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[Global 1940] Reasons for a cruiser.
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Before all the cost changes to units The crusier was the purchase so naval powers could get a lower cost ship that still had a bombard ability without sacrificing too much economy in buying a Battleship. Since the price changes I haven’t seen many games where a crusier is purchased.
So how about we give the players a reason to purchase crusiers. Let’s give the cruiser an ability since all other ships have something added. (First strike, 2 hit, sub finder) why dont we give the crusier an AA ability since historically crusiers had impressive Antiaircraft abilities. We could allow the crusier to roll up to 3 dice max no matter how many crusiers you had in the beginning of naval combat. To account for the impressive Antiair they had. Here are some options
Crusier always has this option (up to 3 dice) as long as there are 3 or more planes in the battle. Hits on a 1 just like AA gun
Crusier only gets this ability when paired with a capitol ship (carrier or battleship) symbolizing greater amount of AA fire from Combine arms
Crusier gets this ability OR normal roll but not both. (Player decides at start of combat. If choosing AA then casualties must be planes. But choosing normal attack allows the player to choose his or her own casualty as normal.)
Looking for some input. I think it would be a slight change and increase a little more strategy for players to want a cruiser. But not overcomplicate the rules we already inflate.
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Already have this for cruisers in my game but not for G40. d12. Dice. C10 A4 D4 M3. SH3
Can pick a plane or ship for every round of combat. -
@Sgt-Mclusky FYI - there are a number of threads in the house rule section that address cruisers. You can read through those and get a lot of ideas, many of which come from some of the most experienced players in this forum.
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@Guam-Solo I couldnt read through the ocean that is the forums. So I thew a hand grenade. Awesome I will start to look through the pile of rules. Love this community
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@Sgt-Mclusky Yes - “ocean” is accurate. This topic is fresh for me because I just went through a lot of old threads about cruisers. There is one started by Young Grasshopper that is good and I think there are links in that thread to some of the other better threads. Argothair and Baron-Münchhausen also have a lot good thoughts on cruisers.
I think you may get few responses here. Many of the guys on this website have already posted a great deal of content on this subject and may be worn out by it.
I have a small group of guys here in Guam who play periodically and we have been working on a Pacific house rules expansion. We want to involve cruisers more, but also really want to see battles for the islands scattered throughout the Pacific. In many of our games the Japanese Navy and US Navy consolidate their fleets over many turns building towards a massive battle. One of the ways we are trying to get Japan and the US to divide and conquer the Pacific islands is to upgrade and customize the cruisers. After reading through the OCEAN of content on cruisers I landed on three types of cruisers:
Cruiser Upgrades & Customizing
All cruisers have a total movement of 3 for Combat & Noncombat combined. All cruisers are 1 hit kills and use OOB rules for bombardment (except Light Cruiser Transport has modifications to its bombardment rules).
Heavy Cruiser – A3(4)-D3(4)-M3-Cost13 unit. Designed for long range, high speed with heavier caliber naval guns. Attack/Defend at a 4 when fighting in a sea zone where NO other battleships are present (axis or allies).Light Cruiser Transport – 3-3-3-12 unit. Functions like OOB cruiser with three additions. 1. It can carry one Elite infantry (Marine or SNLF). 2. This unit may support amphibious landings on islands with bombardment in each round of combat with defenders returning fire if killed by bombardment. 3. One transport may be paired and get a +1 movement with cruiser as long as they move together start to end.
Light Cruiser Flak Tower - 3-2-3-11 unit. Smaller naval guns means it loses defensive strength against other war ships, but it has been upgraded with AA guns that provide AA ability. When combined with other ships to form concentric circles of air defense within a flotilla the AA strength goes up.
AA Fire - 2 roles @1 prior to combat. In Defense: When paried with a carrier its 3@1 prior to combat, and if a triumvirate of cruiser-carrier-battleship then 4 rolls@1 prior to combat (with a ratio of at least 1 plane per roll). Also, every subsequent round of combat there is 1 roll@1 if the triumvirate holds undamaged. There is a max of 3 Flak Cruisers on the board.
The hope is that the cruiser’s new features specifically aid their Navy’s ability to spread out and go after islands. Our group is “cutting their teeth” on these Pacific house rules. As we play we might see the need for modification - but for now maybe it helps you.
