It killed my interest. I'm not a fan of banning units.
The hard part is that without removing some units, the whole point of the FFFL (getting underused units into the game and keeping a level playing field as much as possible) is thwarted. Frankly, there also are units that, especially in the game's format, are way too powerful. Chikuma is brutal and, as I saw, Johnston is perhaps even moreso.
Do you have any alternate suggestions that address both our concerns?
"You like ships. You don't seem to be lookin' at the destinations. What you care about is the ships, and mine's the nicest." ~ Firefly ~
I'm admittedly not a huge fan of the black list either, but I can see the pros and cons. It effectively neutralized offensive carrier builds and led to a lot of BB-heavy fleets (there were plenty of carriers available, but very very few carrier planes worth taking). Given the draft format, it would have been very hard to put together a "super-air" carrier build in any case. With a large number of players, I don't think we really need two rounds of ban-hammer.
Either way though, count me in when the time comes.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
One idea would be to introduce random daylight conditions along with random maps. Conditions would be rolled before each game (so you can build a fleet appropriate to the conditions), but it would require smart unit selection in the draft and might promote more units changing hands through trades and waivers. This is the chart Brigs and I have been using in our Escalation game (seems to work pretty well):
1 - Dawn (turns 1-3 night, turn 4+ day) 2-3 - Day 4 - Dusk (turns 1-3 day, turn 4+ night) 5-6 - Night
The potential for dusk/night/dawn games really keeps carrier airpower in check, but the threat of fighting in daylight forces you spend points on air defense . Patrol bombers, subs and DDs gain a lot of value, as do units with special night abilities (Rufe, Black Cat, Kirishima, Myoko, etc). It has lead us to build some pretty interesting fleet building so far and it would likely influence the way everybody drafts a fleet.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
I think there's enough diversity in the game now, with the Team decks, that fleet diversity would sort itself out. I'm just not a fan of banning so many units, if any at all, and as SWO noted, with that many players and two rounds of banning (!), there were just so few attack air as to make carrier builds marginal at best. It was either "swarm" or "BB"... of course, with OOB rules.
I think the blacklist doesn't have to be rounds of the draft. There was some strategy to blacklisting certain power units out, but I think there's probably a few that we can make a consensus on and just no have them options.
I suppose one way that we could work some more diversity in would be to allow players to "disallow" one unit from their opponent's roster before the fleets are decided. People would have to have their rosters set a bit earlier before matches started. But you could say a particular unit (for example a particularly potent one) cannot be disallowed simultaneous weeks, and maybe only twice overall.
Another option could require you to build two fleets and submit them both, then randomly roll which one you actually use. Some limitations on the composition between them so that they can't be the same fleet altered by one or two insignificant units.
Post by Solomiranthius on Aug 1, 2017 14:40:01 GMT
I like the day/night ideas SWO. It definitely helps bring out the benefits of some units versus others.
What about rather than a blacklist, we have a "diamondlist" (name TBD--whitelist is not really the right word). Everyone gets to choose two units that go on the diamondlist, similar to the prior blacklist round. Then a new order is rolled and every player gets to choose ONE of these units to take. This will still mean that a certain number of units (equal to number of players) will be "blacklisted" and unchosen, but it allows you (or someone else) to nab your favorite. This means we will definitely see helldivers, avengers, Chikuma, etc. in the game, but maybe not every power unit.
"You like ships. You don't seem to be lookin' at the destinations. What you care about is the ships, and mine's the nicest." ~ Firefly ~
Post by Solomiranthius on Aug 1, 2017 14:57:54 GMT
Would modifying the OOB slightly also help air builds? That is a problem--currently they are hard to form or bring but when done or played right, can also be very effective (since you know your opponent will have both big and small ships that can be bombed/torped, it makes smaller dive bombers still very useful).
Current rules are:
For each capital ship (CV, CVL, BB, or Alaska/OldSovBB pair) you must have: 1 CA or CL (Auxiliary does not count) 2 DD or DDE (MTB's do not count as a DD or DDE)
For each CVE or auxillary ship you must have: 1DD or DDE
You can have one sub for every 2 Surface Units in your fleets. Additionally cruisers are restricted as above, and there is a repeated unit cap as well this year. You cannot use more than 8 of a particular unit. Air and MTB excluded.
What about requiring only 1 cruiser and 1 destroyer for carriers? Small savings, perhaps, but the 10-20 points you may save on destroyers is 2-4 more air units you can bring.
"You like ships. You don't seem to be lookin' at the destinations. What you care about is the ships, and mine's the nicest." ~ Firefly ~
That's an interesting idea. Maybe combine it with the... lets call it a greylist. Everyone can choose 2 units to greylist. Destroyers, auxiliaries, subs, CVES, and air units add 1 point each. Cruisers and CVs/CVLs add 2 points. Battleships add 3 points. You can still bring these units, but Chikuma is now running you 23 points rather than 21. Assuming greylist status, Helldiver is 15 points, Grace is 16, Avenger is 15.
I like that. An air build may have Helldivers, but the player also tries to supplement it with a lesser bomber for cost savings.
"You like ships. You don't seem to be lookin' at the destinations. What you care about is the ships, and mine's the nicest." ~ Firefly ~
I will say, I was able to put together a decent air build the past two tournaments; however, it was extremely limited by OOB and often led me to a surface fleet in order to even have a shot. So much is dependent on getting one or two plum units; anyone who gets them has more than a leg up on the rest of the field.
It'd be interesting to adjust the OOB rules. What if players were limited in the total number of hull points they could bring? Or you could go the other way - have no banned ships and let the chips fall where they may. I also saw folks play who had put all their eggs in one basket (CV or BB) and get blown out of the water by a lucky vital, or who went swarm and just didn't have the stamina to survive a battle of attrition. I don't know - but looking forward to finding out!
I've found rolling for day/night after fleets are posted really kills carriers all together. If we use a day night roll, I'd recommend the following order:
Draft (obviously), then each match -> Roll for a random map, random squalls, random time of day -> then build a fleet.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
How about ban 6 hull and Midway to start. Then what about a blind pricing blacklist poll in which everyone can vote say 15 times. Units are not blacklisted but each vote a unit gets adds one point to the cost of that unit. Maybe Chick or Grace get priced out of reason, maybe the Zep is a 30 point carrier, maybe Johnston ends up being a 13 or 16 point DD. So you would have to think about how you spread your votes around. Would make the blacklist unpredictable. Everything would be available but maybe 3 dozen units would have their pricing changed.
What if we actually just played - no bans, no blacklist? I'd be interested to see some of the more creative strategies for dealing with powerful units.