(Classic) Simple Cruiser Rules for Classic


  • Here is 1 of n for discussion of my Classic House Rules

    Cruisers in Classic
    Unit Name  IPC Cost ATK DEF MOVE Notes
    Cruiser          12      3    3      2    Noted by Country Marker disc beneath Submarine or Transport unit. Can conduct shore bombardment during an Amphibious Invasion.

    Cruiser - The lesser ships and smaller naval formations of WWII, this unit has 3/4s the offense and defense, the same movement, and 3/5s the cost of a true battleship. Cruisers can conduct amphibious invasion support fire, in the same manner as Battleships. Cruisers suffer from not being able to absorb hits as a true battleship can.

    For context, in my rule set Battleships cost 20 (and can take two hits before sinking), Carriers cost 16, and Submarines and Transports cost 8.

    This is not a Destroyer unit and has no special effect on Submarines. Submarines and Transports are still the cheap units for use as cannon fodder at sea, but when you need some extra punch at sea but can’t or won’t pay for a Battleship then Cruisers are your unit.

    Can be marked as different from a Sub or a Trans by placing a Country Marker disc under a Sub or a Transport. Or you could import Cruisers from any later version of the game that has Cruisers. Or, if you are blessed enough to have enough to have a copy of Table Tactics ‘New World Order’ A&A Expansion, then you could use the Cruisers and Destroyers from there. Or you could use the Destroyers or the Battleships from one of the Attack expansions. Or you could play a later version of the game that has Cruisers and not worry about it, but my intent is to hone my A&A Classic house rule set until it sings and then make a set of these rules for the later versions of A&A.

    What do you all think?

    -Midnight_Reaper


  • Cruiser costs to much. Nobody buys them at that cost.
    Don�t have time to crunch numbers now. Baron might chime in.
    You try
    Battleship C18. Carrier C14 Cruisers C10

    I have C9 cruisers in my games with a A7 D7 with D12 system. They get bought a lot more now but also Dest C6 A3 D3.


  • @SS:

    Cruiser costs to much. Nobody buys them at that cost.
    Don�t have time to crunch numbers now. Baron might chime in.
    You try
    Battleship C18. Carrier C14 Cruisers C10

    I have C9 cruisers in my games with a A7 D7 with D12 system. They get bought a lot more now but also Dest C6 A3 D3.

    To be honest, I prefer a cost set of BB 10, CV 8, CA 6, SS 4, AK 4, but “reduced costs for new units” is a discussion that I am separating from the sins and virtues of a reduced cost naval attack unit. Therefore, I bumped the cost back up to a level that most players are used to.

    -Midnight_Reaper


  • Ok. I was just going off your post of 12 cruiser.


  • @SS:

    Ok. I was just going off your post of 12 cruiser.

    Fair enough. What do you think of a 3/3/2/12 naval unit, besides ‘12 IPCs may be too high of a cost’?

    -Midnight_Reaper


  • @Midnight_Reaper:

    @SS:

    Cruiser costs to much. Nobody buys them at that cost.
    Don�t have time to crunch numbers now. Baron might chime in.
    You try
    Battleship C18. Carrier C14 Cruisers C10

    I have C9 cruisers in my games with a A7 D7 with D12 system. They get bought a lot more now but also Dest C6 A3 D3.

    To be honest, I prefer a cost set of BB 10, CV 8, CA 6, SS 4, AK 4, but “reduced costs for new units” is a discussion that I am separating from the sins and virtues of a reduced cost naval attack unit. Therefore, I bumped the cost back up to a level that most players are used to.

    -Midnight_Reaper

    Ya 12 to high but depends on cost of other ships. What you posted above for your preferred cost set is the right idea for balancing all ship costs with there values.

    Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.


  • @SS:

    {snip}
    Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.

    I have not seen that. Do you have a link? When I looked for it I couldn’t find it.

    While I think that if you’re going to go to a bigger die d12s are better than d8s, that doesn’t mean that YG’s proposal isn’t something to ponder.

    -Midnight_Reaper


  • @Midnight_Reaper:

    @SS:

    {snip}
    Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.

    I have not seen that. Do you have a link? What hen I looked for it I couldn’t find it.

    While I think that if you’re going to go to a bigger die d12s are better than d8s, that doesn’t mean that YG’s proposal isn’t something to ponder.

    -Midnight_Reaper

    Correct. I only use d12 in all my games. I can�t see a AAA getting D1 in D6.

    Go to page 2 in house rules and scroll down page

  • '17 '16

    Is BB cost at 24, 2 hits, per classic edited rule set ?

    If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
    See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.

    And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
    But Subs Surprise strike cannot be blocked, and is always rolling first strike.

    Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.

    Just a little twist but it will improve all combat interactions IMO.

    Fighter is still 12 IPCs? Bomber at 15 IPCs?


  • @Baron:

    Is BB cost at 24, 2 hits, per classic edited rule set ?

    If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
    See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.

