Cruisers

Thanks for your input todate. Here is a collection of my thinking at this point. Please feel free to participate in this on going discussion. Your contributions are appreciated. Tell your A&A friends about this so they have a chance to voice what they want in A-A&A. I'll update the the original posting as changes and new ideas are adopted or contemplated.
Larry
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Post by Larry » Wed Dec 22, 2004 1:56 am

Your wish is my command./

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SkyPilot
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Post by SkyPilot » Wed Dec 22, 2004 11:00 am

Lobo wrote:My solution is:

-Reduce the cost of destroyers, make it necessary to have more than one
for anti-submarine duties.
-Reduce the defence value of transports to 0
-Increase the cost of carriers
-Add cruisers as a middle weight piece in-between destroyers and
battleships/carriers. They should pack enough punch and be priced to make them a viable alternative to packs of destroyers or a carrier.
I like all of the above. Your explanation has made me change my mind. Particularly Carriers being a bit more expensive if they are two-hit ships. Under your system, Cruisers would be a nice fit. Thanks Lobo.

Larry
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Post by Larry » Wed Dec 22, 2004 12:23 pm

Comments noted

thoes426
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Post by thoes426 » Wed Dec 22, 2004 1:38 pm

Larry -
Please keep this piece in the final product, it has it's place in creating a more complete navy.
I agree with those who stated it allows players to buy a cheaper version of the BB without to high price.
I also stand behind my idea of allowing it to play the part of AA gun for a players fleets.

Thoes426 :twisted:
Strength lies not in defense but in attack.
Adolf Hitler

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adlertag
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Post by adlertag » Wed Dec 22, 2004 1:41 pm

In real world , all naval classes had its important duties.
In order to reflect ww 2 as correctly as possible, we need all classes to be present in the game, with the same duties they actually had.

1.BATTLESHIPS. Made for naval battles, heavy armoured and hard to sink, had long range big guns and sailed in battle-lines. Could also do pre-landing bombardment of land units.

2.CARRIER. Made for naval battles and escort duties. Its dive-bombers could sink warships long before they was in sight.

3.CRUISER. Made for patroling waste distances at high speed. Could escort convoys, commerce raid enemy trade-routes, do blockade of enemy ports, and sometimes act as cruiser-screen in battles.

4.DESTROYER. Made to protect capital ships from small motortorpedoboats and submarins. Acted as destroyer-screen in naval battles. Also used as escort for convoys. Best known for its anti-sub weapons, and used in conjunction with carrier-based fighters, the British "Hunter-Killer groups", it was very effective.

5.SUBMARIN. Primaly made for commerce raiding enemy trade routes, known as "Denial" or "Blockade", and used if the owner dont have sea-controll by capital ships. Also used as sub-screen in every major naval battle. Submarines sank more than 300 warships during ww2.

6.TRANSPORTS. Transport land units, and had basically only AA-guns.

This implemented to Larrys game:
6 sidet dice.

BATTLESHIPS. cost 24 ipc. att/def on 5 or less. Can shore bombard. Take 2 hits to sink.
CARRIERS. cost 18 ipc. att /def on 1 or less. Carry 2 fighters.
CRUISERS. cost 16 ipc. att/def on 4 or less. Move 3.
DESTROYERS. cost 8 ipc. att/def on 3 or less. Abort submarines sneak attacks and submerging.
SUBMARINES. cost 6 ipc. att/def on 2 or less. Can sneak attack and submerge.
TRANNIES. cost 8 ipc.Can transport land units. Cant be taken as casualty if other ships are present.

All units with combat factor must be able to do Economic Naval Raid or standard naval combat.
Last edited by adlertag on Wed Dec 22, 2004 4:27 pm, edited 1 time in total.

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adlertag
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Post by adlertag » Wed Dec 22, 2004 1:58 pm

BASIC,STANDARD AND ADVANCED RULES.

Many games released nowadays have options for different levels in the play. Of course, all pieces are in the box, and the same map are used.

BASIC RULES. Use the rule-book from 2ed. Only battleships, carriers, subs and trannies are in play.

STANDARD RULES. Add the destroyer and Revised LHTR rule-book.

ADVANCED RULES. Also add the cruiser. Now all naval units are in play. The rules are also more complicated. Subs and warships can do Economic Naval Raid to convoy centers. Ports are includet too, and offers protection, repair and a bonus move.
Combined arms:
Hunter-killer groups. Destroyers working in conjunction with fighters get higher combat value.

Larry, remember that you are also a bussiness-man. If the customers want to buy a game with a cruiser-piece, then by all means, just make that game.

But remember, water must look like water.
Last edited by adlertag on Wed Dec 22, 2004 4:32 pm, edited 1 time in total.

Larry
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Post by Larry » Wed Dec 22, 2004 2:14 pm

comments noted
Now let me see if I've got this right... Water should look like water, Right?
//////

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Post by Imperious leader » Mon Mar 14, 2005 1:34 am

BATTLESHIPS. cost 24 ipc. att/def on 5 or less. Can shore bombard. Take 2 hits to sink.
CARRIERS. cost 18 ipc. att /def on 1 or less. Carry 2 fighters.
CRUISERS. cost 16 ipc. att/def on 4 or less. Move 3.
DESTROYERS. cost 8 ipc. att/def on 3 or less. Abort submarines sneak attacks and submerging.
SUBMARINES. cost 6 ipc. att/def on 2 or less. Can sneak attack and submerge.
TRANNIES. cost 8 ipc.Can transport land units. Cant be taken as casualty if other ships are present.
these prices have to come down a bit, or the idea of a large Navy will fade into one big battle, followed by transports and a few carriers and nothing else.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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