Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack
Shore Battery - This unit is immune to torpedo and asw attacks.
Entrenched - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn.
Portable (v2) This unit may begin the game undeployed. If it does, if a friendly unit would use the landing special ability. You may place this unit in a island or coastal sector adjacent to that unit instead of scoring victory points.
This is the per the japanese/american shore batteries in a wotc sponsored online guadacanal campaign. They are why battery silencer references batteries rather than installations.
Flak, are there other "Soldier" unit types being added in this deck? As a new unit type (if not "installation) it opens up questions on stacking limits.
Question on Portable: If not deployed, is this unit "carried" by a ship with Landing? If so, how many can be carried? Can more than one be deployed from a unit at once? If simply set aside off map, are they associated with a specific landing ship, or do they belong to some kind of "pool"?
Minor wording point on Entrenched: Totally obvious, but it doesn't say that this unit can't be deployed on a "ocean" sector. Probably need to add "Only" to Islands and Coastal sectors.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
No. Only this as partner to the japanese and american battery and soldier units.
Flak, are these cards available someplace? If only an old WOTC scenario, are they still readily available to players? I don't recall any previous team decks doing anything like this. Really not trying to pose an objection to the unit so much as making sure the rules bases are covered - my impression is the Team Cards needed to be able to "stand on their own" with the existing rulebook.
The campaign setting provided for those unit to be employed at a strategic level. Given that battery were referenced in the battery silencer SA. It can be argued that they're a component of the whole.
I'd argue there are a lot of open questions on the card as currently written.
- Are they stackable in a sector? If so, how many? - Are they "carried" by a ship? If so, how many? What if the ship is sunk with the unit onboard? - "Coastal Facility", "Installation" and "Installation X" cover a number of interactions under the rules - what can attack this unit, with what attacks, how does landing interact, line of sight, etc.
Battery is referenced in the Battery Silencer SA, but so is Installation. Battery has never been defined as a game term, nor has Soldier, which creates all kinds of potential rules interaction issues. Installation got around that by baking all the necessary rules into the card. To make this work properly, a lot needs to be worked into the rules for the card, and would need to be repeated for any subsequent "Soldier" or "Battery" card in the future.
Entrenched (revised) - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one shore battery or installation may be placed in any sector.
So far as carrying by other ships is concerned. A concise SA that allowed it proved elusive. Portable follows on from the secret breakout ability. Allowing a possibilty to deploy without being carried. It was just simpler than quantifying a carrying capacity. If the conditions stipulated arent met. The unit vannot deploy.
That shore battery specifies immunity to ase and torpedo. It does suggest gunnery and bomb attacks can hit. Installation just states that they cam be targetted by those attacks
Another question: can I deploy one of these on a island or coastal sector with an enemy installation?
On the carrying capacity piece, it sounds like this unit goes into an off-map pool. So what happens if I have 2 of these not deployed, waiting off map, and a ship with a landing ability, and that ship ends up next to two islands on a single turn. Can I deploy both units in a single turn, one to each island? I think the intent is "no", but without a specific number connected to a ship, I could see this devolving into an argument between players at the gaming table. Can probably be cleaned up with a wording tweak.
Flak, believe me, I'm not trying to be difficult, but all of this needs to be covered by the card. I've always wanted a bit more of the "amphibious" element to W@S, but doing it creates a BUNCH of rules interactions that have to be covered.
Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack
Shore Battery - This unit is immune to torpedo and asw attacks. Islands do not block line of sight when attacking this unit.
Amphibious - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector.
Portable (v2) This unit may begin the game undeployed. If it does, if a friendly unit would use the landing special ability. You may place this unit in a island or coastal sector adjacent to that unit instead of scoring victory points.
With the revised entrenched, as amphibious. Clarification on line of sight
The unit cannot be carried by another but can be delivered by an interaction of landing.
I think adding a new unit type is a bad idea. Just make it an installation - shore battery. It clears up a lot of rule issues and you can still keep the portable while removing Fixed position, shore battery, and amphibious.