@General:
Baron thanks for all the work. My pleasure. :wink:I took a look and your old thread it’s great . One more thing and this is off the wAll but what if you keep cruisers at 12 and have them take 2 hits as well
Here is one of the balance issue:
22 Battleships A4 (D4) vs 41 Cruisers D3 (A3) = 50% vs 50% on the battlecalc.
22/41 = 0.537 BB/CA 41/22 = 1.864 CA/BB
0.537 * 18 IPCs/BB = 9.67 IPCs/CA, rounding up: 10 IPCs
1.864 * 10 IPCs/CA = 18.6 IPCs/BB rounding down: 18 IPCs…
This means that to get a balance unit at 20 IPCs/BB imply (*.537 BB/CA=) 10.74 IPCs/cruiser, an 11 IPC unit.
Or that a 12 IPCs/Cruiser imply (*1.864 CA/BB=) 22.368 IPCs/Battleship.
11 IPCs/Cruiser (*1.864 CA/BB=) 20.504 IPCs/Battleship.
So a 1 hit cruiser is above his combat balance cost against Battleship.
Or that OOB BB is clearly a better optimize unit if you have to choose between them.
I also checked on this point and I come to this results about a 2 hits cruiser:
Armored/Heavy Cruiser, CA A3D3M2C16, 2 hits, shore bombardment 1@3
It need to be at 16 IPCs to be balance, lower too OP vs BB or CL.
This means that having a second hits at 12 IPCs will make all 2 hits Battleships obsolete.
Just make the calc this way: 20 or 18 IPCs for 2 hits means 10 or 9 IPCs/hit.
A 2 hits cruiser at 12 IPCs makes 1 hit for 6 IPCs (same cost as subs).
Even Carrier in G40 having 2 hits is at 16 IPCs, for 8 IPC/hit.
You can also make a battlecalc test with 1 DD+1 Cruiser (20 IPCs) vs 1 BB (20 IPCs).
You will find that it is pretty much the same odds of winning for both side.
42% vs 39% and 19% draw. With 5 of each, you get 50% vs 46% and 4% draw.
Now, just imagine giving an additional hit to the DD and CA side.
You will see how they prevail on the poor BB.
(75% vs 15% and 10% draw. With 5 of each, you get a complete defeat of 5 BBs.)
As an average, I used AACalc Revised 1Trst A0 1 Subs A2 Destroyer A3.)
http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=&aFig=&aBom=&aTra=1&aSub=1&aDes=1&aCru=&aCar=&aBat=&adBat=&dInf=&dArt=&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=&dCru=&dCar=&dBat=1&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Tra-Sub-SSub-Fig-JFig-Des-Cru-Bom-HBom-Car-dBat&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Tra-Sub-SSub-Des-Cru-Fig-JFig-Car-dBat&battle=Run&rounds=&reps=10000&luck=pure&ruleset=Revised&territory=&round=1&pbem=
(There is the above way to show what is the balance cost for a A3D3, 2 hits unit, but it takes some times to put it in a battle calc to find the 50% vs 50% ratio.)
Here it is:
112 Cruisers A3 (D3), 2 hits vs 97 Battleships D4 (A4) = 50% vs 50% on the battlecalc.
When using G40, 56 carriers for additional hits at A0, to create a simulation of 2 hits cruisers.
112/97 = 1.15464 CA/BB 97/112 = 0.86607 BB/CA
1.15464 * 16 IPCs/CA = 18.47 IPCs/BB rounding down: 18 IPCs.
0.86607 * 18 IPCs/BB = 15.59 IPCs/CA, rounding up: 16 IPCs.
These maths means that a 12 IPCs cruiser at 2 hits imply (1.15464*12 IPCs/CA) that a balance 2 hits BB cost: 13.856 rounding up to 14 IPCs!!!
Since no one will agree to have a 2 hits BB at such a low cost, you must rise the price of your 2 hits cruiser. (As long as you want a combat balance unit, of course.)
So, the basic rule of thumb is that any 2 hits warship which can be repaired cannot go below 15 IPCs without creating balance issue (by making it too OP and interesting.)
However, I think someone suggested that cruiser can take 1 hit of damage but couldn’t repair.
This could create a distinctive bonus vs Battleship 2 hits repairable.
In this specific case, maybe a 14 IPCs unit can be a balance price.