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These ain’t bad ideas here but 95% of G40 oob players aren’t going to want to add more ships to game.
So combine all these values with a 1 piece Cruiser only.
Cruiser D-6
A2
D2
M3
SH3 FSTR only with a return D shot
C12
Can carry 1 Elite
Can hit a plane or ship for every round of combat.I’ve been using this in my D-12 game and its awesome. Makes you think more on what you want to do with your planes.
I also have 1 round of DF and all A D planes can retreat after 1 round of combat.But mostly this is just a Cruiser suggestion. If you want more action in the Pacific you need to make the Islands more
juicy. I have 3 island group NOs and some islands worth more money. Also Barney in another post on this subject
has a 3 Island Group NO worth 3 icps and any captured Island receive a 2 icp bonus plus territory value 1 Icp = 6 Icps.The key is to get Japan to leave the coast and come out to the seas. Also I have refineries on Sumatra and Borneo
and Japan will need to hold them islands for the money. Plus US can get some 3 Island group NOs if Japan sits back only and then the US will come in. 1 key is to get Japan fleet to stay in the Carolina’s. -
@Guam-Solo you have done your research sir. I like it.
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@SS-GEN There was a rule set in Gamers paradice book from early 90s that used a method of getting Japan to actually battle in the Pacific. It isnt perfect or realistic but it does have the effect you want. If I remember correctly all islands without ipc value have a value of 2(3) but it is only subtracted from japan and not added to anyone else. It doesnt add to japans income either they still have their normal income. This way japan must maintain a presence in pacific like the actual war and allows america/anzac to pull japan to battle for the islands. Without disrupting economy. It was just a game mechanic that allowed a little history to happen.
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@SS-GEN said in [Global 1940] Reasons for a cruiser.:
These ain’t bad ideas here but 95% of G40 oob players aren’t going to want to add more ships to game.
I guess I’m in the 5% - :relaxed: I can blame HBG for that! My son and I, who lead our play group here in Guam, really like having a diversity of units.
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@SS-GEN said in [Global 1940] Reasons for a cruiser.:
If you want more action in the Pacific you need to make the Islands more
juicy. I have 3 island group NOs and some islands worth more money. Also Barney in another post on this subject
has a 3 Island Group NO worth 3 icps and any captured Island receive a 2 icp bonus plus territory value 1 Icp = 6 Icps.Here’s our house rules for going after islands:
The Battle For Pacific Islands – To create incentive to recreate the fight for the many different islands of the Pacific there is a bonus for the first time capture or recapture of the following islands that increases for each successful win and the immediate placement of units to be permanently garrisoned there. Any capture or recapture progresses the bonuses for the nation. The islands that qualify for this are: Okinawa, Iwo Jima, Marianas, Palau, Marshall, Caroline, Philippine, Guam, Wake, Midway, and Aleutian Islands. A nation may only receive one bonus a turn and must choose only one island to place bonus units if there have been multiple islands captured in a single turn. The progressive bonuses are:
1st island victory - $5 + the placement of 1 coastal/naval gun for defense, and an airfield
2nd island victory - $7 + 1 naval gun, 1 infantry, an airfield (if there isn’t one)
3rd island victory - $9 + 1 naval gun, 1 infantry, 1 AA, airfield
4th island victory - $10 + 1 naval gun, 1 infantry, 1 AA gun, 1 fighter, airfield
5th island victory - $12 + 1 naval gun, 2 infantry, 1 fighter, 1 AA gun, airfield
Also, airfields and coastal/naval guns are added units in this expansion. Airfields are different than Airbases. Airfields allow you to land 1 plane in noncombat phase after winning the battle, and they negate the 2 movements it takes to get “off” and back “on” the island. They don’t give any +1 movement to aircraft. The idea behind this is that the island is a threat to enemy ships passing by and are left in sea zones after their turn and they are close enough to be attacked by aircraft from the island airfield. Coastal guns can fire at ships in an amphibious assault, but also go on a battle board for defense in combat rounds. Coastal Gun - 0-3-0-5 unit that is permanently garrisoned on islands. Gun functions like artillery in combat for defense, but it also may fire at landing craft or ships being used in the invasion using the mechanics of AA guns (attacker chooses casualties). This happens before combat begins.
