I think it’s okay. At first, having ASW and that gun line it sounds too cheap, but Nordmark has an extra hull point, synergy, and is more durable at 5. It’s probably a fair cost here too.
Comparing Repair vs. Reinforce Installation vs, Supply Run:
Repair: Once per game prior to movement, you can attempt to repair a local friendly ship. If so, neither unit can move or use gun attacks that turn. At turn end, on a die roll of 2 or more, remove 1 pt of hull damage
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can Reinforce Installation on a damaged Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn. You may remove only 1 point of hull damage per game with this ability.
Supply Run: Instead of attacking during your Air Attack step, this unit can make a Supply Run in its sector. If it does, roll a die. On a 4 or higher, remove 1 hull point of damage from an Installation in this sector at the end of the turn.
Notes: - None of the repair abilities allow you to attacking (though it could be argued that you can use Smoke/Torps with Repair, but it repairs a ship on 2+). - Reinforce Installation allows the Installation to fire, but succeeds half the time... just like supply run. - Supply Run has no limit to the number of times it can be used in a game or turn. (Yes, I've used 3 of them in conjunction with a HSB... most I've healed in a turn was 2)
I could see an argument that the Monawi should be 4/5 points, so I think 5 points is the right call, especially with how Reinforce Installation is currently worded.
HMNZS Monawi Points 5 Aux 1940 Speed 1 Mg 6 6 5 5 Asw 2 AA 4
A1 V5 H3
EVADE TORPEDOES: Once per game, when an enemy unit would make a Torpedo attack against this unit, you may roll a die. On a 3 or higher, the Torpedo attack automatically misses instead. This unit can't move during the Sea Movement phase the turn after it uses this ability.
LIMITED ASW THREAT: This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can Reinforce Installation on a damaged Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn. You may remove only 1 point of hull damage per game with this ability.
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can Reinforce Installation on a damaged Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn. You may remove only 1 point of hull damage per game with this ability.
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can use Reinforce Installation on a damaged friendly Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, immediately remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn. You can only use Reinforce Installation once per game.
Reference SA wordings:
This unit may make its Antiair attack against Enemy aircraft in an adjacent sector containing a friendly Installation
Paratroopers - Once per game, instead of attacking during the Air Attack phase, this unit can use Paratroopers against a local enemy installation. If it does, roll two dice and add 2 to the result. If the total equals or exceeds the target's installation value, that unit is destroyed
SUPPLY RUN - Instead of attacking during your Air Attack step, this unit can make a Supply Run in its sector. If it does, roll a die. On a 4 or higher, remove 1 hull point of damage from an Installation in this sector at the end of the turn Note: I think Supply Run has some obvious shortcomings as is was written. Fortunately, it isn't easy to accomplish. I think I have only seen it done twice. Once by me and once against me.
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
Air Rescue - ... You can only use Air Rescue once per game.
So here is my proposal:
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can use Reinforce Installation on a friendly Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, immediately remove 1 point of hull damage from the Installation. You can only use Reinforce Installation once per game.
I don't like the waiting until the end of the turn to remove the point of damage. That really diminishes the value of the attack (your opponent might destroy it before the end of the turn), and it has the "memory bandwidth" problem.
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Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can use Reinforce Installation on a friendly Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, immediately remove 1 point of hull damage from the Installation. You can only use Reinforce Installation once per game.
Reinforce Installation - Once per game, instead of attacking during your Surface Attack step roll a die. On a 4 or higher, immediately remove 1 point of hull damage from a friendly Installation in an adjacent sector.
Reinforce Installation - Instead of attacking during your Surface Attack step, this unit can use Reinforce Installation on a friendly Installation in an adjacent sector. If it does, roll a die. On a 4 or higher, immediately remove 1 point of hull damage from the Installation. You can only use Reinforce Installation once per game.
Reinforce Installation - Once per game, instead of attacking during your Surface Attack step roll a die. On a 4 or higher, immediately remove 1 point of hull damage from a friendly Installation in an adjacent sector.
Thanks for the edit!
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