Would negative SA's be worth negative points so you could have more points to do other stuff elsewhere?
I think that is the idea and that kinda scares me off. Gets back into min maxing your build. I'll sacrifice aa to have better mg type thing. I don't want that.
Would they be costless and only for scenario play then? Or would there be a situation when you have to take it? If you are playing a year limit which is a country's first year in the war then you must give all of your fighters rookie pilots and all of your subs defective torpedoes.
I think either the enhancing or negating your build in a regular environment is min maxing too much. But in a campaign or scenario it's pretty cool having surviving units get to upgrade representing them being war hardened and newer rookies still learning.
Also what you could do as a balancing factor is make a new type of year limit game where early war units from 1939-1941 or 42 get to use upgrades and newer year limit units might have to take some new crew/rookie ones to balance the old/new year units
My view of this project is very KISS. as a player you can upgrade your ships for a cost. There will be limits to the upgradability - no superships.
From the event perspective I can further downgrade my opponents ships beyond damage with some damage effects cards.
While I plan to wholesale manipulate terms such as experienced or veteran I see them as ways to justify the enhancements rather than an rpg style representation of actual game or actual war style experience gathering.
In my mind deducting points via rookies may be good for scenario play...and therefore should be allowable but then the "enhancement" would be reduced cost for unit as opposed to a chance to upgrade later. I fear "downgrade all my dds to squeeze in more x" type play.
I think rookies would have a more significant effect on aircraft than on sea units anyway...just because the sea unit achieves as part of whole ship crewed by several sailors while a plane (or even 25 planes) is ultimately made up of the individual pilots.
My view of this project is very KISS. as a player you can upgrade your ships for a cost. There will be limits to the upgradability - no superships.
From the event perspective I can further downgrade my opponents ships beyond damage with some damage effects cards.
While I plan to wholesale manipulate terms such as experienced or veteran I see them as ways to justify the enhancements rather than an rpg style representation of actual game or actual war style experience gathering.
In my mind deducting points via rookies may be good for scenario play...and therefore should be allowable but then the "enhancement" would be reduced cost for unit as opposed to a chance to upgrade later. I fear "downgrade all my dds to squeeze in more x" type play.
I think rookies would have a more significant effect on aircraft than on sea units anyway...just because the sea unit achieves as part of whole ship crewed by several sailors while a plane (or even 25 planes) is ultimately made up of the individual pilots.
Maybe then the rookie negative has to be less predictable then less stats for less points but more like panic in aaaf. Maybe as a negative SA (like panic ) that your opponent can trigger and then ex. the ship can't move next turn or can only move 1 or 2 spaces straight . Or maybe even can't make an attack next turn etc or straight up crippled like jammed mount/crippled so I am not minimizing on points to load up on more units with a certain attribute like torps etc.
Something like the “drunk helmsman” effect would be a good panic to induce.
Roll a die before entering each sector while moving.
1-2 no movement happens, use a movement point to stay in the same sector 3 enter sector adjacent instead that is counterclockwise from that sector 4 enter sector adjacent instead that is clockwise from that sector 5-6 enter as normal
So with one minor modification (I think these cards will need years for certain equipment related upgrades) I think this "card" is done. This card will be 1939 by year since the enhancement is a skill-based one rather than an equipment upgrade.
Onto the next:
Proposed Title: Damage Control Response Team (help me!) Year: 1939
This unit gains the Damage Control ability: Damage Control - At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability. Unit Type - All Ships (and Installations?). No Subs, Planes, or MTBs Cost DD - 1 point Cruiser - 1 point Carrier, Installation - 3 points BB - 5 points or 10% round down (3 points for Repulse, Sharnhorst; 4 points for Pearl Ships, Warspite, etc.; 5 points for modern fast BB's; 6 points for Iowa class, Musashi; 7 points for Yamato/tsushi; 8 points for Montana).
Justification: This is an OPG SA that isn't as it can be used until it works, so it is always a threat to trigger. Several ships had excellent Damage Control teams or famously patched up even major damage and kept on fighting.
Costing: In reality, this is not terribly useful on a DD, but still possible. It's mainly a Cruiser SA in game as it is now, but it was strongly considered for Temeraire last set. Would be very effecive for both Carriers and Installations however.
Since the BB Hull point (5 hulls becoming 6 hulls and yikes, 6 hulls becoming 7s) are where the most potential for breakage exists, what if we just restricted it to Hull4 or below ships. Cost by Hull points. For Hull 3 or below - 1 point. For Hull 4 - 5 points. Most of your Hull 4's are carriers, but you have overgrown cruisers (VdT, USS Alaska) and undergrown BB's (Moltke, Dunkerque, etc.) that are possible here too. Is that too cheap for the old coastal BB's? (Schwel-Hol, OktRev?)
2. Before figuring out any one card, you may want to get a list of cards going. I expect most would be written as the SA's are now.
Most will be adding an existing SA to a unit. That is the intention at least. I would love to have a list, but I'm not an expert about who gets what when. So my list may be more SA specific than "Card Name".
I said 72 cards, and I want to reserve 8 for Squad Bonus type Cards (Global SA's) and/or Admirals.
I don't think this list is complete, and in fact probably has some dupes in it. But using the existing SA's from WotC and the Teams plus some ideas that have been messaged me and some ideas I've though of, here is a preliminary thought for THE LIST: So in no particular order...
