@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen said in SS GEN's 1941 Global War Game:
@SS-GEN said in SS GEN's 1941 Global War Game:
Well for 2 icps more the Tac Dive getting to pick target 3 or less is worth the extra cost for what I’ve seen in games.
I’ll have to look at this again. Was gonna drop it to AD@4 and can pick target.
AD@5 and can pick target may be to strong. I’ll check it out still.
As for the secondary hits its getting to confusion now and besides your saying Figs get a normal AD@4 naval kill plus if roll is a @2 plane kill and instead you want the @2 to go against a ship so the ships take 2 hits and nothing against the planes ? Then you have more planes again and thats not the idea if I have this right.
As far as carriers getting a ship hit I can see that too because they did have 5" guns.
But its already hard now in game if you don’t bring attacking carriers to battles for plane kills. If you give a carrier a @1 bonus ship kill makes them stronger. I can still see giving them that. AA Carrier @1 bonus ship shot ain’t gonna do you know good with just planes attacking. Destroyers are now even bigger in battles as pawns for Capital ships to survive.
Not exactly what I was saying about Fg, but it can be simpler to use only “1” as special roll for a double hit.
I was saying that if there is no enemy’s plane, Fighter can do double hits upon naval or ground on a “1” roll.
To simplify your critical hit system, use only “1” roll.
Fighter C8 M5 A5 D5 targeting aircraft first. But, on “1” hit an additional unit, naval or ground.
Naval fighter C8 M4 A4 D5, … same.
Carrier A0 D3 targeting aircraft, but on “1” hit an additional naval unit. On “2 or 3”, if there is no aircraft, then no hit.
TcB C10 M5 A6 D5, pick ground or naval target, on “1”, hit an additional aircraft.
DiveB C10 M4 A5 D5 pick ground or naval target, on “1”, hit an additional aircraft.
Because aircraft and carrier have so low combat values I would put Fleet Carrier A0 D3* at 12 IPCs and Escort A0 D2* at 7 IPCs.
So where on same page there is only 1 die roll per piece.
For the fighters you want more kills early on planes. Is this your air superiority idea ?
Most guys won’t play that way.
Why N figs higher in defense ?
This due to yes they were pretty good ? Or part of your carrier weak defense. It should be the Tac five jobs to do most killing. 2 N figs should not be able to kill a BB that easy. So I can see N fig staying at D4 but increasing the Tac Dive picture target at a 5 period. You got to remember we have a good idea how these planes work now in games.
Tac bomber A6 picking piece is pretty strong.
Carriers I can see giving a 1 roll an extra naval ship hit but cost of 12 would make it where US could build a complete one at 28 icps instead of 34 icps. Is this based on all the US carrier builds in war. But then not right if rest countries get it. Could make this C12 an US NA instead.
I may raise the fig bonus plane kill to a 3 or less roll to counter your idea.
That’s why if carriers weak then u shouldn’t leave them undefended that’s why dest or huge like they were in war. Plus don’t leave your fleet in a sz without an AB on an island for 3 support figs for scramble or attack.
I’m also saying with the last list we used we had the best 2 games being the last 2 games we played. Im giving guys a huge amount of credit for dealing with these changes the last 4 games with dealing with 2 different scenarios of ship aa and plane vs plane. We are going to stick with what we have now so 4 new guys can get used to game to.
IDK if I have any air superiority bonus.
I’m just trying to figure a way to make Carrier with 2 aircraft (Naval Fg or DiveB) a better defensive unit into the roster for the cost.
I got the right fit between TcB/DiveB vs Fg or Naval Fg in my game by giving Fg A4 D4 C7, always shoot aircraft first and TcB A6 D4 C8, always pick ground or naval target. Fighter is a nemesis for TcB and works well.
IMO, according to your roster, I would go Naval Fg A4 D4 C8, always shoot aircraft first but can hit any unit when no enemy’s plane.
On “1” still shoot another plane, if any. (To keep consistency about the critical hit roll.)
Dive Bomber A5 D4 C10, always pick ground or naval target.
On “1” shoot a plane, if any.
My guess about a 12 IPCs Carrier, is for the scale cost by “3 IPCs” (Cruiser at 9, Carrier at 12, BB at 15) of naval unit which speed the purchase phase by adding or substracting 1 Infantry.
And also about little defense factor from loosing near half combat value compared to a regular G40 Full Carrier A0 D4 C16 with 2 Fgs: A12 D20, 4 hits Cost 36 IPCs
At a reduced 12 IPCs Carrier A0 D3, with 2 Fighters A4 D4 C8, you get A8 D11, 4 hits, Cost 28 IPCs. Which is certainly more in line of the balance spectrum between combat values for the cost ratio.
Carrier A0 D3, 12 IPCs with 2 Dive Bombers, A10 D11, 4 hits cost 32 IPCs.
Is still sub-optimal on defense compared to
G40 Carrier A0 D4, 16 IPCs with 2 TcB A12 D16, 4 hits cost 38 IPCs
Compared to the best combo (FG+TcB) in G40, a 14 IPCs Carrier is much weaker.
A14 D18 C37 vs A9 D11 C32
At C12 it is a bit better: A9 D11 C30.
Besides, I totally understand you need not change values for helping people getting used to a given roster. We are just theorizing about goal and means to reach a given objective into game.