@barnee what you need to do is give cruisers a specific niche in naval combat. Let’s think this through BBs are tough they attack at 4 and can take an extra hit, DDs nullify sub sneak attacks and are generally cheaper to replace. What naval combat has that there is no unit to counter is air. Sure you can bring your own with CVs and that’s good but cruisers, especially in the later war boasted very powerful anti air suites. So give cruisers a niche - anti air abilities. They get a first roll strike at any air units attacking them similar to the AAA ground unit. Then they can participate in regular naval combat as well. Now you have a reason to buy them. They perform a defensive and offensive function, giving a fleet greater flexibility and combat power. I’d buy them if they could counter air power, cause they have a niche, not just a po man’s BB.
Posts made by bptastic
RE: [House Rules] The Cruiser
RE: Balancing Cruiser (CL) and Battleship (BB) units with other A&A units
I really like the idea of giving cruisers an AAA roll before combat begins. Same rules as land based AAA. Leave the bombardment ability as well, Historically cruisers have been the “jack of all trades, master of none” ships. Able to have the flexibility to deal with a wide variety of tactical situations and what they couldn’t deal with they ran away from. In the games I’ve played cruisers never get purchased, the cost is too high and the utility to low, give them a special ability like DDs against subs and they get considered again as viable. Any good strategy game needs to have a certain rock paper scissors aspect, in my opinion. Currently aircraft have no counter at sea only on land, give cruisers this ability and you give them the perk they need to to be viable.