SAs: Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines Limited Ammo - Remove this unit from play after the first time it makes a successful attack
Could we give Sub Killer as well? (I like Flak's revised Limited Ammo—this unit becomes a bit more valuable if it can abscond from the battle without letting your opponent score points off of it)
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
These abilities would give it an edge if you can use them quick in the middle, sub killer etc. But the offensive means nothing if it doesn't get to attack. I still would have preferred a defensive cover roll ability, coastal tactics or similar that were discussed previous. In this context Infiltrator wouldn't help this unit much with not being able to attack turn 1 either.
"That's right son, join the navy. Get behind a bloody big gun and knock the hell out of somebody"
"We went out, got our arses kicked, then came back again"
WE could give it sub-killer and a defensive ability but you are moving the costs up to a normal sub range.
I think game balance dictates keeping them vulnerable with as few SAs as possible, think of it as a slower submerged Torpedo Boat. It can only be targeted by ASw attacks, other subs, and SA's... whereas a Torpedo Boat can be targeted by almost anything and needs the extra protection.
It has submerged shot so by all means it has the potential to shoot down a sub already, when I see sub killer I think it sank more than one.
I say playtest it out as is and lets see the feedback.
Sinking a sub is an unusual achievement for any ship. Even the best only managed 5 or 6. I think subkiller and reloads gives it a clear mission and an appropriate cost to that.
SAs: Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines Limited Ammo - Remove this unit from play after it makes an attack or is sunk by enemy attacks. Your opponent scores points for the unit when it is removed from play
The only thing about limited ammo giving the opponent full points is that they didn't destroy ut, it just disengaged from the battle. I woul gmhave limited ammo give back half the points. 2 points seems fair in that it wasnt destroyed...
SAs: Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines Limited Ammo - Remove this unit from play after the first time it makes a successful attack
SAs: Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines Limited Ammo - Remove this unit from play after the first time it makes a successful attack
I had this alternate proposal
+Subkiller
I understand that, but that's not the unit I'm currently playtesting. As for getting the points back (or 1/2) and not getting destroyed on a miss, I have some comments on it from the playtest group I used but we didn't use them.
In addition with the version I'm using... we don't need sub-killer since it is 2 at 0-range anyways. That version stays consistent with the mini-subs from the Chiyoda(?).