I always enjoy seeing what other people’s house rules are - so that is why I am posting this here. It is a work in progress and maybe someone can point out some deficiencies in this. The Cruiser rules I posted above work in conjunction with this rule.
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@Guam-Solo said in [Global 1940] Reasons for a cruiser.:
@Sgt-Mclusky Yes - “ocean” is accurate. This topic is fresh for me because I just went through a lot of old threads about cruisers. There is one started by Young Grasshopper that is good and I think there are links in that thread to some of the other better threads. Argothair and Baron-Münchhausen also have a lot good thoughts on cruisers.
I think you may get few responses here. Many of the guys on this website have already posted a great deal of content on this subject and may be worn out by it.
I have a small group of guys here in Guam who play periodically and we have been working on a Pacific house rules expansion. We want to involve cruisers more, but also really want to see battles for the islands scattered throughout the Pacific. In many of our games the Japanese Navy and US Navy consolidate their fleets over many turns building towards a massive battle. One of the ways we are trying to get Japan and the US to divide and conquer the Pacific islands is to upgrade and customize the cruisers. After reading through the OCEAN of content on cruisers I landed on three types of cruisers:
Cruiser Upgrades & Customizing
All cruisers have a total movement of 3 for Combat & Noncombat combined. All cruisers are 1 hit kills and use OOB rules for bombardment (except Light Cruiser Transport has modifications to its bombardment rules).
Heavy Cruiser – A3(4)-D3(4)-M3-Cost13 unit. Designed for long range, high speed with heavier caliber naval guns. Attack/Defend at a 4 when fighting in a sea zone where NO other battleships are present (axis or allies).Light Cruiser Transport – 3-3-3-12 unit. Functions like OOB cruiser with three additions. 1. It can carry one Elite infantry (Marine or SNLF). 2. This unit may support amphibious landings on islands with bombardment in each round of combat with defenders returning fire if killed by bombardment. 3. One transport may be paired and get a +1 movement with cruiser as long as they move together start to end.
Light Cruiser Flak Tower - 3-2-3-11 unit. Smaller naval guns means it loses defensive strength against other war ships, but it has been upgraded with AA guns that provide AA ability. When combined with other ships to form concentric circles of air defense within a flotilla the AA strength goes up.
AA Fire - 2 roles @1 prior to combat. In Defense: When paried with a carrier its 3@1 prior to combat, and if a triumvirate of cruiser-carrier-battleship then 4 rolls@1 prior to combat (with a ratio of at least 1 plane per roll). Also, every subsequent round of combat there is 1 roll@1 if the triumvirate holds undamaged. There is a max of 3 Flak Cruisers on the board.
The hope is that the cruiser’s new features specifically aid their Navy’s ability to spread out and go after islands. Our group is “cutting their teeth” on these Pacific house rules. As we play we might see the need for modification - but for now maybe it helps you.
Ya you’ll have to see how these play out in game. The regular transport should not get a +1 movement just because its with a Cruiser. I can see giving a L Cruiser Transport able too carry 2 Elites instead.
I see now you have a cap buy on Flak Cruiser because looking at your numbers with plane shots with bonuses is the piece I would buy all the time.
I probably wouldn’t buy any heavy Cruisers.
I crunched your numbers and there not bad. Here’s your numbers.
BB A4 D4 M2 C20 SH4 2 hits A1.26 D1.26
HC A3/4 D3/4 M3 C13 SH3 A.43/.57 D.43/.57
LCT A3 D3 M3 C12 SH3 A.50 D.50
LFC A3 D2 M3 C11 SH3 A.50 D.33 2@1 3@1 4@1But for cost I wouldn’t buy H Cruisers. Here’s a couple of ways to go if you want.
BB A5 D5 M2 C20 SH4 2 hits A1.58 D1.58
HC A4 D4 M3 C12 SH3 A.67 D.67
LCT A3 D3 M3 C12 SH2 A.50 D.50 transport 2 Elites
LFC A3 D2 M3 C12 SH2 A.50 D.33 2@1 Pl FSTRO
or
BB A4 D4 M2 C20 SH4 2 hits A1.26 D1.26
HC A3/4 D3/4 C12 SH3 A.50/.67 D.50/.67
LCT A3 D3 C12 SH2 A.50 D.50 transport 2 Elites
LFC A3 D2 C12 SH2 A.50 D.33 2@1These numbers are based on cost to hit power.
