Naval modifications questions and ideas.

  • '19

    I’m unclear on what it is your saying here? Could you explain the above for me, because at first glance, I cannot tell what your message is trying to say?

    OTOH, I had a moment to rethink the use on the surface combatant rules for extrapolating bigger carriers, and thought about this, instead.

    Say carriers, what with their needs for open spaces and large flight decks, use a 9 IPC/PU standard, and get improvements in lock-step?

    So standard;
    CV costs 18, 2a/2d/2 htk/2 fighters, while;
    CVL costs 9, 1a/1d/1 htk/1 fighters, while;

    and then the ‘super carriers’;
    CVA costs 27, 3a/3d/3htk/3 fighters. Would that be a better method for doing this, do you think? Otherwise, we would have a need for different playing pieces based upon player choices, for the same cost units, and that might just get a bit sticky…

  • '19

    Here is your post, moved to this thread…

    @SS-GEN said in [Classic/2nd edition] LL + Mutually Assured Destruction:

    @CrazyIvan

    Think I got most of it. Your getting away from KISS, But that’s how you want to play.
    Got to remember here your playing a game that doesn’t have a lot of pieces on setup
    and some pieces cost to much and the Battleship cost to much but this is all balanced into cost and setup pieces. You need battleships for punch and then your out of money.
    If you want I can post a list of pieces C A D values that are close to each piece costing correctly to punch.

    I would like that, but first, I may be misunderstanding what you said above this, so let me ask a clarifying question, are you talking about ships getting more than one attack per round? I’m not breaking that demographic in my proposals, every unit gets just the one roll/round, it’s just that the games ‘heavy hitters’ get a much deserved bonus to their damage, not in number of units hit, but in the damage that unit takes, so…

    Non-naval units, which all have just a single hit to kill, are killed just like normal, but units with more than 1 hit to kill have more to fear from the BB/Bomber than lesser foes, whose attacks all do just a sing point of damage.

  • '19

    You know, I should probably explain something, as this might be part of the problem.

    Hits-to-kill is an expression of how much damage a unit can sustain before dying. It has nothing to do with how much/many attacks a unit has.

    Sorry if I used terminology that was confusing, and not really much used in A&A (at least as far as I know it), without making clear what I had intended. Like I said, I’m infamous for that.:white_frowning_face:

    Hopefully, That clears up part of the misunderstanding…


  • No. I would adjust costs to punch. So your Battleship may come down in cost.
    So like 2 cruisers should kill 1 BB close to the same cost.
    Like
    1 BB C20
    2 CR C20 or 22 or 24 like that. You would still use your LL and MAD.

    Stg Bomber should just get 1 shot On first round carpet bombing. Be like
    C14 A3@2 D@1


  • @CrazyIvan said in Naval modifications questions and ideas.:

    You know, I should probably explain something, as this might be part of the problem.

    Hits-to-kill is an expression of how much damage a unit can sustain before dying. It has nothing to do with how much/many attacks a unit has.

    Sorry if I used terminology that was confusing, and not really much used in A&A (at least as far as I know it), without making clear what I had intended. Like I said, I’m infamous for that.:white_frowning_face:

    Hopefully, That clears up part of the misunderstanding…

    OK Thats what I mean by KISS. I see where your going. If its just a few guys and not that many pieces like Classic game Should be OK I guess.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Another option is lets say your Battleship takes 4 hits.
    Then it would be like this
    No Dam A4 D4
    1 Dam A3 D3
    2 Dam A2 D2
    3 Dam A1 D1

  • '19

    Forgive me, I need a minute to get my ideas into a table, and as I have never done that before with this software, it going to take a second. I’m struggling to keep up, and also trying to get better organized, both at the same time, lol.

    One minute…


  • @CrazyIvan said in Naval modifications questions and ideas.:

    Forgive me, I need a minute to get my ideas into a table, and as I have never done that before with this software, it going to take a second. I’m struggling to keep up, and also trying to get better organized, both at the same time, lol.