    And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
    But Subs Surprise strike cannot be blocked, and is always rolling first strike.

    Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.

    Just a little twist but it will improve all combat interactions IMO.

    Fighter is still 12 IPCs? Bomber at 15 IPCs?

    While I’ve never given much thought to having Cruisers with anti-submarine abilities, I have thought about having Cruisers with integrated anti-aircraft ability: Treat as AAA at sea for having Cruisers with your fleet, except with a cap of two (2) dice rolled per Cruiser present. It’s not the same, but would it be comparable?

    As for costs…

    With “standard costs”
    Battleships (two-hit) at 20, Carriers at 16, Cruisers at 12, Subs and Trans at 8
    Bombers at 15, Fighters at 10, Air Transport (Cargo Planes) at 8.
    Factories at 15, AAA at 5
    Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

    With “adjusted costs” (optional rule)
    Battleships (two-hit) at 10, Carriers at 8, Cruisers at 6, Subs and Trans at 4
    Bombers at 10, Fighters at 7, Air Transport (Cargo Planes, optional unit) at 5.
    Factories at 8, AAA at 5
    Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

    Some other units as well, still working on their own write up.

    -Midnight_Reaper


  • @SS:

    @Midnight_Reaper:

    @SS:

    {snip}
    Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.

    I have not seen that. Do you have a link? What hen I looked for it I couldn’t find it.

    While I think that if you’re going to go to a bigger die d12s are better than d8s, that doesn’t mean that YG’s proposal isn’t something to ponder.

    -Midnight_Reaper

    {snip}
    Go to page 2 in house rules and scroll down page

    Okay, I’ve had a chance to read YG’s d8 proposal. As far as I can tell, it’s just a list of new Attack and Defense values, keyed off of d8s rather than d6s. Interesting in itself, but again if I was going bigger I would go for d12s. Start by doubling the d6 values and tweak from there.

    That’s just me, though.

    @SS:

    Correct. I only use d12 in all my games. I can’t see a AAA getting D1 in D6.

    I’ve Karelia Krushed enough times to know that it happens, but only when you don’t need it or when you really don’t want your opponent to get it…  :-P

    -Midnight_Reaper


  • When i play classic, i use oob prices with $15 gamers paradise cruisers

  • '17 '16

    It was reduced to 13 IPCs, in my Gamer’s version.
    It makes sense because BB was still 24 IPCs.

  • '17 '16

    @Midnight_Reaper:

    @Baron:

    Is BB cost at 24, 2 hits, per classic edited rule set ?

    If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
    See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.

    And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
    But Subs Surprise strike cannot be blocked, and is always rolling first strike.

    Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.

    Just a little twist but it will improve all combat interactions IMO.

    Fighter is still 12 IPCs? Bomber at 15 IPCs?

    While I’ve never given much thought to having Cruisers with anti-submarine abilities, I have thought about having Cruisers with integrated anti-aircraft ability: Treat as AAA at sea for having Cruisers with your fleet, except with a cap of two (2) dice rolled per Cruiser present. It’s not the same, but would it be comparable?

    As for costs…

    With “standard costs”
    Battleships (two-hit) at 20, Carriers at 16, Cruisers at 12, Subs and Trans at 8
    Bombers at 15, Fighters at 10, Air Transport (Cargo Planes) at 8.
    Factories at 15, AAA at 5
    Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

    With “adjusted costs” (optional rule)
    Battleships (two-hit) at 10, Carriers at 8, Cruisers at 6, Subs and Trans at 4
    Bombers at 10, Fighters at 7, Air Transport (Cargo Planes, optional unit) at 5.
    Factories at 8, AAA at 5
    Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

    Some other units as well, still working on their own write up.

    -Midnight_Reaper

    IMO, the real issue in Classic is about Sub being too vulnerable against aircraft.
    You modify Fighter cost from 12 to 10. Increasing planes availability (on Carrier vs Subs).

    My 2 cents on requiring Cruiser to only prevent them Subs from Submerge is a small compromise to radically improve interaction and ellusivness of Subs. As I said, this Cruiser sculpt might figure for all non-capital warships.
    Now Subs can submerge before all attacking units, if you don’t bring a Cruiser to the party.
    Of course, it is absolutely not mandatory to submerge.

    Transport will remain the best fodder because it is the cheaper and weakest unit.


  • @Baron:

    @Midnight_Reaper:

    @Baron:

    Is BB cost at 24, 2 hits, per classic edited rule set ?

    If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
    See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.

    And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
    But Subs Surprise strike cannot be blocked, and is always rolling first strike.

    Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.

    Just a little twist but it will improve all combat interactions IMO.

    Fighter is still 12 IPCs? Bomber at 15 IPCs?

    While I’ve never given much thought to having Cruisers with anti-submarine abilities, I have thought about having Cruisers with integrated anti-aircraft ability: Treat as AAA at sea for having Cruisers with your fleet, except with a cap of two (2) dice rolled per Cruiser present. It’s not the same, but would it be comparable?

