That isn’t quite what i meant by island groups – maybe I should have said “island chains.” The point is that you can drop an infantry off onto the island chain, and then it can keep walking for a while and slowly keep picking up cash, or at least you can sit in the same sea zone and hop from island to island without having to get any closer to enemy planes. The chains are valuable enough to deserve a drop-off in the first place, and maybe valuable enough to have one combat ship around to fight off opponents, but not so valuable that you want to sit there and guard your land units with a whole fleet. The national objectives for BM3 get close to this ideal, but in my opinion they still don’t really get you there, which is why, in my opinion, BM3 still doesn’t really need cruisers. Pics of some World at War island chains are below.


I do encourage everyone’s playtests; by all means, try reducing the price, try the AA ability, try the carry-1-inf ability. You might find something that makes the game more fun for you. I’m not personally that interested in cruiser playtests because I think the whole concept of the cruiser is a mismatch for the 1942.2/Anniversary/Global maps and that the money Avalon Hill spent on the cruiser sculpt (which is kind of hard to distinguish anyway) would have been better spent on a landing craft, or an escort carrier, or a commando, or a transport plane. If we have to play with cruisers, I’d rather see a much sharper divide between DDs, CAs, and BBs that requires a total rework of the naval cost structure…something like this:
Transports __ C5 A0 D1 M2 ___ carries 2 ground units
Subs _________C6 A2 D1 M2 ___ convoy 1 IPC
Destroyers __C7 A2 D3 M2 ___
Cruisers ____ C10 A3 D4 M3 ___ bombards
Carriers _____C14 A1 D2 M2 ___ carries 3 planes, 2-hit
Battleships _ C18 A5 D5 M2 ___ bombards, 2-hit