Battleships: economic attack & damage repair

We've talked about Advanced A&A... Now I'd like to hear your comments on what YOU envision a DELUXE A&A GAME to be. What would it look like.
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Mimmo
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Battleships: economic attack & damage repair

Post by Mimmo » Wed Jun 20, 2007 9:24 am

Dear Members,

I think could be interesting give to the battleship one more options likes the economic attack against the shore territories that has an industrial complex.
I take this idea from the Genoa bombardment operated by Renown and Malaya, from the H Force based on Gibraltar, on 9th February, 1941.
One or more battleships (or maybe cruisers too) can hit a coastal industrial complex using the same method for the bombers: roll 1 dice for each ship and the defender must pay to the bank the sum of your score.
In this way any player must consider to leave an aliquot of his fleet like’s coastal defender, eg. submarines, destroyers or maybe some battleship also taking the concept of “fleet in being”.

In addition I think that, any damaged battleship, should be repaired in any port which includes an industrial complex simulating the presence of a shipyard (port + industrial complex = shipyard). I think that the rule which battleships are automatically repaired at the end of your active turn it is not realistic.
In this way any damaged battleship must sail back to any friendly harbour with some escort vessels and force the player to divide his fleet and reconsider the mission order given to the fleet.

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Flashman
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Post by Flashman » Wed Jun 20, 2007 6:44 pm

My new map has naval bases, which are the only places BBs can repair at.

However, I feel it is essential that Carriers have the same 2 hit point rule. These ships were very difficult to sink, ref the Yorktown's campaigns in '42; damaged at Coral Sea, forced to sail back to Hawaii for repairs, sailed out to Midway late to play a major part in the Battle only to be sunk by a late Japanese plane strike.
As I've suggested elsewhere, damaged Cap ships have penalties, i.e. BBs fight at 2-2, damaged CVs cannot carry planes (or cannot launch planes into combat).
If giving CVs 2 hp, reduce combat ability to 1-1 in all battles. I would also reduce the cost of BBs to 20 to make them a reasonable buying consideration.

Not a fan of the economic damage idea, especially on a map with wider oceans. Sinking enemy transports and their escorts should be the main use of surface fleets.

However you introduce an idea with the fleet coastal defence that is interesting regarding my "ships in port" rule. Should ships in port be allowed to sail out to engage enemy fleet that moves into the bordering sea zone, or is this right forfeited by their using the safety of the port rather than staying out at sea?

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adlertag
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Post by adlertag » Thu Jun 21, 2007 1:35 pm

I just love the Blockade idea.

Each Battleship in a sea-zone adjacent to a territory with IC, roll a dice, and number of eyes are IPC loss.

Also subs should do economic naval raids against shipping

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Flashman
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Post by Flashman » Thu Jun 21, 2007 3:32 pm

Aren't ships sitting that close to an enemy IC going to get sunk pretty quickly by aircraft? Pretty expensive way of inflicting economic damage. Like SBR, the benefits don't seem to justify the costs. The BB had better be well protected - if you have that much fleet available you should be thinking of invading the territory rather than blockading it.

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Post by FleetAdmiral » Sun Jun 24, 2007 12:04 am

Really the only time I've heard of Battleships being used to attack factories was against Japan in 1945. By the time this was occurring Japan had grounded all its aircraft to save aviation fuel in order to meet the expected invasion.

If Battleships are allowed to conduct bombardment against ICs, the damage should be limited to a maximum of 1/3 the territories' value. After all, Battleships can only attack the shore targets or near inland targets.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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