Keeping 2 basic units of G40 Redesign cost structure:
Destroyer A1 D1 C5 (0.96),
Submarine A2 D1 C6 (1.33, 0.67),
I realized that some psychological wall needed to be trespassed so to make unit interactions still simpler.
By rising Fighter to Defense 3, I got ride of combined arms for Fighter with Air Base or Carrier which was needed to have an aircraft with a better defense factor than offense.
However, such high defense factor imply a greater attrition rate for aircraft. Hence, the cost should not be risen to 8 IPCs. But Tank is A3 D3 M2 Cost 6, which is very near Fighter cost with less versatility.
So to compensate such, Anti-Aircraft Artillery now is working for both Attack and Defense.
That way, defending aircraft will not be easily protected behind ground units.
Anti-Aircraft Artillery (1.50, 3.00 / AA from 1.50 up to 3.00)
Attack 1 or 2AA@1
Defense 2 or 2AA@1
Move 1
Cost 4
1 hit
Roll 2@1 vs up to two aircraft, 1 roll max per aircraft.
Also, Tactical Bomber in bombing raid dogfight is increased to attack @2.
To compare ground units with aircraft:
Unit / Combat Value / (Power*cost ratio)
Infantry A1-2 D2 C3 (2.67, 5.33)
Anti-Aircraft Artillery A1 D2 C4, 2AA@1 (1.50, 3.00)
Artillery A2 D2 C4 (3.00)
Mechanized Infantry A1-2 D2 M2 C4 (1.50, 3.00)
Tank A3 D3 M2 C6 (2.00)
Light Tank A2 D2 M2 C5 (1.92)
Heavy Tank A4 D4 M2 C7 (1.96)
Mechanized Artillery A2-3 D2-3 M2 C5 (1.92 wLT: 2.40 /with Tank: 2.38/with HT: 2.33)
Fighter A2 D3 M4 C7 (0.98, 1.47)
TacBomber A3 D2 M4 C8 (1.13, 0.75)
SBR TcB dogfight: A2 D1 (0.75, 0.38)
In addition to AAA, I also add a real Attack factor @1 for Fleet Carrier, so to get rid of zero combat value, as much as possible, besides Transport (which is a special case).
This would clearly modify Full Carrier combat values:
Fleet Carrier A1 D2 C12 (0.43, 0.87), 2 hits, still carry only 2 aircraft and is stronger on combat values per cost ratio than OOB Carrier (0.00, 0.49) on same IPCs basis, but weaker in absolute combat values.
Full Carrier with 2 Fgs A2 D3 for A5 D8 C26 (0.90, 1.44) has a stronger combat factor than
OOB Full Carrier with 2 Fgs A6 D10 C36 (0.53, 0.88);
Full Carrier 1 TcB & 1 Fg A6 D7 C27 (0.92, 1.08) is stronger than
OOB Full Carrier 1 TcB & 1 Fg A7 D9 C37 (0.48, 0.75).
Also, both aircraft types have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.
Tactical Bomber A3 D2 C8 (1.13, 0.75) has targeting capacity on Sea and Land units, and also get Depth Charge @1 against submerged Subs.
Fighter A2 D3 C7 (0.98, 1.47) directly fire at aircraft first, as usual for my HR. But it is treated as OOB when there is no enemy’s aircraft.
This units profile allows a fuller spectrum of combat values for Naval combat than last post above:
Unit / Combat Value / (Power*cost ratio)
Destroyer A1 D1 C5 (0.96)
Submarine A2 D1 C6 (1.33, 0.67 / First strike: 2.00, 0.89)
Carrier A1 D2 C12 (0.43, 0.87)
Fighter A2 D3 C7 (0.98, 1.47)
TacBomber A3 D2 C8 (1.13, 0.75)
Cruiser A3 D3 C8 (1.13)
Battleship A4 D4 C15 (1.12)
Escort Carrier A1 D1 C7 (0.49, 0.49)
Of course, any OOB setup will need adjustments because of much cheaper aircraft and Carrier.
Conversion rating is 2 OOB Full Carrier A12 D20 C72 –-> 3 Full Carriers A15 D24 C78 minus 1 Fighter : A13 D21 C71.
2 OOB Fighters A3 D4 C10 (A6 D8 C20) —> 3 Fighters A2 D3 C7 (A6 D9 C21)
2 Tactical Bombers A3-4 D3 C11 (A6 D6 C22) —> 3 TacBs A3 D2 C8 (A9 D6 C24)
2 Strategic Bombers A4 D1 C12 (A8 D2 C24) —> 2 StBs A0 D0 C5 & 2 TcBs A3 D2 C8 (A6 D4 C26)
2 Destroyers A2 D2 C8 (A4 D4 C16) —> 3 Destroyers A1 D1 C5 (A3 D3 C15)
2 Cruisers A3 D3 C12 (A6 D6 C24) —> 3 Cruisers A3 D3 C8 (A9 D9 C24)
Also, cheaper warships will increase the pressure on Axis much earlier in game.
