@Imperious:
Ok a few points… Destroyers getting a 3 on defense is to close to a battleship and the same as a carrier, which as you know that is built on the same hull. The cost in real terms of a destroyer or submarine is about the same and in some cases the the destroyer was lighter than the submarine and had a lower cost basis. That is why they should cost the same. The attributes of each vessel are basically like hot and cold water each having nearly opposite justifications for their purpose. One preys under the tactic of stealth, while the other escorts more important vessels, looking for trouble. A value of three on defense shows a destroyer to be something like an armed cruiser and makes it too sweet a buy, even if you maintain that 10 IPC price point… which i argue should goto 8 IPC ( like the sub). If your taking their defense by qualifing that 5 inch gun and comparing it to a battleship which has 14-16 inch guns, plus a number of secondary 7-8 inch guns, then the value should not be demonstrated with this 3 value, but rather a 1. While you have to factor into the equation its torpedo attack that would marginally add some value, but destroyers rarely were able to torpedo a larger ship unless it was allready crippled so they sent them in to give the coupe de grace and finish them off. Their main task was for protection of convoys, ASW, invasion escorts, and AA support in the event of aerial combat against the fleet.
On the issue of carriers and cruiser hulls its correct to figure that they have the same basic hull structure and they should take by that example up to two hits, however the carriers surface is flat and not nearly as heavily plated and the gun crusted cruiser. The carriers were longer and wider and had many larger cargo pockets in order to carry planes which were under the top deck. The cruiser was basically a JR. battleship with caliber guns in the 9-12 in range and they were plated well and down below the decks were much smaller rooms with many more watertight doors. I have been on these vessels in san diego on a tour and their is a big difference on construction. That is why a carrier should get really one hit, while a cruiser should get two IMO.
as far as the math looks it also fits much better. A cheaper destroyer at 8 IPC 2/2/2 is a good buy, while that battleship at 20 4/4/2 also has merits, but the carrier was been proven that its a better deal, because its planes can attack any other unit and are more flexible, so the carrier to be viable basically needs to not change too much ( at least not to a two hitter)……
Well, well, here we go. Ok Impy! The hole idea of this topic was to be a wake up call about that the DDs really aren’t a good buy as is. It’s by provocation one gets the most important arguments out of a discussion. My introduction of this topic was definitely a provocation for all those people who buy BBs and DDs. In my opinion a fully loaded AC is always the best buy, but it need to be complemented due to the enemies. If your enemy goes for navy, then buy subs, if your enemy goes for air then buy another fully loaded AC. The fighters on board the AC can replace the shore bombardment of BBs, more or less IMHO. The thing is that my answer to the Q of this topic (1BB or 2DD), is that I would not chose any of them. Never BBs or DDs, except for one thing. If the enemy buy subs then I buy one DD, but just one. The reason for this is simply that a fully loaded AC is the best buy for defens, and subs is the best buy for attack. The shore bombardment is good, but two fighters would be almost as good for amphibious assaults. The hit and run engagements for BBs, were damaged BBs retreat and self repair, is good when one play against a bad opponent. A good player who buy according to my suggestions and stack the fleet to one sea zone, will have the odds to win big time! The best thing happens when the enemy goes for navy and you have bought a lot of subs and your opponent are pleased with his odds against your fleet. The very next thing you will do is go for Supersubmarines (ca 30 IPCs of investment) or just another 4-5 subs!
No frankly, the BBs and DDs need some extra spice to make them desirable IMHO. I don’t know how to counter this problem, but I do have suggestions. Like those mentioned before. A 2/2/2 DD would be dominant and brake them game, since it would be the best buy for both defens and attack. Why would someone buy a SS (submarine) when one can buy a DD for the same price, but the DD can defend against air. If your enemy buys a DD the opening fire for your SS would be lost, hence no benefit for buying any SS. Another thing is that 3 DD (2/2/2) would be a much better buy then a BB, so the price for the BB need to go down, 20 IPCs (for reasons not disclosed right now).
Well, there is still one Q to answer and a problem to solve. The problem is how the subs could be more desirable My first thought is to take a look att the rules for subs in A&A:E were subs were not susceptible to air attacks without destroyer presens. Another feature from A&A:E is the interdiction ability of subs. Since there are no convoy centers, my suggestion is a rule that would do (see “Convoy Raids” below). So now that we have found a possible solution to the problem, that would make the subs desirable irrespective of the improved DD and its submarine disruption ability. Ok great, but what about the Q; Will BBs and DDs be desirable at all? Well, they are still very much the same type of units but improved. It is now a tough choice between a DD in defens or fully loaded AC, and between BBs or DDs in attack se below:
DD ( 360 IPCs)
Att: 245 = 90
Def: 245 = 90
Hits: 45
AC + 2 Ftr (360 IPCs)
Att: 101+203 = 70
Def: 103+204 = 110
Hits: 30
BB / 20 IPCs (360 IPCs)
Att: 184 =72
Def: 184 =72
Hits: 36
If DDs are not allowed for shore bombardment the BB will probably be the best choice as long as no subs are around. An extra spice to the BBs would be an opening fire ability in conjunction with an inability to hit subs, meaning subs can never be hit by BBs. That is goody goody and the 24 IPC price for a BB would be acceptable. Well, it was just a thought! In defens ACs would still be the choice along with some cannon fodder, now not only SSs but DDs as well. But in defens, I would buy mostly DDs. DDs are simply the best balanced allround piece to buy and will therefore most likely be the mainstay in the fleets. More over, subs will now be important for special reasons like the transporters or more likely bombers, to “sink” IPCs from your enemies like bombers in SBRs! Ok, I think that’s it! The bottom line is no cruiser unit is needed. Belive it or not Impy, the fewer pieces the better it gets, since the game is pretty messy as is ;-) And by the way, your arguments about the DDs defens on a 3 is not realistic. I must say that if an AC defens on a 3, then an DD will most likely do as well. You are right about that an AC is much bigger, but that just means easier to hit as well as a bigger possibility to absorb hits. I think the DDs size and gunnery could be said to be at least equal to an AC in both antiaircraft gunnery and the size of guns compared to its size! And remeber a DD unit most likely represent a bigger number of destroyers than a carriers for a AC unit. Don’t you think?! The torpedoes should not be underestimated, remember that the DD was invented to hunt torpedoboats down due to their effectiveness against capital warships. They are small and fast and were used for hit and run engagements.
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).