Balancing Cruiser (CL) and Battleship (BB) units with other A&A units


  • Sea Unit Proposal Rev 2:

    Subs: unchanged

    Destroyers: can only cancel ability of subs on a 1:1 basis. If 1 DD and 5 planes attack 10 subs, only one sub can be hit.

    Cruisers: Now cost 10. In addition, they have the Target Selection (Air) rule which means when a hit is scored by a cruiser, an air unit must be taken as a casualty if any is present.

    Battleships: Now attack, defend and bombard on 5s

    Aircraft Carriers: Now cost 18.

    Please discuss

  • '17 '16

    A lot depend on what you are aiming for.
    IMO, there is no need to modify CV. On offense, it is weaker vs Cruiser C10 and BB A5 D5.
    Against a lot of StBs, it is barely manageable to get a working fleet DD+CV+Fgs with a few TPs, on the same IPCs basis. Adding BB or Cruiser can now be part of optimal defensive fleet.

    Target selection is a matter of taste and flavor.

  • '17 '16

    @Genghis:

    sorry i had made a mistake in my initial simulation. the BBs actually won with 10bbs surviving lol.

    I just finished 38 BBs at 5/5 vs 20ACs D2 (with 40 fighters of course) and the battle ended with one BB vs 1 fighter.

    What do you use to make this simulation?
    AACalc get some limitations.


  • I do it by hand, very tedious process but it works :). I add up the attack and defense punch and divide by 6 to calculate hits in each round and keep going from there.

    My issue was that carrier at C16 is too strong in terms of defense. And don’t worry, I’m planning on changing the Strategic Bombers because they are quite OP.

    suggestion 1: bombers may choose to attack at low or high altitude. low altitude attack at 4 but subject to AA fire by cruiser and BB (work just like regular AA, imagine ships are AA guns for that purpose). high altitude, attack at 3 but not subject to any AA fire.

    suggestion 2: strategic bomber unchanged but attack at 3 against sea zones.

  • '17 '16

    @Genghis:

    I do it by hand, very tedious process but it works :). I add up the attack and defense punch and divide by 6 to calculate hits in each round and keep going from there.

    My issue was that carrier at C16 is too strong in terms of defense. And don’t worry, I’m planning on changing the Strategic Bombers because they are quite OP.

    Your method is very approximate, it works to get a general idea in f-2-f game but willing statistical accuracy, it is better to rely on AACalc simulations which does 10 000 combats to get results.

    4 Cruiser A3 will not get 2 hits 100% of time in a single combat round, for instance.
    Rather 6% to get no hit or 4 hits, 25% to get 1 hit or 3 hits and 38% to get 2 hits.

    If you want to know the method using AACalc and numbers for Carrier compared to other ships:
    http://www.axisandallies.org/forums/index.php?topic=32255.msg1227352#msg1227352
    The true balanced scale for pure combat value is SS 7- DD 8- CA 10- CV 16- BB 18

    On a 50% vs 50% odds of survival on same IPCs basis, actually Carriers should be lowered to 15 IPCs based on avg between offence and defense.
    Either if 2 hits BB is A4 D4 C18 or A5 D5 C20
    But since Carrier has a specific role and will stay useful, there is no need to change cost, 16 will make it popular even if Cruiser and BB are stronger or cheaper.

  • '17 '16

    @Genghis:

    I do it by hand, very tedious process but it works :). I add up the attack and defense punch and divide by 6 to calculate hits in each round and keep going from there.

    My issue was that carrier at C16 is too strong in terms of defense. And don’t worry, I’m planning on changing the Strategic Bombers because they are quite OP.

    suggestion 1: bombers may choose to attack at low or high altitude. low altitude attack at 4 but subject to AA fire by cruiser and BB (work just like regular AA, imagine ships are AA guns for that purpose). high altitude, attack at 3 but not subject to any AA fire.

    suggestion 2: strategic bomber unchanged but attack at 3 against sea zones.

    Making StBs A3 D1 M6 C12 works great.
    Adding a +1A Fg combined arms to get A4 works to lower StBs efficiency too.

    There is many ways to go and also going against purely AACalc balanced scale cost depending on giving different capacity, for example making Cruiser M3 with AAA vs up to 3 planes is enough to make it interesting at 12 IPCs. (Same as a Tank M2 compared to Artillery M1.)

    So balancing per cost ratio is not the only aspect, simplicity and historical depiction can be others.
    So what is your main goal by trying to tweak some rules?

  • '17 '16

    Placing DD at 6 IPCs vs Cruiser at 10 IPCs increase the gap CA cost/DD cost: 1.67 compare to OOB 12/8 = 1.5 and make Cruiser a weaker unit.
    The first idea of this thread is to put Cruiser at 10 IPCs for 1.25 ratio and BB at 18 IPCs.

    Lowering DD to 6, implied to put Cruiser at 9 and BB at 15 IPCs.
    That way, you keep OOB relative strength DD + CA vs 1 BB = 50% odds of survival.

    As suggested in Redesign Thread: a SS5, DD6, CA9, CV12, BB15 also make easier all calculations purchase because changing 1 step above or below is 1 Infantry at 3 IPCs and Subs get the iconic 5 spot.

    But, how far is too low because placing ships in water is what delay Allies and air cheaper or more cost efficient vs warships is the main way to repel fleet?

    Classic TP D1 C8 vs Fg A3 D4 C10 was still efficient ratio but costly for Allies.

