From: Cornucopia, WI
I'm in a conversation with another player in another forum. He wants to know certain rules about the naval game and I don't have time right now to answer him. Could some one answer his questions and I will send them to him. The other forum doesn't like references to other forums.
Thanks very much for your reply.
I know the roles of the various naval units; my question is more along the lines of (for example - I am at work and don't have the game in front of me) let's take cruisers.
There are several varieties. A light cruiser - ok, good for killing subs, and quicker than a vanilla cruiser by X many turns and Y amount od PPs. But what are the relative values? If the vanilla cruiser takes twice as long and is twice as expensive, is it basically the same as 2 light cruisers?
I don't want to go under the hood either (I try to avoid that religiously), but I do want to know how the units stack up against each other. Like CVs and Fleet CVs. Is it worth the time if I can afford it (and the PPs?) Or would early USA be better off to get 2 x vanilla carriers as it provides considerably more punch? (let's not get into 1 vs. 2 units purchased, etc - just straight 'firepower'. Which is better value for the money?)
Should I go for the long, expensive units when I can afford it, and only go for cheaper, quicker-to-produce units when the need is urgent?
See, I don't want odds tables, but I do want to know what each unit represents in contrast to each other.
So saying (for example) a Fleet CV has attack 10, etc etc etc, while a vanilla CV has attack 6, and the little ones have only attack 2 or something - that is what I am after so I can figure out which unit matches what it is I am trying to purchase.
So if anyone has anything (even rough) on this, I would appreciate it!