@Krieghund:
This is an interesting approach, but it takes away more of the players’ choice in determining casualties, which some players tend to not like. With the OOB rules, the attacker can control that decision process more through the composition of the attacking force, which makes for interesting strategic decisions.
However, you agree that :
@Krieghund:
Yes, that’s the way it works. There are some situations in which it may be a disadvantage to have a destroyer. It depends upon what you’re trying to accomplish.
And you also agree upon this:
@Krieghund:
@jeffdestroyer:
The defending player should allways be able to choose subs instead of other surface ships in a mixed fleet if they do not submerge.
I agree in principle, but that’s not how it works.
I just realized that instead of this rule DD limitation to planes:
@Krieghund:
Air unit hits can’t be assigned to subs unless there’s a destroyer friendly to the air units in the battle.
You could just forget the last rule on planes and simply have this plane limitation against subs unit (almost like the rule about transport chosen last):
Planes cannot hit any subs if their is any other elligible combat unit casualty.
Said otherwise, Subs are chosen last by planes, then transports, as a non-combat unit, are chosen last.
You let Destroyers and Submarines with their same capabilities.
Big warships will still need Destroyers screen against planes, so you keep an historical fleet.
Planes will still need DD to prevent Subs from submerging before combat.
Adding Destroyers will always be an advantage, not an hindrance (as you admit above).
Their will be no complex and anhistorical situation between Submarines attacking transport while scrambled Fgs patrol not able to do anything!
On the contrary, their will be a cat and mouse situation: which one will finish off the enemy first?
The only big difference will be this:
Some carriers and planes fleet defending without DD against an attacking only Subs fleet will get more protection by aircrafts.
Subs will be more vulnerable in this situation, but they still have their first strike shots against the carriers.
And, as the attacker, Subs can choose when and how they attack and when they need to retreat.
Even more, player maybe ready to take the risk of throwing an unescorted carrier, knowing planes can get a chance vs subs.
Even playing it as a gamble target (like the IJN Carriers in Leyte Gulf Battle), I let subs attack first, but after: all my planes can get a chance to hit before Subs retreat.
This way Subs will be just a little weaker, but it is an acceptable sacrifice, I believe. And a lot to win on the other part.
Don’t you think, it could have been an alternate way to resolve the subs used as naval fodder?
And without introducing a complex unit interaction as do the “DDs needed for aircraft”?
I know, it goes beyond the scope of your function as the “official answers giver”, but your last answer pushed me to resolve the planes, subs, DDs conundrum.
Keep historical fleet, simpler unit interaction, and planes able to hit subs (as it was historically correct).
I really like to have your play-tester/developper POV.
I have this one coming from you to argue for the DD is needed.
But maybe, you can compare and have something more specific to tell about this “fixer” for planes vs subs, and DDs:
@Krieghund:
Planes were very effective sub killers in reality. However, reality suffers a bit when translated into an abstract board game.
Adding the rule that destroyers are required as “spotters” for air attacks against subs represents the concerted effort needed to hunt and attack subs hiding out between raids. This gives subs more longevity and makes them more the fearsome foes that they actually were in the early to middle days of the war.
It also promotes the purchase and maintenance of more well-rounded fleets, as destroyers are necessary to guard against the threat of subs. This reflects the reality that subs were a constant threat to military shipping as well, and that no convoy would travel without destroyer escorts because of that threat. At the same time, it keeps them from being used as cheap “cannon fodder” in naval battles, as they were most often not used extensively in fleet operations, but rather as harassing hunters where their unique properties were best utilized.
All of these points, taken together, allow the game to abstractly represent the economic and military threat posed by submarines in World War II. This makes subs a useful and strategic purchase in the game. I hope this sufficiently answers your concerns.