In proportion to the actual number that served, auxiliaries are one of the most under-represented units in the game, probably because their combat value was indirect, making it harder to classify their role in a game focused on tactical combat.
So, when do you use auxiliaries in your fleet builds? - Which auxiliaries do you use? How do you play them? - If you don't use auxiliaries, why not? What would make you want to play auxiliaries?
Which auxiliary is your favourite (in practice if you play them, or in theory if you don't)?
I'll start: I seldom use auxiliaries, but I'll list my favourites
1. T1 Landing Ship—This was the first auxiliary I drew from a booster; if the landing ability triggered it almost pays for itself, and (in theory) it can give you a points edge when facing a 50+ point BB 2. Nordmark/Vestal—Repair is a nice ability, though I've found it more useful in bigger (and therefore longer) games 3. Queen Mary—Points every turn is cool :-) 4. Chitose/Chiyoda—I like "mothership" type cards like these two, and especially like the free (if weak) squadrons and free basing. The extra planes bring a lot of flexibility to Air builds (Chitose is always a consideration for my IJN carrier builds) 5. Atlantis/Kormoran—Long Cruise and Disguise seem like a fun combination, though I have not played much with them. The combination of Torpedoes and Guns makes it seem as if you could do serious damage with these ships if you play them right
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Post by lurkskywaker199 on Jun 10, 2023 20:31:44 GMT
I use auxiliaries strictly for scenarios. That being said, I’m my latest WaS binge I have only played convoy scenarios . One time I did a scenario based on the sinking of Roma by aerial attack, 100pts of German aircraft and subs, against 100 points of UK escorts including the BB Nelson, the British had to get Vittorio Veneto, Roma, Andrea Doria, Ciao Dulio, and Aquila across the map alive. The Italian battleships had their armor values but could only make anti air attacks. Germany won by sinking the two older Italian battleships and Aquila! I think I’ll try to adapt the scenario to the Pacific using US or Japanese carriers.
In a race to to the middle, none. They are auxiliaries.
W@S is a tactical game, mines, convoys, landings are strategic moves. The intersect with the tactical where strategically sides are doing/trying to stop sonething.
In a race to to the middle, none. They are auxiliaries.
W@S is a tactical game, mines, convoys, landings are strategic moves. The intersect with the tactical where strategically sides are doing/trying to stop sonething.
What was the point of including Kinai Maru and Jeremiah O'Brien in Set I then? Where do you think was RB going design-wise with the Vital Cargo ability?
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Vital Cargo can be a way to win, you just have to make the rules for that since a cargo ship can’t make it to the middle in 3 turns and can’t take an objective.
I checked "supporting other units." The German raiders with their "cloaking device SAs" are powerful units for protecting objectives and tying up enemy units. Iro and Neosho are great for removing the "slow" from old battleships. But for the most part they are "scenario" units. I agree with Flak that most of them don't work for the "race for the objectives" core game. I haven't tried it yet, but some of them might be useful in 500 pt fleets or above where the games take longer to play and there is time to bring them into play, but I'll bet there are still better ways to use the points. We regularly get them in use in our club by writing scenarios that specifically give some of them a role. Allowing minelayers to forward deploy at the start of the game is one "trick." We had one scenario that allowed each player to place one mine at the start of the game as long as their fleet contained at least one unit with the minelaying ability. Same thing for allowing minesweepers to forward deploy at the start of the game.
They also look kinda' cool. Something different anyway.
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I never really used auxillaries as they to slow to reach objectives and don't feel like having a fighting ship being tied down crossing the map with it.
Erwin Rommel - "Give me American supply lines, British planes, German officers and Canadian troops, and I can take over the world".
Went for fighting as apart from auxiliaries used in convoy scenarios it is what can an auxiliary bring to the table to impact game play
Weak (and sometimes short-range) guns hurt this a little bit sometimes, though I suppose some of the auxiliaries better guns and AA outweigh the small boats.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
I never really used auxillaries as they to slow to reach objectives and don't feel like having a fighting ship being tied down crossing the map with it.
Thank you, that was a very concise way of putting it. Sackville + Jeremiah. O'brien costs 9 points and only scores you 8 points if the Vital Cargo works out: by contrast a 9-point DD can pressure an objective, and damage another DD and BB or Cruiser for the same cost. And if you use a better escort, you are probably wasting its speed, its torpedoes, or its guns to protect the auxiliary.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
I checked "supporting other units." The German raiders with their "cloaking device SAs" are powerful units for protecting objectives and tying up enemy units. Iro and Neosho are great for removing the "slow" from old battleships. But for the most part they are "scenario" units. I agree with Flak that most of them don't work for the "race for the objectives" core game. I haven't tried it yet, but some of them might be useful in 500 pt fleets or above where the games take longer to play and there is time to bring them into play, but I'll bet there are still better ways to use the points. We regularly get them in use in our club by writing scenarios that specifically give some of them a role. Allowing minelayers to forward deploy at the start of the game is one "trick." We had one scenario that allowed each player to place one mine at the start of the game as long as their fleet contained at least one unit with the minelaying ability. Same thing for allowing minesweepers to forward deploy at the start of the game.
They also look kinda' cool. Something different anyway.
Letting mines units place a mine on the map instead of having to move to that sector is a helpful reframing of that ability! Have you every had balance issues with it? (Like someone spamming Gromkiys?)
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart