Cruisers of WWII said there has been a lot of obvious criticism over the drop in armament. German surface ship designs were not very efficient at the amount of armament per ton of displacement.
I looked at NavWeaps to see if the main battery had a faster rate of fire, but it is the same or even lower than the previous mark. Weird.
My guess, based on reading the light cruiser entries in Fleets of WWII, is that the drop in armament was partly to reduce stress on the hull and make the design better suited to the open ocean. Perhaps the triple turret of the previous classes wasn't that well-liked?
I think the Raider SA would be fitting. The first German CL other than Emden to be suitable for long-range raiding.
Does the secondary battery seem weak, given the time period?
The secondary battery was especially criticized. Without blueprints it is impossible to know what they were thinking.
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I can go with establish screen. I just worry it clouds the lone raider design objective
If the goal is the Loan Raider SA, I'd also argue for something that also allows for some kind of forward deployment. Without it, given the weak armament and relative vulnerability of a light cruiser, no body is going to take this in the presence of a serious air threat. Light cruisers (of the 10-13 point variety) are virtually extinct in competitive play unless they bring something genuinely unique to a fleet.
I'm not a big fan of the Lone Raider SA, as it encourages the unit to be operated in a sector by itself. which is kind of begging to get smashed by an air attack or a submarine.
I can go with establish screen. I just worry it clouds the lone raider design objective
If the goal is the Loan Raider SA, I'd also argue for something that also allow some kind of forward deploymen. Without it, given the weak armament and relative vulnerability of a light cruiser, no body is going to take this in the presence of a serious air threat. Light cruisers (of the 10-13 point variety) are virtually extinct in competitive play unless they bring something genuinely unique to a fleet.
I think Chase represents the independent deployment the best of the available movement SAs. Plus the intention at least of building a faster cruiser. What about High Speed Run? That would help the short range torpedoes.
I agree the nature of the game is it will be used in fleet action rather than the independent merchant ship raiding it was historically intended to be. I think Chase (or High Speed Run) plus Lone Raider gives a nod to its intended historical use while giving it SAs that are actually useful in-game. I admit the "Lone Wolf" SA is more likely to trigger later in a game after some attrition, but would also come into play in a scenario that limits the use of air.
The Raider SA is okay with me too. But a couple of German cruisers already have it. I was just looking for something a little different and couldn't find anything that really grabbed me among the existing SAs.
Honestly, cruisers have been the odd man out ever since the first set. We use cruisers a lot in our local club, but only because we write scenario conditions that encourage or force their use. (Limit BBs mainly, or force inclusion of cruisers in the build).
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I guess it kind of depends on the ultimate objective of the unit. Chase + Lone Wolf = a very (I mean that) interesting Scenario unit. Raider + Establish Screen = a very competitive "standard game" unit. Depending on your perspective, neither is "wrong". It just depends on what we collectively want out of the unit. Truth in advertising...I only rarely play "scenario" games, so I tend to lean more towards the competitive value of a unit, but I acknowledge there is a place for both. All that said, a ship with Lone Raider + Chase (and nothing else) at around 10-11 points isn't going to see a lot of table time in my gaming circles. In my opinion, a ship with Establish Screen for the Germans would be more valuable in competitive games, and would likely see more use in those venues. I won't lose my mind if this ends up being Chase + Lone Wolf...I just don't know that I would use it much.
I would be fine with Raider + Establish Screen. I was just trying to find something a little more unique. Hard to do at this point. At least it doesn't have mines!
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Hit and Run fits the idea of a lone raider. Raider, Chase, and Hit and Run, but the combination might be too much movement possibilities in a single turn.
Hit and Run fits the idea of a lone raider. Raider, Chase, and Hit and Run, but the combination might be too much movement possibilities in a single turn.
You would have to chose one or the other in a given turn. That could be confusing to some players. Both might not be worth it cost-wise either.
But Hit and Run would be perfectly viable alternative Chase. I am not sure it as valuable.
HIT AND RUN: Once per game, at the end of your Surface Attack step, if this unit has attacked an enemy Ship this phase, you may move this unit one sector away from that Ship. If you do, this unit can't claim an objective on this turn.
Hit and Run is useful for fast, vulnerable ships like destroyers to make torpedo attacks.
Avoid Engagement would also be an historically appropriate alternative.
AVOID ENGAGEMENT: At the end of the Sea Movement phase, if there are enemy Ships within range 3 of this unit, you may move this unit one sector away from the nearest enemy Ship.
It depends on whether you prefer defensive or offensive.
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Chase: At the end of the Sea Movement phase, if there are no enemy ships within range 3 of this unit, you may move this unit one sector toward the nearest enemy ship
Raider: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units
Lone Wolf: When this unit is the only unit in the sector, planes must succeed on a search roll (per the darkness rules) in order to be placed in that sector, otherwise they are automatically aborted.
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This version of Lone Wolf gives it some protection from air, none against surface or fleets and uses existing rules while alone in a sector. It is a watered down version of the Disguise SA that the German Fleet already uses for its Auxiliary-Cruiser infiltrators. It obviously would need to be playtested.
As a long range raider and scout. What if we gave it pinpointer?
PINPOINTER: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
Have you ever seen this SA actually used in a game? I can't say that I have. Maybe it is the units it has been on.
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