Submarines are still potent offensive units with pretty good elusive capacity with all special rules.
Destroyer (0.96) (Depth charge on submerged Sub: 1.92 max)
Attack 1
Defense 1
Move 2-3
Cost 5
1 hit
Cannot block Subs CM or NCM, but each Sub moving through a SZ controlled by Destroyer must submit to 1 @1 anti-sub defense roll per DD, up to 1 roll @1 per Submarine.
Block Submarine’s First strike on a 1:1 basis
Cannot block submerge but can Depth charge submerging Sub:
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
_1 roll @1, only for on going combat round
Destroyer doing Depth charge can still roll in regular combat.
1D in Convoy SZ
Submarine (1.33, 0.67 / FS 2.00, 0.89)
Attack 2
Defense 1
Move 2-3
Cost 6
1 hit
Cannot block Subs or surface vessels CM or NCM,
but each Submarine or surface vessel moving through a SZ patrolled by Sub (Sub cannot control SZ) must submit to 1 @1 Sub potshot defense roll per defending Sub, up to 1 roll @1 per Submarine or surface ship moving through SZ, whichever the lower.
Stealth Move: Submarine CM or NCM is not block by Destroyer and
in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
Submerge or First strike prior to 2- Depth charge and 3- General Combat phase,
First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
Submerge: Destroyer does not block submerge but can do Depth charge @1 at submerged Sub.
Cannot hit Submarines nor aircraft.
2D in Convoy SZ.
Escort Carrier or Light Carrier, as a Sub Hunter (0.49)
Attack 1
Defense 1
Move 2-3
Cost 7
1 hit
Carry 1 Fg (0.73, 0.98) or 1 TcB (0.85, 0.64)
Escort Carrier blocks Submarine’s First strike on 1:1 basis,
Does not block Submerge.
Cannot block Subs CM or NCM,
Each Sub moving through a SZ controlled by CVE must submit to 1 @1 anti-sub defense roll per Escort Carrier, up to 1 roll @1 per Submarine.
Fleet Carrier (0.43, 0.87)
Attack 1
Defense 2
Move 2-3
Cost 12
2 hits
Carry 2 planes (Fg or TcB):
2 Fgs A5 D8 C26 (0.90, 1.44),
1 Fg & 1 TcB A6 D7 C27 (0.92, 1.08),
2 TcBs A7 D6 C28 (0.92, 0.79)
Air operation not allowed: if damaged, cannot carry plane.
Fighter (0.98, 1.47) (SBR: 0.98, 1.47)
Attack 2
Defense 3
Move 4-5 (M6 from AB as escort for bombers)
Cost 7
1 hit
Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
SBR A2 D3,
1D in Convoy SZ.
Needs no Destroyer to hit Subs.
Tactical Bomber (1.13, 0.75) (Depth Charge: 0.38) (TBR: 0.76/ 0.38)
Attack 3
Defense 2
Move 4-5 (M6 from AB for TBR only)
Cost 8
1 hit
Can pick any land or naval enemy’s unit (excluding aircraft) if rolling a hit
TBR A2 D1, damage 1D6 on AB & NB
1D in Convoy SZ
Needs no Destroyer to hit Subs.
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @1, only for on going combat round, no max roll per submerged Submarine (stackable rolls).
Tactical Bombers doing Depth charge can still roll in regular combat.
Anti-Aircraft Artillery (1.50, 3.00 / AA from 1.50 up to 3.00)
Attack 1 or 2AA@1
Defense 2 or 2AA@1
Move 1
Cost 4
1 hit
Roll 2@1 vs up to two aircraft, 1 roll max per aircraft.
This is not preemptive fire: roll in regular combat phase.
If no enemy’s aircraft, roll regular attack @1 or defense @2.
Move as any ground unit in CM and NCM.
Tank
Attack 3 (2.00)
Defense 3 (2.00)
Move 2
Cost 6
1 hit
Blitz, gives blitz with Mech Infantry or Mech Artillery
Gives +1A/+1D to Mechanized Artillery paired 1:1
Light Tank
Attack 2 (1.92)
Defense 2 (1.92)
Move 2
Cost 5
1 hit
Blitz, gives blitz with Mech Infantry or Mech Artillery
Gives +1A/+1D to Mechanized Artillery paired 1:1
Heavy Tank
Attack 4 (1.96)
Defense 4 (1.96)
Move 2
Cost 7
1 hit
Blitz, gives blitz with Mech Infantry or Mech Artillery
Gives +1A/+1D to Mechanized Artillery paired 1:1
Mechanized Artillery (1.92-2.38)
Attack 2-3
Defense 2-3
Move 2
Cost 5
Need Tank to blitz,
Gives +1A to Inf or MI, paired 1:1
Gets +1A/+1D paired 1:1 with Tank
P.S. First official post in the new Forum…