Decoy- In the air attack phase. If no aircraft are based on this unit, any enemy bombers that are not local or adjacent to this unit have -1 on each attack die, or roll 1 fewer torpedoes.
Waaaaaay too powerful... let's tone that down a bit.....
Decoy - in the air attack phase. If no aircraft are based on this unit. Select 3 local or adjacent enemy aircraft. Those aircraft have -1 on each attack dice or roll 1 fewer torpedoes
Decoy - in the air attack phase. If no aircraft are based on this unit. Select 3 local or adjacent enemy aircraft. Those aircraft have -1 on each attack dice or roll 1 fewer torpedoes
I do like this—it avoids a situation where Chiyoda hides in the corner of the map and stalls a carrier/air fleet build while a Yamato, Aoba group, or a bunch of subs fight without air interference.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Decoy - in the air attack phase. If no aircraft are based on this unit. Select 3 local or adjacent enemy aircraft. Those aircraft have -1 on each attack dice or roll 1 fewer torpedoes
I do like this—it avoids a situation where Chiyoda hides in the corner of the map and stalls a carrier/air fleet build while a Yamato, Aoba group, or a bunch of subs fight without air interference.
I can get behind this as well... makes you WANT to bring it forward and keep next to your key ships.
I like the sentiment, but the meta doesn’t hold up with the intent. If it’s a decoy it should attract attacks, not make people want to target another sector.
Decoy - During the Air Attack phase, if no Aircraft are based on this unit, local or adjacent enemy Bombers get -1 on each attack die for Bomb or Gunnery attacks not made against this unit, and roll one less attack die for Torpedo attacks not made against this unit.
Last Edit: Feb 28, 2023 16:09:42 GMT by mnnorthstars
I like the sentiment, but the meta doesn’t hold up with the intent. If it’s a decoy it should attract attacks, not make people want to target another sector.
Decoy - During the Air Attack phase, if no Aircraft are based on this unit, local or adjacent enemy Bombers get -1 on each attack die for Bomb or Gunnery attacks not made against this unit, and roll one less attack die for Torpedo attacks not made against this unit.
Like I have said before... too powerful. This ability makes this unit an auto include in every single IJN build till the end of time unless we tax the hell out of it, like 25 points...
This needs to be toned down a lot. This might work against the USN, but this absolutely kills any UK, German, or Italian air units from doing work against that fleet. Also since this has sister ships, put these behind Tsushima and 2 Yamatos, and other nations aircraft don't have a chance to stop this...
For God sakes guys, you need to think about balance outside of just IJN vs USN...
I'm gonna keep banging the balance drum till the cows cone home, so be prepared for it...
Last Edit: Feb 28, 2023 16:36:53 GMT by texasarcher
In a line with texasarcher—is the meta we want around this unit to be: "this unit must be attacked first, or else your attacks will be less effective" (because you get to roll fewer dice—I find this option a less fun way of playing)
I would much rather use victory points as a means of directing player focus: "If this unit bases no aircraft and wasn't attacked this turn, score X points."
This puts the decision into the dimension of time, rather than that of attack-power (this allows the Chiyoda player to get more value out of their remaining units, since they have to sink fewer ships to hit 150 points).
Another alternative could be a light search check, or something similar like— Carrier Decoy: (v1) If no aircraft were based on this unit at the beginning of the turn, roll a die the first time your opponent would place a Bomber in a sector not local or adjacent to this unit. On 5 or higher, they place that aircraft in this unit's sector instead.
Carrier Decoy: (v2) Once per turn, choose a friendly Ship. Enemy aircraft get -1 on Search Check rolls when placed in that unit's sector.
Carrier Decoy: (v3) Once per turn at the end of the Sea Movement Step, if no Aircraft were based on this unit at the start of the turn, choose a sector containing friendly Ships other than this one. For each aircraft placed in that sector, roll a die. On a 1, it rolls one fewer attack dice this turn.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
I think we want something between those two extremes. It’s a big deal to have an empty carrier. You can do it on turn one if your airbase has capacity and after that it’s a bad sign usually. Either you are wasting the full cost of this piece or had all its planes destroyed.
During the Air Attack step, choose an enemy Bomber if no Aircraft are based on this unit. That Bomber gets -1 on each attack die for a Bomb or Gunnery attack not made against this unit, or rolls one less attack die for a Torpedo attack not made against this unit.
GUARD THE CONVOY: While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that Auxiliary unit until this unit has been attacked at least once in the same phase.
New SA: While no aircraft are based on this unit. Enemy units can't attack that local or adjacent ships until this unit has been attacked at least once in the same phase.
Kaiwa Chiyoda 1943 Speed 2 Carrier cap 1 (30 aircraft) MG 5 5 4 AA 7
A2 v9 h3
Fighter Cover 5
New SA: While no aircraft are based on this unit. Enemy units can't attack that local or adjacent ships until this unit has been attacked at least once in the same phase.
Is that the right name? I dont know anything about japanese grammae