Updated. Simplified the rules more.
Sea Units House Rules
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Ok. Got it. U could increase that AA a couple different ways. But it’s what u want
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My main goal is decreasing naval unit costs as much as possible while still keeping air unit’s cost effectiveness towards naval units plus making cruisers and battleships more viable.
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Right I get that. If fig cost only 5 icps if I’m reading it right u could increase your AA shots.
Granted there A2D3. Which is good against naval ships.
No Tac bomber plane in game ? -
I tend to like add new units only if really needed, no Tac.
Btw land units have AA ability too, thats why I’m reluctant to increase AA shots, thet could make air units too weak.
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What gets aa on ground units ? Besides aa gun
Art ? -
There is no aaGun. Factory, infantry, artillery and armour have all AA ability. Same system as with naval units. no further AA ability with increasing ground stacks.
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Well you should have at least Tac bombers in game with a pic shot first round. Then you could add more AA to the right pieces in game but of course your rules.
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Though I have still some doubts about some units stats.
Fighter having the same defense and cost with armour is questionable. Maybe fighter defence should be decreased to 2?
Not sure about bomber having the same attack value with fighter either. The rest is looks fine to me.
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What are your ground unit values.
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Does your Carrier get 2 hits ? Your sub to strong. Need to raise cost.
12 subs C48 A24 D12 A 36.00 D 18.00
3 BB C48 A24 D24 A 5.88 D 5.88 -
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
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Wheres your Mechs ?
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@Navalland said in Which is the best sea unit?:
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
Your Destroyers were your fodder pieces in war not your subs to a certain point if your Germany. Your rules but you have no Tacs or Mechs in game which you should. IMO
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My map isn’t heavily distorted to fit too many kind of units. I am favour to add new units if only absolutely needed. But Italy and China have units with similar Mech stats to diversify their options.
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