 C10, Anti sub, anti air. It would also enliven the usual warship stats in A&A - A2 D2, A3 D3, A4 D4… Capital ships and transports need somebody to help protect them at sea - just ask the survivors of Taffy 3.
Something to ponder.
-Midnight_Reaper