1) Add Close Escort (DD only) 2) Add Damage Control (multi-class) 3) Add Smoke (DD only) 4) Reroll one die of MG roll (multi-class) 5) Reroll one die of AA roll (multi-class) 6) Add SubHunter (DD only) - ticat suggested ASDIC equipment which would be Allied only. I'm game for this. 7) Add Flag (multi-class) 8) Add other init bonus types (Multi-class, multi-card?) 9) Add to ASW roll (DD only) - Hedgehog - allied only later war 10) Add one to AA roll for planes (Fighters) 11) Reroll one die of AA roll for planes (fighters) 12) Add Rugged to planes (probably cost-limited - Multi-class) 13) Add LDA to Bombers (something like limited Fighter Cover to justify for all bombers) 14) Mine Laying Equipment (Subs, DD, Cruisers?) - Add Mines 15) Add Fast (DD) 16) Add Valiant Stand (DD, Cruiser?) 17) Reduce ASW effectiveness (Subs) 18) Add Infiltrator (Subs) 19) Add Attack Bonus (subs - mutliple cards?) 20) Additional Light Guns - Adds 2nds/3rds (Higher-cost Cruisers, BB's) - thanks Syzmo 21) Removed Torpedo Tubes/Guns: (Multi-class)- This unit loses its torpedo attack value or lowest gun line and gains +1 armor - thanks Syzmo 22) Add Radar Fire Control (Multi-class) 23) Add Landing SA (Multi-class) 24) Add Determined Attack to bombers (TB, DB, PB) 25) Reroll one bomb dice (DB, PB) 26) Add Night Fighter (Multi-class) 27) Add Raider (multi-class) 28) Add Finish Him Off (Multi-class) - I19, Helldiver 29) Add Escort (Fighter) 30) Add Night Specialist (Plane Multi-class) - Black Cat, Rufe 31) Add Skip Bomb (DB, PB - probably expensive) - B25, IL2 32) Add Alternate Payload/Alt Torp Payload (bombers) 33) Add Draw the Cap (Plane Multi-class) - Devastator 34) Replace Expert SA (Carrier) 35) Add Expert SA (Carrier) 35) Upgrade Expert SA = EB - EB2, EF-EF2 - (Carrier) 36) Add Survivor (Multi-Class) - SanFran, Enterprise 37) Add Tough Cruiser (Cruiser) - Houston, Haguro 38) Add Battery Silencer (Multi-class) - Quincy 39) Add Fighter Director (Multi-class) - Alaska 40) Add Chase the Salvoes (Multi-class) - Fletcher, Trento 41) Add Bad Weather Fighter (Multi-class) - Belfast 42) Add Expert Strafer (Fighter) - Beaufighter 43) Add Pursuit Ship (Multi-class) - Ajax 44) Add Sharpshooter (Mulit-class) - Belfast 45) Add Straddle (Multi-class) - Bande Nere 46) Add Determination/Tenacity (Multi-class) - Junyo, Furutaka 47) Add Run Silent (Subs) - Truculent 48) Add Coastal Tactics (Multi-class) - Vainomoinen 49) Add Elusive Quarry (Subs) - U66, Orzel 50) Add Protect Cripple (Multi-Class) - Witt de Witte, Conte di Cavour 51) Add Interceptor (Fighter) 52) Add Crippling Salvo (Multi-class) - PE, Atago 53) Seaplane Detachments (Aux) - Chitose 54) Add Split Fire (Cruiser, BB) - Fuso, VdT 55) Add Sneak Attack (Carriers) - Kaga, Illustrious 56) Add Guard the Convoy (Multi-Class) 57) Add Lucky Escape (Multi-class) - Shigure 58) Add Armored Deck (Carrier) - Taiho 59) Add Harassing Fire 5 (BB's with ER4) - Andrea Doria 60) Add Flank Speed (DD/Cruiser) - Bolzano, Le Fantasque 61) Torpedo Salvo (DD/Cruiser) - Camica - Axis only upgrade 62) Add Fighting Instinct (Sub) - Leo DaVinci 63) Killer Instinct (DD) - Pegaso - could also be Axis only upgrade (Allied get ASDIC) 64) Add Guard Ship (Cruiser/BB) - San Giorgio 65) Add Torpedo Swarm (PB with Torpedo payloads 3 or greater/DD/Cruiser) - Sparviero, Suzuya. Base torp scores downgraded if this is added. 66) Add Stalwart or Steadfast (Multi-class) - Zara/Temeraire. 67) Add Pinpointer (PB) - Kondor, Dutch Plane 68) Add Sweep Mines (DD) - M1, Halcyon 69) Add Dangerous Quarry (Sub) - U2511 70) Add Coordinated Operations (sub) - Silversides, Luigi Torelli 71) Add Great Agility (Fighter) - SeaFire 72) Add Uniquely Tough (Multi-Class) - Laffey, Australia 73) Add Area Defense (Fighter) - Bloch 151 74) Add Defend the Flattop (Fighter) - F4F 75) Add Crash Dive (Sub) - Gudgeon 76) Add Avoid Engagement (Multi-Class) - Deutschland 77) Add Evasive Action (Sub) - U20 78) Add Loyal Defender (Fighter) - Sam 79) Add Good Luck (Multi-Class) - Taiyo 80) Add AA Barrage (Multi-Class) - North Carolina, Musashi 81) Add Avoid mines (Multi-Class) - Strasbourg 82) Add Carrier Screen (Multi-Class) - Indianapolis 83) Add Improved Radar (Multi-Class) - Cleveland, Barfleur 84) Add Veteran Bombers/Torp Bombers (Carrier) - Hiryu
Removed Guns: All Ships- This unit loses its smallest gun line and gains +1 armor