So only 12 of my rerolls resulted in extra hits with 4 of those being double hits.
Most of the extra hits also would not turn a hit into a vital. Against 8 armor - only 10-1 turns a miss into a hit.
Against 9 armor - Roll 8-3, 9-2, 9-3 turns a miss into a hit
Against 10 armor - Roll 2-1, 9-3 turns a miss into a hit.
Against 14 vital - Roll 7-1 turns a hit into a vital.
Against 15 vital - no rolls good enough
Against 16 vital - no rolls good enough.
Really not that big of an effect - more psychological I think than BIG. You should expect an extra "hit" about 50% of the time, but the effectiveness of that hit is dependent on the target you were aiming for.
Ok, next idea is a bit more Captain's Proclivity style: Add Finish Him Off to a unit.
I'm thinking an aerial enhancement of the same SA makes sense as a separate card, but using the wording from the Helldiver
Finish Him Off - This unit rolls one extra attack die when attacking damaged Ships.
This could be added to any surface/sub. I think I'd leave it off of carriers (no rationale), but as an SA it's actually probably equally potent on a DD (MG attacks and Torp attacks) as a Super BB (MG and 2nds/3rds). I also thought maybe leaving it off of Aux, but for the KM Raiders it makes a lot of sense to keep it in place.
However, I'm thinking maybe universal 3 point SA? 4 points for an LLT unit. Is the I19 a 10 point sub without FHO? I'd say it's probably 11 and aggressively costed which is why it is so popular. But the value of an extra torp is huge! So is extra die at the BB gunnery level.
Namewise, I'm thinking Ruthless, or Show No Mercy, No Surrender, No Quarter, etc. Please give suggestions and thoughts!
Actually after mulling it over, I think +3 is probably too expensive for most units. In many cases it's more of a psychological boost than a real one anyway, and +3 prices many units out of purchase range. +2 keeps the envelope pretty even to where it currently sits.
Post by Awesome_Pirate_Ninja_Master on May 28, 2018 4:20:59 GMT
Love the project idea, and I'd love to help out.
A couple of thoughts I wanted to run past you guys
We should consider a consistent naming convention - specific rules around when we use the terms Expert vs Veteran vs Experienced etc... this not only makes naming cards easier but it makes playing them easier and scannable on the table.
As we build out cards we should try to determine what the limits to their use would be - if they can't be used with any other enhancements, or can't be applied to units which already have +1 gunnery etc... this should help us mitigate the 'super ship' risk.
I'm also happy to take on card design if you'd like, I've done a few in the past.
ninja master! Would love you to pick the card design. My attempts are rather "MS Paintish"
As the enhancements I'm thinking the limit is based on unit type: DD/Sub/Cruiser/Aux/Air only get 1 enhancement, BB/CV/Install? can get 2. Definitely want to avoid the super-ship situation.
Since SA's of the same name don't stack, I'm not terribly worried about the double +1's on gunnery. The enhancement limit/cost of enhancement already puts a break on that getting too out of hand. I mean technically a sub can already throw an ungodly amount of torps in the right situation with the right bonus combo. This isn't going to power creep that seriously any further.