Let’s say there are 6 territories between Moscow and Germany. I will agree that the front lines must be mainly INF +art. But to catch the inf (once they are 2+ territories from Germany), you need tank and Mech inf (if I remember correctly, Mech inf need tank to blitz).
Tank has blitz, and enable mech inf to blitz if I have read the rules correctly (Which I haven’t)
While Germany may start with 10 Fighter, may I remember you that Russia won’t have that many? While you might have super air power, should I remind you that AA gun do exist and could follow Russian’s troops as they march toward Germany?
Tanks are also boots. I believe I showed how Planes do not land in the territories you conquer. Tanks, on the other, follow the winning army. You cannot neglect this. Tank will give the edge to an army. Also, tanks combined with Mech infantry will make the “can opener” trick even deadlier (I’m hoping that it won’t be an issue).
Shore bombard serve me quite well, especially with UK.
“That bombard is highly situational as the enemy will rarely leave his units on the border to be bombarded”
This statement is completely false. Germany WILL defend France. If he doesn’t, Allies just win the game. If he does defend it, that’s when shore bombard is useful. No need to risk your planes to the AA gun. Just bombard the hell out of them
“Think about it, what is worse, a pair of carriers with 4 planes, or 8 cruiser shore shots, when trying to invade a heavily stacked territory. By round 2 the planes got just as many hits and can be taken as casualties in a close battle. Even against an AA gun on average if the fight lasts to round 3 the carrier out performs. Run the odds if you don’t believe me.”
Why wouldn’t a mix of both be possible? Why is it A or B with you? The world isn’t binary.
“And stop comparing apples to oranges, comparing land units to air units is pointless as they have different roles. The only reason air units are compared to naval units is the carrier. I would almost always take 3 mech inf over 2 armor. I’ll take what I start with but other than that, junk.”
I suppose I can tell you this too. Why are you comparing two naval units when both of them serve a different purpose?
DD : Meat to any fleet, detect sub
Cruiser : Shore bombard, better offensive capabilities, is likely to be sacrificed before capital ships
And you stated it yourself. Units have different roles. If air units have different roles than ground, why wouldn’t two units (ground-ground or naval-naval) serve different role? You are taking the units too narrowly and are not capable of seeing the game in its totality.
I will go with Craig A Yope that some of the units might not be balanced. Increasing AC price is one step toward that direction. As for ground units, I will need to play the game myself before concluding. But theoretically, I see reason why they wouldn’t be balanced. Each unit serve a different purpose and has its role. While Inf + Art are the heart of any ground army. Mech inf + tank are needed for their speed. Same way for naval units. While sub and DD will likely be the meat of any decent fleet, cruiser + BB + AC will serve to give more offensive power to it. Cruiser and BB will allow you to have more punch when doing amphibious. And Air with their mobility is probably the best unit in the game. However, they are not capable of landing in a conquered territory, thus making your offense more fragile to a counter