I actually realluy like that modification. It resolves my big concern about it
Kaiwa Chiyoda 1943 Speed 2 Carrier cap 1 (30 aircraft) MG 5 5 4 AA 7
A2 v9 h3
Fighter Cover 5
New SA: In the air attack phase, 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.
I like it better, but now the playtester in me is coming out:
So running this through my head... I don't have to defend neighboring ships; I only have to defend this one. Because if I abort all attacking craft to this unit (none can attack) no other ships in this sector or adjacent sectors can be attacked though they can still defend with AA.
With a class of 2, I can see this becoming a major issue and thorn. We need to tone it down further...
Perhaps something like: New SA: In the Air Attack Phase, while no aircraft are based on this unit and no enemy bomber was assigned to this unit's sector in the air mission phase; Enemy units can't attack other local or adjacent ships.
What this fixes: - prevents only having to defend one or two sectors - causes the opponent to at least "throw away one attacking air unit" which can then be shot down unless also defended
Your wording seems more prudent, and a much better way at getting at air heavy fleets: it is usually optimal to triple up bombers (with room for escort), but your wording forces the player to split up their air group (for a less effective attack) or concentrate on Chiyoda and miss out on better targets.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Covering fire gives a -1 when units dont attack it.
Option1 New SA: In the air attack phase, While no aircraft are based on this unit. Enemy units roll 1 fewer attack against 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: Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
Decoy: While no aircraft are based on this unit, enemy aircraft have -1 on each attack dice attacking local or adjacent units until this unit has been attacked this turn.
New SA: Once per game, while no aircraft are based on this unit, choose an enemy carrier/airfield and all air units from that airfield/carrier must attack this carrier first.
That's a bit too powerful if it's the airfield. Historically, she was attacked by carrier aircraft, so Limit it to a carrier and we are on the right track...
Also how would this affect fighters? Would it force them to strafe? If so, that's a but much too, cause target an Essex class and there is no room in the sector for an aircraft to escort, and leaves the fighters easy pickings enemy aircraft. I think it needs to be just DB and TB that are affected by this if we decide to go that route...
New SA: Once per game, while no aircraft are based on this unit, choose an enemy carrier and all air units from that carrier must attack this carrier first.
I'm reluctabnt to force an enemy player to do anythung. Only incentivise it. TA's point about fighters did make me think
Kaiwa Chiyoda Carrier - 1943 Speed 2 cap 1 MG 5 5 4 AA 7
A2 v9 h3
FIGHTER COVER 5: Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
Decoy: While no aircraft are based on this unit, enemy aircraft have -1 on each attack dice attacking local or adjacent ships until this unit has been attacked this turn.
And alternative variation:
Decoy: While no aircraft are based on this unit, Select a sector within range 2. Friendly ships in that sector roll 1 additional anti-air attack die. -this variation is tailored towards air swarms only and is more prescriptive but might better balance.
Ok... been away awhile and taking a fresh look at this.
I'll throw two options out there:
1) Decoy: While no aircraft are based on this unit and until this unit has been attacked during the Air Attack phase, all enemy aircraft in this and adjacent sectors roll 1 less attack die (to a minimum of 1).
Difference is in the number of dice rolled and doesn't mess with the success on each die. Has a more profound attack on Torpedo Planes than Dive Bombers and Strafing planes. Also has no affect on the Air Defense phase.
2) Decoy: No Friendly Fighters may be placed in this sector. Until this unit has a face down destroyed marker assigned to it, all Enemy Aircraft targeting other units in this sector and adjacent sectors have -1 on each attack dice and roll 1 less die when making Torpedo attacks.
A True decoy, but might make it to easy to get rid of.. would need to pair it up with a good AA Ship and some R1 AA ships next to it to keep it alive.
Interesting, this has ended up as almost a CLAA like san diego or black prince. Effectively 7-5-5 + aa specialist.
I was think about this and its almost enough to carry the ship solo. But, given the historical opportunity, i have another proposal.
SA: Once per game, when a friendly, local or adajacent ship is attacked in the air attack step you may use this ability. If you do your opponent must reroll that attack. Any aircraft that were based on this unit, at the start of that turn recieve 2 rearming markers.
Its a SA that is potentially game changing, will render the carrier risk to embark aircraft of in case you want to use the SA and a good enough reason for your opponent to take it out Asap.