@Advosan:
Sea units seem totally useless, noone is ever buying CCs or BBs, scarcely a sub is ever bought, only a few DDs are bought early on the game, so I would like to suggest some revising that would actually put sea units in the game.
- Offshore bombardement: CCs and BBs AND DDs to be always able to perform OB, regardless of an amphibious assault (or the number of units assaulting). This will give a “stand-alone” attack quality to those sea units. Plus, in case of a Amphibious Assault, units killed by OB do not participate in defence, which will give a “co-op” attack quality to them as well.
- Two-hit to kill: Besides the BB, the CC should also be a 2-hit to kill unit, but it will be repaired at the begining of the player turn (unlike the BB).
- Sub fodder: Defending players can CHOOSE if they want to take their subs as casualties to attacking airplanes regardless whether an attacking DD is present. Subs still cannot attack air, and still cannot submerge if an enemy DD is present.This rule will allow fleets to aquire a counter-airforce fodder unit, since the DDs are too expensive and otherwise useless to be counter-air fodder.
- Airplanes defending SZ: All land-based airplanes can defend their adjacent SZ, the defending player choosing which planes defend where after Combat Move phase. This way defending fleets can take a defence bonus while building-up close to their bases.
I think we would see a lot more ships like this, from both Allies and the Axis (except from Russia of course).
Since this is house rules and I’m cool w/ cheaper ships but some of the things I’d consider here
Ships bombarding either….
1. Defending units get to return fire against attacking land units. Ships would “honestly” never destroy an entire army in a country, no way. It’s just not realistic
2. I let my defending artillery counter fire against enemy naval units or defend against the enemy landing units…(defender chooses)
I’m not a fan of Subs not getting to defending against A/C… They had AA guns mounted on them for that purpose…I let them take 1 shot before submerging on a dice roll of “1” (this makes them not complete cannon fodder against A/C)
I’d also have my cruisers and carriers roll on a damage chart to see if they can take a second hit or not (like u suggest) After taking a hit they roll a dice to see if they are still alive or sunk.
Roll 1-2: propulsion damage…can only move 1 space per turn
Roll 3-4: sunk
Roll 5-6: main gun damage, can only attack/defend on a dice roll of “1” (for carriers it is deck damage, can’t land/launch A/C)
Then must return to a friendly Factory adjacent space to be repaired for damage to be removed.
I do like the cheaper ship idea though…