P.108 - most advanced heavy bomber d design possessed by the axis G.55- Germany considered it the best axis fighter which says a lot, was tested as a torpedo bomber as well Sm.84- successor to the sparv didn't have the same success but was used differently
3) Olterra-base of the frogman attack Neptunia- another troop carrier ocean liner these have the potential (which hasn't been realized yet game design wise) to have interesting SA's which change up game play. RAMB 1-aux raider colourful history RAMB 3-aux raider colourful history
Not at all a criticism. How would you reflect Frogmen in an SA
I think somebody put up a suggestion a while ago when this was mentioned, it might have been in the other forum as it was a bit back but I can't remember exactly.
Personally I'm not particularly experienced in the creative side to say the least but I'd say the closest we already had would be the Midget sub type ability and I would look at that as a possible starting point.
Has this SA (sub) come up in discussions previously, I hope we can get it in somewhere.
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"We went out, got our arses kicked, then came back again"
Gentlemen, in regards to the Scire + Frogmen question. Historically frogmen were used against ships at anchor not at sea. The Italians used a manned torpedo. The question is how do we incorporate this into the game system. I suggest the following SA. Manned Torpedoes: Once per game, before the first Sea Movement Phase, this unit may make a manned torpedo attack against the enemy fleet. This attack has range 5 and ignores line of sight. After fleets are chosen but before they are deployed, secretly record which sector in the enemy deployment area you will attack. After fleets are deployed, reveal your attack. If the target sector has ships in it, roll a die for each ship. On a 5 or higher the attack succeeds. If successful, re-roll the die. If the result is 2 or less, the ship is sunk, score victory points equal to the value of that ship. If the result is 3 - 6, that's how many turns before that ship can move or fight. As in real life, three outcomes are possible. 1. Your attack finds no one home. 2. Your attack fails for some reason. 3. Your attack causes heavy damage to the enemy fleet. Of course with this SA, we would need a modified Infiltrator SA that would allow the manned torpedo attack on turn 1. The Manned Torpedo SA is very long, I suggest that it should be put on the back of the card in place of the historical flavor text.
Instead of before the Sea Movement phase, you child say at the beginning of the Sea Movement Phase.
Also, Establish Screen and Lead the Attack 2 both happen after deployment but before initiative is rolled. I think that having a frogman attack at that point would be a good representation of an attack that occurred in port
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Gentlemen, based on the comments of flakstruk and ticat1, what if we treated Frogmen as a variant of the Ram SA and modified Infiltrator as follows. Infiltrator With Frogmen: This unit always deploys on your opponent's side of the map and attacks on turn 1 with its Frogmen only. See the Frogmen SA for details. Frogmen: Once per game, during the first Sea Movement Phase of the game, this unit immediately makes two range-3 torpedo attacks. Roll 1 attack die for each attack. These attacks hit on a 4 or higher. If a hit is achieved, re-roll the die. On a 5 - 6 destroy that Ship. On a 1 - 4 move that Ship back to its deployment sector and place the indicated number of rearming counters next to it. That Ship cannot move or attack and cannot be further attacked until all of the rearming counters are removed (1 per turn). When that Ship returns to play, it does so at full strength with no damage and may once again be attacked normally.
1. Aliseo Ardente Ciclone Monsone 2. Z.511 Recon with the following SA's: Loiter, Pinpointer, Shadowing, Defensive Armament, Skilled Search. No Attacks, this unit is here to scout, not attack. 3. Falco (Impero full CV conversion, CAP 3 Carrier) Bonfiglietti (CAP 2 Carrier) Gagnotto (Cap 2 Carrier) Rota (Cap 1 Carrier/Heavy Cruiser Hybrid, 8 7.9" guns in 2 quad turrets) Francesco Caracciolo full conversion to a Carrier (Cap 2 + Seaplane detachment) Asmara Project 770 Pocket Battleship (13.5" guns in two triple turrets)
2. Z.511 Recon with the following SA's: Loiter, Pinpointer, Shadowing, Defensive Armament, Skilled Search. No Attacks, this unit is here to scout, not attack.
This unit is in the previous deck
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea