I'm primarily focused on achieving a consistent template. Upon reflection i think the 1 ability for ship, 1 for fleet and a bonus is overkill. As i was the primary architect of that format, i'll admit a mistake.
Based on discussions and they playtest i conducted. I think the fleet ability and the flavor/bonus ability will be a better card, with a price of 4 or less
Gunther Lutjens - Commander - 1939 (REQUIRED)Commander: This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Aggressive: All flagship values on friendly ships are negated and you get -1 on your roll when rolling initative.
Breakout: Local friendly ships have +1 when making a concealment roll
Gunther Lutjens - Commander - 1939 (REQUIRED)COMMANDER: Your fleet may include one Commander. This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Decisive: All flagship values on friendly ships are negated and you get -1 on your roll when rolling initiative.
Breakout: Local friendly ships have +1 when making a concealment roll
Infamous Victory: Once per game, end of any turn where the ship this commander is attached to destroys an enemy Battleship, you may move the commanders ship into an adjacent sector.
Gunther Lutjens - Germany - 1939 Soldier - Commander Born 25 May 1889 - Wiesbaden, Hesse-Nassau, German Empire Died 27 May 1941 - North Atlantic
COMMANDER: Your fleet may include one Commander. This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is destroyed. DECISIVE: All flagship values on friendly ships are negated and you get -1 on your roll when rolling initiative. BREAKOUT: Local friendly ships have +1 when making a concealment roll IMFAMOUS VICTORY: Once per game, end of any turn where the ship this commander is attached to destroys an enemy Battleship, you may move the commanders ship into an adjacent sector.
GENERAL PURSUIT: Once per game, at the end of your Sea Movement step, you can move up to three of your Ships each one sector toward the enemy Ship nearest to it. You can't claim an objective the turn you use this ability. You lose initiative next turn. (Sho-Go Yamato)
BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll. (Richmond, Phelps, Belfast, Gorizia, Vainamoinen, Sovyetskiy Soyuz, Goteborg, Hawkins, Algonquin)
INSPIRE TO VICTORY: Once per game, if this unit damages or destroys an enemy Battleship, you can declare you're using Inspire to Victory. If you do, each of your Ships rolls one extra attack die when making Gunnery attacks during your next turn. (Arizona)
Gunther Lutjens - Germany - 1939 Soldier - Commander Born 25 May 1889 - Wiesbaden, Hesse-Nassau, German Empire Died 27 May 1941 - North Atlantic
COMMANDER: Your fleet may include one Commander. This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is destroyed. GENERAL PURSUIT: Once per game, at the end of your Sea Movement step, you can move up to three of your Ships each one sector toward the enemy Ship nearest to it. You can't claim an objective the turn you use this ability. You lose initiative next turn. BAD WEATHER FIGHTERS: Whenever you make a concealment roll for a local friendly unit, add +1 to the roll.