    One minute…

    Ya was gonna say post all your pieces and what numbers they have.

  • '19

    Ok, so this is a start, but I need to do at least two more, so hold off for a second.

    For the Naval Surface combatants, here is what I have in mind…

    Ship type Cost Att Def HTK other
    BB 24 4 4 4
    CA 18 3 3 3
    CL 12 2 2 2
    DD 6 1 1 1

    And now for the revised carriers…

    Ship Type Cost ATT DEF HTK CAG*
    CVA 27 3 3 3 3
    CV 18 2 2 2 2
    CVL 9 1 1 1 1

    *CAG = Carrier Air Group

  • '19

    Ok, that is probably the cleanest it’s going to get, now do me a favor, and tell me what that table is telling you, because I know what it means to me, and what it is supposed to mean to everyone else, but as you have seen, what I think it says to other, and what it actually does, may not be exactly the same.:relaxed:


  • @CrazyIvan

    Whats CA and CL Cruiser and Light Cruiser ?


  • @SS-GEN Yep, once again using out of A&A naval terms.

    CA = Heavy Cruiser {Used to be ‘Cruiser, Armoured’ hence CA}
    CL = Light Cruiser {'Cruiser, Light}


  • @CrazyIvan

    Right let me get back to you. I can give you best costs for punch but its gonna be based on
    4 hits each hit dam will drop in A or D if it applies.
    If thats not what you want then basically you just gave ships more hits.


  • Also you just added more hits to ships so you don’t need to buy more ships in game. Do to income you sure dont get a lot of money in this game.


  • Any Subs in game ?

  • '19

    Here we go, now I’m all caught up, lol.

    @SS-GEN said in Naval modifications questions and ideas.:

    @CrazyIvan

    Right let me get back to you. I can give you best costs for punch but its gonna be based on
    4 hits each hit dam will drop in A or D if it applies.
    If thats not what you want then basically you just gave ships more hits.

    That’s the general idea, as I have never had the opportunity to playtest any of this out, and so have no clue how (or even if) this will work out in game. After playtesting, this whole thing may get scrapped as to complex/adds nothing to the game. And by the way, thanks for helping me out with this!

    @SS-GEN said in Naval modifications questions and ideas.:

    Also you just added more hits to ships so you don’t need to buy more ships in game. Do to income you sure dont get a lot of money in this game.

    Yep, I’m trying to develop a way for germany to build cheap ships to attrition UK/USA/USSR navies, so the game can (maybe) restored to balance and once again become a popularly played game! Crosses fingers…

    @SS-GEN said in Naval modifications questions and ideas.:

    Any Subs in game ?

    Drat!

  • '19

    Ok, so here are the missing ship types, lol.

    Ship Type Cost ATT DEF HTK Other
    SS 8 2 2 1
    MM* 8 0 1 1

    *MM = Merchant Man (AKA Transports)


  • OK I’ll post back later with something tomorrow morning. SO your saying like a Battleship can have 1 -3 damage but still A and D. So no repair for any of the damaged ships that this applys too. So now your looking at either the dam ship gets same AD shot or it has to lower its A D due to damage which it should. Which way you going with this. I mean a 3 Dam BB should only get to A1 due to all its other Gun turrets are damaged.


  • @SS-GEN To be honest, I have not given that aspect any thought at all, as I have had no chance to playtest this out in an actual game, and so don’t know if that is a good/bad idea, and what level of detail folks are going to want to do too have to keep track of.

    The other thing I’m working on, is doing a YouTube video, and showing what I have in mind for construction times. The game is at so an abstracted level at the moment, that I want to add things in, but still want to ‘kiss’ as much as possible, and what I have in mind might just be popular if easy enough to implement.


  • You looking for a bigger map ? 30" x 50" image1(6).png

    Its a bit different the out box game

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