For cost It should take 2 H. cruisers to kill a BB.
BB A5 1.58
2HC D8 1.34
or
BB A4 1.26
2HC D6 1.00 Cruiser loses its D4 bonus according to your rule. HC still some what weak for cost.
If you keep all the same for testing then I’d only make the cost for HC from C13 to C12.I can see where your going with these different Cruisers for Certain things to happen with certain fleets.
HC with LCT and LCF with carriers.As far as Shore shots every round that is over kill. Shore shots weren’t that accurate but your game your call.
For a just keeping cruiser as one piece for rest go with
Cruiser A2 D2 M3 C12 SH2 Transport 2 elites and can take a hit towards a plane or ship for every round of combat.Good Luck with your test games with this. Post results.
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@SS-GEN Thanks for crunching the numbers and for feedback. We are going to play a game and test it in two weeks. Just don’t have time to do it before that. I appreciate the thought about not giving the LCT the ability to move a transport with it +1. I’ll probably change that and just allow the LCT to carry 2 elites. The +1 to transports was the one rule I didn’t like (LOL) but we were trying to create a mechanic for smaller, faster groups of ships to forage outward and do some damage.
I read that heavier cruisers made longer runs without capital ships but leading groups of destroyers in the Pacific theater. The could be bullies in battles where they were the biggest ship, but if they came up against a battleship they didn’t fare as well. That is the thinking behind giving a +1 on attack and defense to the HC when engaging enemy ships where no battleship is against them. As a player I’d buy them and send them out with transports to conquer.
We also have a light carrier that we give 3 movements to so they can bring one fighter on the voyage with these cruiser/destroyer groups. I read that light carriers were faster than escort carriers and had the ability to participate in fleet operations with better range whereas the slower escort carriers protected convoys or joined up to lend support to amphibious landings.
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@SS-GEN said in [Global 1940] Reasons for a cruiser.:
As far as Shore shots every round that is over kill. Shore shots weren’t that accurate but your game your call.
We’ll play test it and make the change if it is too much.
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@SS-GEN @barney Any thoughts on the house rule incentives for going after islands. We are trying one time bonuses instead of island groups having IPC values. Bonuses may be a little high after adding in units with the IPC bonus.
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@Guam-Solo Ya I was going to respond to your island bonuses too but you beat me to it. I was gonna crunch them numbers too. Looks like Japan can get a good jump on them. But Japan needs to activate there home owned islands before they get the money for them at start of game ?
All these ideas can force you to make setup changes and or tweaks to islands.Do you receive island territory value money too ?
You need to include the Solomon and New G islands. Need to give Anzac a bonus or 2.
No Bonuses for Dutch islands ?
Mine and barneys island Pacific tests is posted above in this topic thread. Scroll backup. -
@Guam-Solo said in [Global 1940] Reasons for a cruiser.:
@SS-GEN said in [Global 1940] Reasons for a cruiser.:
As far as Shore shots every round that is over kill. Shore shots weren’t that accurate but your game your call.
We’ll play test it and make the change if it is too much.
Another way is in my game I do have destroyers getting a shore shot.
D12 First round only
BB 4 33%
CR 3 25%
DD 2 16%
D6
BB 3 50%
CR 2 33%
DD 1 16% -
Watch out ! Baron’s back and lurking !
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There can only be three maximum types of cruisers
Battlecruiser 3-3-3-(2 hits) cost 15
Heavy Cruiser (CA)( OOB specs, but move 3 always or 4 from port)
Light Cruiser (CL) 3-2-3- cost 9?But the problem is were dealing with d6 system, limited needs to be d12 to make this feasible
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I’ll be back with some numbers.
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H. Cruiser way to strong for 2 hits for the cost.
Best for cost
BB C20. A5 D5. Way over priced part of proble
HC C12. A4 D4
CR C11. A3 D3
LC. C10. A2 D2