    Placing  both Cruiser and Fg at 10 is already helping UK fending off Lufftwaffe.

    Going with advanced shipyard Tech can be tried too.
    SS5, TP6, DD7, CA9, CV13, BB17
    Carrier should still cost 14 to help BB compete with Cruiser it should be 16.


  • Do I need 10000 simulations to know that the average dice roll result on a single dice is 3.5? I only care about the most likely result, not the outliers.


  • But I guess failing that, I could always try using the VANN formulas ;)

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    @Genghis:

    But I guess failing that, I could always try using the VANN formulas ;)

    lol.

  • '17 '16

    @Genghis:

    Do I need 10000 simulations to know that the average dice roll result on a single dice is 3.5? I only care about the most likely result, not the outliers.

    @Genghis:

    Sea Unit Proposal Rev 2:

    Subs: unchanged

    Destroyers: can only cancel ability of subs on a 1:1 basis. If 1 DD and 5 planes attack 10 subs, only one sub can be hit.

    Cruisers: Now cost 10. In addition, they have the Target Selection (Air) rule which means when a hit is scored by a cruiser, an air unit must be taken as a casualty if any is present.

    Battleships: Now attack, defend and bombard on 5s

    Aircraft Carriers: Now cost 18.

    Please discuss

    The values of accuracy required is up to you.

    My suggestion is that there is no need to rise the cost of something which is not broken.
    Battleship A4 D4 C18 vs defending CV+2 Fgs C36 is 50% vs 50%.
    And BB A5 D5 C20 vs BB A4 D4 C18 are near 50% too.

    So, why modifying 2 units instead of only one?
    Just lowering BB to 18 IPCs or rising BB combat value to A5 D5?

    If your calculations give something else, then it is the small scale of your simulation which bring an aberration into your results.


  • Ok if that’s true then I can leave the CV alone and just make the BB C18, cruiser C10 and target selection and DD’s only work with subs 1:1.

  • '17 '16

    Target selection on Aircrafts will make Cruiser an interesting unit to destroy Fgs prior to weaker unit or hit soaker BB or Carrier.

  • '17 '16

    @Baron:

    While discussing on Global development, Larry said:

    Oh… by the way… I’m ready to reduce the cost of cruisers to 11 IPCs. I also like the idea of adding an AA-gun like power to them. I suspect that would end up not cutting the mustard, however. Just too many steps and additional rules involved.
    LH-e

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4060&hilit=cruiser+11+IPC+cruiser+11IPCs&start=80

    After all, maybe a Cruiser can be balance this way while adding some historical features (M3, AA):
    CL A3D3M3C11, 1 AA@1 on def. vs 1 plane

    Because, of course at 10 IPCs with 2 others additions, cruiser will be overboosted.

    I just realized that Tank A3 D3 were 5 IPCs at that time, so doubling the cost would have put Cruiser A3 D3 at 10 IPCs.
    And what is strange is that Larry back off because he felt that it would make 2 hits, 20 IPCs Battleship obsolete.
    I understand that 11 IPCs is a too odd number, but 10 was not.
    However, all the A&A combat structure is based on this fact that cheaper ground units are always better cost effective than costlier. Subs, DDs, Cruiser were following the rule, why bend it for Battleship?

    It would have follow the rule, in addition, the 2 hits repairable units is something still valuable.


  • I liked the idea making cruiser 10ipc and Battleship 18ips. Did it significantly change the purchases in games?


  • Cruiser is CA, light cruiser is CL. Even though a CA is technically a Heavy Cruiser, the most common form of the two is CA which if you use one term the CA is always that acronym.


  • @Imperious-Leader said in Balancing Cruiser (CL) and Battleship (BB) units with other A&A units:

    Cruiser is CA, light cruiser is CL. Even though a CA is technically a Heavy Cruiser, the most common form of the two is CA which if you use one term the CA is always that acronym.

    It is almost a Zombie thread which is being revived. LOL.
    I totally agree with you IL. A&A sculpt are CA. My original intent was about using a lower cost to make Cruiser A3 D3 M2 C10, 1 hit as the lighter version of Cruiser. At 10 IPCs, it leaves room for an Heavier and costlier Cruiser.
    For instance, an Heavy Cruiser can be A3 D3 M2 C15, 2 hits.
    Of course, it is an hypothetical cases, because people need to have both type of sculpt.


  • I like new type of units only if they are absolutely needed and bring somethings to the table which other units couldn’t. I wouldn’t really want 2 type of cruisers just sake of history, I didn’t even find particularly useful introducing mechanized inf, and tactical bombers.

  • '17 '16

    @Navalland said in Balancing Cruiser (CL) and Battleship (BB) units with other A&A units:

    I like new type of units only if they are absolutely needed and bring somethings to the table which other units couldn’t. I wouldn’t really want 2 type of cruisers just sake of history, I didn’t even find particularly useful introducing mechanized inf, and tactical bombers.

    It depends about what kind of game you like on 1942.2 map.

    I really like Tactical Bomber as an addition. However, the map is small for a second M2 unit along with Tank. It clearly switch the balance toward Germany and Axis.

    I like to specialized my aircraft types. Since I have both G40 and 1942 games, I can use all my sculpts, as I wish.

    Adding WW1 Battleship from 1914 can make it possible to add such. But I really don’t think it adds anything to game dynamic if there is another type of Cruiser. There is enough warships as it is, IMO.


  • How much bid do you give Allies in 1942.2?

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