    {snip}

    IMO, the real issue in Classic is about Sub being too vulnerable against aircraft.
    You modify Fighter cost from 12 to 10. Increasing planes availability (on Carrier vs Subs).

    My 2 cents on requiring Cruiser to only prevent them Subs from Submerge is a small compromise to radically improve interaction and ellusivness of Subs. As I said, this Cruiser sculpt might figure for all non-capital warships.
    Now Subs can submerge before all attacking units, if you don’t bring a Cruiser to the party.
    Of course, it is absolutely not mandatory to submerge.

    Transport will remain the best fodder because it is the cheaper and weakest unit.

    So you think that I should give subs a new ability to help them out against planes and then have cruisers take that new sub ability away when subs face cruisers in battle? While that would give incentive for powers to stock their fleets with cruisers, I would rather just simplify things - if fighting against planes is the ultimate issue, why not just give cruisers the ability to knock those pesky fliers out of the sky straight away?

    As a thought, if we’re going to hand new powers to old units and new units, what do you think of something like this?
    Battleships at 20 - Two hits to kill, Amphibious Bombardment, AAA value at 1 against up to 2 planes per BB
    Carriers at 16 - Two hits to kill, Carry two fighters, AAA value at 1 against up to 2 planes per CV
    Cruisers at 12 - One hit to kill, Counters SS Submerge ability, AAA value at 1 against up to 1 planes per CA
    Subs at 8 - One hit to kill, First Strike ability, Submerge ability
    Trans at 8 - One hit to kill, Carry three infantry or one infantry and one armor

    (If we’re going to have cruisers doing the work of destroyers as well, I guess you could call them Cruiser-Destroyers, similar to some old US Navy CRUDESRONs - Cruiser Destroyer Squadrons.)

    -Midnight_Reaper


  • What is your Values on the Carrier ? A ? D ? or it just gets the AAA shot at 2 planes on D ?


  • @SS:

    What is your Values on the Carrier ? A ? D ? or it just gets the AAA shot at 2 planes on D ?

    Allow me to clarify…

    Battleships at C20 A4D4M2 - Two hits to kill, Amphibious Bombardment, AAA value at 1 against up to 2 planes per BB
    Carriers at C16 A1D3M2 - Two hits to kill, Carry two fighters, AAA value at 1 against up to 2 planes per CV
    Cruisers at C12 A3D3M2 - One hit to kill, Counters SS Submerge ability, AAA value at 1 against up to 1 planes per CA
    Subs at C8 A2D2M2 - One hit to kill, First Strike ability, Submerge ability
    Trans at C8 A0D1M2 - One hit to kill, Carry three infantry or one infantry and one (armor or AAA)

    -Midnight_Reaper

  • '17 '16

    To help Cruiser and BB being interesting,  I  would drop Carrier AA capacity.
    Carrier has already the highest defense capacity of all carriers in A&A series with 2 hits and @3.
    To make things simpler, I would not give AA at all for Carrier. It will be purchase because of her carrying capacity anyway. Another option is to make it similar to G40 Carrier A0 D2 C16 2 hits with AA capacity. This IMO will make all ships competitive with strength and weakness.


  • @Baron:

    To help Cruiser and BB being interesting,  I  would drop Carrier AA capacity.
    Carrier has already the highest defense capacity of all carriers in A&A series with 2 hits and @3.
    To make things simpler, I would not give AA at all for Carrier. It will be purchase because of her carrying capacity anyway. Another option is to make it similar to G40 Carrier A0 D2 C16 2 hits with AA capacity. This IMO will make all ships competitive with strength and weakness.

    So, something like this:

    Battleships at C20 A4D4M2 - Two hits to kill, Amphibious Bombardment, AAA value at 1 against up to 2 planes per BB
    Carriers at C16 A1D3M2 - Two hits to kill, Carry two fighters, AAA value at 1 against up to 2 planes per CV (No AAA value anymore for the CVs.)
    Cruisers at C12 A3D3M2 - One hit to kill, Counters SS Submerge ability, AAA value at 1 against up to 1 plane per CA
    Subs at C8 A2D2M2 - One hit to kill, First Strike ability, Submerge ability
    Trans at C8 A0D1M2 - One hit to kill, Carry three infantry or one infantry and one (armor or AAA)

    I dig it, there’s a use for every ship - Transports carry ground units, Carriers carry Fighters, Battleships carry the big guns and help defend the Carriers and Transports against planes, Cruisers carry medium guns and help defend the Carriers and Transports against Subs, and the Subs are the wolves of the sea, striking at the weak and unprotected. I can work with this Cruiser.

    Thanks Baron!

    -Midnight_Reaper

  • '17 '16

    My pleasure.

    Your TP is interesting. 3 Infantry on each might allow much more money investment in warships. IDK if  Germany can sustain both UK and US when KGF. May be interesting for Japan, especially if trying Alaska invasion or massive India Crush with TPs.

    Let us know about this after Holiday, if you try it.

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