Post by flakstruk on May 20, 2018 0:39:42 GMT
mogseadog Avatar
May 20, 2018 3:44:13 GMT 9.5 mogseadog said:
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.
May 20, 2018 3:44:13 GMT 9.5 mogseadog said:
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.
Ignoring the specific history, if you opponent rolls 2 dice and removes 50% of your fleet before its had the chance to move or shoot. The game has essentially decided by that action, very likely removing the fun factor from that game.
To me, i think it is very dangerous to drill down and try to perfectly replicate an action for a unit.
This game is a simplified tactical on, not a scripted simulation. It is very much a tactical game, considerations of consumables, morale, strategic support simply dont figure and nor should they.
Sirce is one example, but the sudden prevalence of attacks that are not attack is also troubling.
Specific to the sirce, she failed to cause any significant damage on mission longer than a typical game.
I'd be confortable with a attack in the correct phase, but a turn earlier that typically available. Then your opponent can reasonably respond in hard(direct attack) or soft (concealment, moving out of LOS).
That to me is truer to the spirit of the game while still giving a 'historical nod' and a functional use with a game.