@Black_Elk:
To the specific San Francisco HR discussion… Ok if submarines not hitting submarines is off the table in tripleA, then we need to go another route. I think the 1:1 for dd/ss is still a contender in that case. It doesn’t alter the complex interactions that players have already memorized, just scales them in a way makes subs more attractive. I’m not sure it goes far enough to make subs truly independent of surface fleets, but at least it makes them harder to blast out of the water with a single dd and a gang of aircraft. I’m still all ears, if we can think of a better rule for subs, that still follows the kiss formula.
The replies from CWO and L.Hoffman have me feeling pretty comfortable about the defensless bomber, the AB+2 and the M3 cruiser. The M3 transport requires a bit of imagination to justify, but it’s effects on the gameplay are interesting enough that I would be willing to propose whatever abstractions and contortions might be required to defend the idea. If it’s poison gas, at least it’s got the charm of Nitrous Oxide, and Japan and America can both laugh their way into a Pacific naval meltdown hehe.
No A&A HR I’m aware has ever attempted to introduce a separate rate
of movement for transports on the water. Since Classic it’s always been M2 for everything. Even the NB+1 introduced in 1940, still treated all ships the same way for the bonus. Here you have something rather different. I think it has the potential to be at least as significant as the tank blitz on land, something that will drive the play patterns on the water, in directions we haven’t quite seen before.
Ps. I like that last suggestion Baron about the VC escort too. We’ll keep it in the back pocket. I can also imagine other possible ideas for a simple aircraft movement in 42.2, like habing the movement from an island into a sz not count (something we once discussed for zero ipc Pacific Islands) but perhaps only if the plane is conducting SBR or flying escort? Something like that might work if it’s needed.
Fine for back pocket Movement bonus for 1942.2
On helping Submarine survivability, there is three things which can provides more odds of survival in case of massive air and single DD attack:
a) 1 single round of blocking submerge capacity, so second round all surviving subs can escape in same SZ, DD presence is no more relevant on second round.
Triple A should allow all Subs an option to submerge on second combat round.
Specific window would open to offer sub commander this option, same way it happens when there is no DD on the opposite side.
b) Limiting the number of submarines blocked, with an appropriate ratio (1:1, or 1:2),
c) Applying both rules a and b.
I play-tested only C, combining both a and b.
IDK if both are possible in Triple A.
About a) the one time opportunity feel pretty like in Classic time when planes got a single shot before Sub submerge.
I prefer this because being trapped round after round until killed is mostly like auto-destroy with a meager defense @1 for Sub.
It brings no satisfaction, only survival to fight another day is the key. Giving attacking opponent a single shot is enough.
If I have to chose, a) is better than b IMO.
It is consistent with Destroyer blocking all Sub’s Submerge, Stealth Move and Surprise Strike.
It only specify that blocking Submerge is for the first combat round only.
Not so different than OOB, but gives hope from defending Subs POV.
b) Blocking a specific number of Subs (1:1 / 1:2) needs to be referred to same ratio for Stealth Move and Surprise Strike and Submerge.
First, I would not rise to 1:3, rather keep OOB, this is not far that much when 2 DDs can block 6 Subs. It is a lot of unit in a single SZ.
1:1 and 1:2 can brings more Submarines passing trough DD blockers. This reach the goal of spreading naval unit.
On Stealth Move, 1:2 seems more reasonable for DD C8 vs Sub C6 (all depends on which units is cheaper, if DD is cheaper then 1:1).
Suppose 6 Subs are in Baltic Sea and 1 UK DD is North Sea SZ112 and another DD in SZ111 and you want to reach empty UK’s Convoy SZ119.
You may launch 2 Subs against SZ112 in CM, if cleared in NCM you launch all 4 Subs, and 2 remains SZ111 and 2 Subs reach SZ119.
Or launch 2 Subs against SZ112 in CM, 2 Subs against SZ111, and if all SZ cleared last 2 reach SZ119. Otherwise, both Subs would be blocked along the path.
But, for Triple A play test, I probably prefer 1:1, so it can be more easily players enforced for the second subs.
Seems also more interesting to have Subs able to pass trough DD net.
A different issue coming from blocking 1:1 Surprise strike, add a lot of complexity is that differential between Sub and DDs whether positive or negative on each combat round makes for some Subs getting Surprise strike and other round none.
After 1 game, I returned to 1 DD is full blocking Surprise Strike, easier to manage.
Going that way, DD and Sub should be same cost or DD cheaper.