• '20 '19 '18

    Either I’m not understanding these responses, or I didn’t clearly articulate my original question (or both, which is most likely). Let me try again:

    Sticking strictly to OOB 2nd Ed. Global rules (no changes to unit cost or capabilities), does the purchase of one destroyer and one cruiser (assuming you plan to move and fight them as a pair, in effect making them a single unit) offer better value than one battleship?


  • @The-Pripet-Martian said in Maximizing Cruiser Value?:

    Either I’m not understanding these responses, or I didn’t clearly articulate my original question (or both, which is most likely). Let me try again:

    Sticking strictly to OOB 2nd Ed. Global rules (no changes to unit cost or capabilities), does the purchase of one destroyer and one cruiser (assuming you plan to move and fight them as a pair, in effect making them a single unit) offer better value than one battleship

    Yes for first round, but whether you want to look at cost or not it does matter when u pick a casualty

    1st round
    BB C20 AD@4 .63
    Vs
    CR C12 AD@3 .50
    DD C8 AD@2. .75
    C20 AD@4 .63 vs C20 AD@5 1.25

    2nd round assuming BB got a hit
    BB AD@4 .63
    Vs
    CR AD@3 .50
    .63 vs .50
    Or
    BB AD@4 .63
    DD AD@2. 75
    .63 vs .75

  • '21 '20 '18 '17

    @The-Pripet-Martian No.

    The reasons? Same # of hits, but 1 hit can be recovered (soak hit)
    Special rules mean that once the DD is lost the CA drops in value whereas the BB doesnt, often arguing for a situation where you keep the DD and lose the CA (sub strike)

    Tac Bombers, Marines, Cruisers, and even BB are suboptimal units. In some versions, arty is–because it can’t be taken onto a ship. A BB is a fine buy but you only need 1 per fleet. Other units fill the specialized roles better (fighters, bombers, dd) and you have a few of the other units already mixed in to start that means you can just focus on buying the most specialized unit for your needs.

    As for BM, you cannot Combat and Noncombat. Being able to carry an extra unit just adds a bunch of fraught choices (land a marine vs bombard = usually land a marine, so the bombard advantage of CA is lost). Also, the infantry is stuck on a ship that fights, and bb and cruisers would rarely decline a fight ( you need their attack power).


  • Mentioned that BB takes hit then there weaker in first post. The answer is yes and no.


  • @The-Pripet-Martian

    Weirdly the Triple A battle calculator says a destroyer/cruiser vs a battleship combat is 40/60 in favor of the defender, regardless of which way you flip it.

    Which is more useful depends on what you want it for, I suppose.

    The battleship’s ability to get healed is very useful when you’re the potential defender near your naval bases (Japan garrisoning Philippines, for example)

    But there is another option… skipping the cruiser(s) and staying with multiple cheaper destroyers as part of a larger fleet. Lots of destroyers, original fleet cruisers/battleships, and carriers give you a lot of hit soakers. Toss in a couple of subs to chase down stray transports and its a good mix.

    If we scale up your example of 20 ipcs to 80 ipcs… 10 destroyers vs either 4 battleships or 4 destroyers and 4 cruisers, the destroyers win 60-70% of the time.


  • @weddingsinger Indeed sir in single combat fewer dice will lose. This is why Taranto/SZ 110 is so powerful (fewer hits than dice= 6 hits but 5 dice w/scramble)

    DD carry the day because they are the max roll vs mass hit points (+abilities for free) only carriers are better (until the fighters fly away).

    Still the game is pro because there is an optimal combination “Grand Fleet” 1BB 1 CA (not bought) + carrier and dd (bought) + fighters (not bought)


  • @The-Pripet-Martian said in Maximizing Cruiser Value?:

    Either I’m not understanding these responses, or I didn’t clearly articulate my original question (or both, which is most likely). Let me try again:

    Sticking strictly to OOB 2nd Ed. Global rules (no changes to unit cost or capabilities), does the purchase of one destroyer and one cruiser (assuming you plan to move and fight them as a pair, in effect making them a single unit) offer better value than one battleship?

    Yes, a destroyer and a cruiser is better than a single battleship. The destroyer and the cruiser will win 42% of the time, the battleship wins in 39% of the time and no one survives in 19% of the time, according to the axisandallies.org calculator

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    :scream:


  • @weddingsinger said in Maximizing Cruiser Value?:

    Which is more useful depends on what you want it for, I suppose.

    The battleship’s ability to get healed is very useful when you’re the potential defender near your naval bases (Japan garrisoning Philippines, for example)

    If you only have 20 IPC to spend on your navy, I think DD+CA vs. BB is a very close call. As you said, the battleship’s no-cost repair (versus a minimum of 8 IPC to replace a DD) is a significant advantage. However, DD+CA offers a slightly greater chance of scoring one hit in the first round of combat and a .17 chance of two hits, not to mention an anti-sub capability the BB lacks.

    For me, I think it comes down to this: If the enemy has subs, go with CA+DD. If no subs, distance from a friendly port vs. distance from my nearest IC will guide my decision.


  • Ha the BB should cost at 3 icps to repair do to the fact it doesn’t weaken it with 1 dam.
    Killing me. I’m out.

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