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the attackers win 46.125%, but reversed the difference is 71.517% for the BB
That is because Carrier Groups are weak on offense
That makes the choice poorer to buy also.
That is because Carrier Groups have the best ground attack capacities.
Yes but poorer naval units…
Quote from: Imperious Leader on February 08, 2009, 09:22:05 pm
but in combat thats all that is concerned, and it proves one is inferior to the other. Nothing else matters except the results of combat.
Which is that Subs win?
Subs are only the best on attack, on defense they suck. The best all around for both is the BB according to the sims, but others could be built for their own reasons under most conditions the BB is the best by according to the sims.
In short, even when Battleships attack Subs that have been deprived of first strike, they still only barely win. If the Subs DO have first strike or are attacking, it isn’t even a contest.
Also, you still haven’t acknowledged that Destroyers beat their weight in Battleships, even after I specifically showed a round by round battle between arbitrarily large numbers of them.
Its true that the DD beats the BB, But the BB beats the CA and the BB beats the CV with fighters, and in mixed battles with the BB on one side with CA and DD and the CV with fighters plus DD and CA the BB group wins.
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The sims show that the balance changes huge in favor of cruisers at 10, but 11 is close to 50% Thats what you want namely for all the units to be basically close on a cost value basis, and THEN have some unique ability that you use them for a specific function, ASW, Shore shot, etc…
10 Destroyers will still beat 8 Cruisers, which cost equal if Cruisers cost 10
10 Cost Cruisers beat 20 Cost Battleships, but that’s why you lower the cost of Battleships to 18.
Yes cruisers at 10 bring it to 46%
If the CA at 10 and BB at 18 the BB wins 60.5%
If the CA at 11 and the BB at 20 the BB wins 57.7%
If you got CA at 10 and the BB at 19 the CA wins at 56.5%
I prefer CA at 11 rather than 10, because lowering both the CA and BB will upset the other naval.
And if that is unbalanced, that is what the 2 turn ship construction rule is for.
2 turn construction is not a viable solution for combat sim results. Thats makes no sence. If it did then the subs should take 2 turns to construct because they are better on attack.
If you want to give a discount on naval for wasting double the time to construct the unit, its not realistic and i don’t think it will do anything except mess up the game like it did when we had it in our AARHE rules for a few years and playing it messed up strategy because you would build something to cover a hole and it was too late to solve the problem or something else happened and you needed the funds for another crisis.
How would you like to wait 2 turns for Infantry? Its the same problems only once your naval is gone its gone if your the axis. The 2 turn thing hurts the non-naval powers too much.