@barney:
@CWO
Hmm… so maybe 11 bucks with 3 AA shots ? Would keep them from being spammed too much. They’re pretty badass hitting on a 3 as it is, plus the bombard. You could have 2-3 per fleet and give you decent AA cover. Would be worth buying once in a while. Or maybe 10 but only one AA ? That hit at 3 is pretty powerful on it’s own.
The cost part is critical IMO… even 11 may be one too much. I never really assumed that one cruiser could shoot at all aircraft. Rather I figured each each cruiser can make 3 AA shots @1. This incentivizes buying more than just one or two cruisers and limits their power projection. At 10 IPCs I think this is a decent compromise. They may actually become more useful than battleships which could be kinda cool.
I always compare fleet defense on a cost-versatility basis compared with a loaded carrier, which is (IMO) the most cost-effective ship per unit of firepower. A loaded carrier with fighters costs 36 IPCs. Its total defense is 3 dice @2, @4 and @4, respectively and can take a total of 4 hits. Currently, 3 cruisers cost 36 IPCs total and have defense rolls of 3@3 and can take 3 hits. Which would you rather have?
The loaded carrier has a better overall defense, can take an extra hit and is a more diverse platform… it’s aircraft can participate in any land battle (and add to territory defense). Cruiser can bombard, yes, but they only get one shot for the entire battle. Fighters, however, can keep going for all rounds of combat AND they can move farther to attack.
As it stands, cruisers are mostly not worth the purchase of 12 IPCs. Even if lowered to 11, why buy a cruiser when you can buy a Tactical bomber or fighter, which are more versatile units. To account for that intrinsitc lack in verstatility, I think you have to add quite a bit to a cruiser’s capabilities and reduce cost. A A3 D3 C10, plus bombard and AA shot does that for me.