The rearm8ng markers are a bit of a stretch. This is almost auto include power level and having 2 of these which is legal is close to OP. Needs to be toned down...
The rearm8ng markers are a bit of a stretch. This is almost auto include power level and having 2 of these which is legal is close to OP. Needs to be toned down...
The rearm8ng markers are a bit of a stretch. This is almost auto include power level and having 2 of these which is legal is close to OP. Needs to be toned down...
Explain?
I think he is stating that placing rearming counters on the aircraft on the Chiyoda are a bit of a stretch instead of just not having planes on it (the second being more historical). In addition having up to two forced rerolls to overcome per turn is a bit overpowering and unbalanced... which I agree.
From a design standpoint what are we trying to accomplish here?
In my opinion the answer is: 1) A unit that your opponent should be incentivized to attack instead of other units. 2) An aircraft carrier that gets a bonus for NOT having aircraft on it (as a decoy).
Taking a wide left turn based on the above, what about:
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Kaiwa Chiyoda Carrier - 1943 Speed 2 Cap 0 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: Once per game at the end of the air placement phase, you may move all of your opponents aircraft in one adjacent sector to this sector (going beyond the normal stacking if needed). If this unit is sunk in the following Air Attack phase, your opponent scores an additional 5 victory points. This ability may not be used if no aircraft are in the chosen adjacent sector.
Mission Accomplished: If this unit used the Decoy SA, increase it's aircraft capacity by +1.
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Changes: - Removed the Aircraft capacity... it can no longer base aircraft at all (until after it uses the decoy ability), but still has fighter cover. - Changed Decoy to a OPG ability (2 if you bring two of these) but incentivizes your opponent to sink the carrier instead of what else may be in the sector to get the bonus 5 points. By bringing over all aircraft you also bring any escorts thus preventing a "killbox" by stacking fighters and just bringing over attack craft. This allows you to potentially protect higher cost ships for one turn. - Added the ability to base aircraft AFTER it is used as a decoy and if it survives.
I like it because: - This new decoy removes having to track changes to the attack dice and just moves the "stack of aircraft", plus no rearming counters. - It's up to the player when to use the ability, possibly saving a higher costing unit. - Still up to your opponent on whether to attack the decoy or other ships in the sector... but they get bonus VPs by sinking it as a decoy. - You are paying for a carrier, but don't get to use it as a carrier until AFTER you use the decoy ability.
The rearm8ng markers are a bit of a stretch. This is almost auto include power level and having 2 of these which is legal is close to OP. Needs to be toned down...
Explain?
In a standard game, it's too much if an advantage. Refilling a hit is a bug thing in a game, and that's a big hit to begin with. The rearming counters I'm more in disagreement with. In a normal say 200 point game, you typically see 1 to 2 carriers and supporting ships. Take 2 if these and basically they get 1 airstrike in the game. Most games I play in the 200-300 point range are done by turn 4...so allowing the opposing player 1 air attack for the game while your carriers pound there ships with impunity each turn is extremely OP in my opinion, and it shouldn't happen...
In a standard game, it's too much if an advantage. Refilling a hit is a bug thing in a game, and that's a big hit to begin with. The rearming counters I'm more in disagreement with. In a normal say 200 point game, you typically see 1 to 2 carriers and supporting ships. Take 2 if these and basically they get 1 airstrike in the game. Most games I play in the 200-300 point range are done by turn 4...so allowing the opposing player 1 air attack for the game while your carriers pound there ships with impunity each turn is extremely OP in my opinion, and it shouldn't happen...
I'm afraid I don't understand, if I'm reading the proposed ability correctly the reaming counters are given to the units based on chiyoda and I don't see how that limits the opposing players number of air attacks.
I think he is stating that placing rearming counters on the aircraft on the Chiyoda are a bit of a stretch instead of just not having planes on it (the second being more historical). In addition having up to two forced rerolls to overcome per turn is a bit overpowering and unbalanced... which I agree.
Its actually more penalising that the previous iterations. Its also conditional and opg. A us player can roll up with 4 alabama's and near misson each one. Its within the power scope
In a standard game, it's too much if an advantage. Refilling a hit is a bug thing in a game, and that's a big hit to begin with. The rearming counters I'm more in disagreement with. In a normal say 200 point game, you typically see 1 to 2 carriers and supporting ships. Take 2 if these and basically they get 1 airstrike in the game. Most games I play in the 200-300 point range are done by turn 4...so allowing the opposing player 1 air attack for the game while your carriers pound there ships with impunity each turn is extremely OP in my opinion, and it shouldn't happen...
I'm afraid I don't understand, if I'm reading the proposed ability correctly the reaming counters are given to the units based on chiyoda and I don't see how that limits the opposing players number of air attacks.
Correct, chiyodas aircraft are forced ro rearm.and cant just bugger off for a turn to another carrier.
I'm afraid I don't understand, if I'm reading the proposed ability correctly the reaming counters are given to the units based on chiyoda and I don't see how that limits the opposing players number of air attacks.
Correct, chiyodas aircraft are forced ro rearm.and cant just bugger off for a turn to another carrier.
Too much to track... in the air return phase they should be able to scurry to another carrier or the land base... especially if the Chiyoda gets whacked and they make the recovery roll. I prefer something more KISS.
Au64, Im in agreement on the once pergame and not modifying dice. Its a too big a carrier not to get a cap imo, these are fixed stats. Forcing your opponent to do things is not an approach i support. Makimg something the obvious or best avsilable course of action is better
Correct, chiyodas aircraft are forced ro rearm.and cant just bugger off for a turn to another carrier.
Too much to track... in the air return phase they should be able to scurry to another carrier or the land base... especially if the Chiyoda gets whacked and they make the recovery roll. I prefer something more KISS.
They, it rather, can. But whereever its going it stays for 2 turns after the SA is used. And rearmimg aircraft dont get recovery rolls
I'm afraid I don't understand, if I'm reading the proposed ability correctly the reaming counters are given to the units based on chiyoda and I don't see how that limits the opposing players number of air attacks.
Correct, chiyodas aircraft are forced ro rearm.and cant just bugger off for a turn to another carrier.
I stand corrected. I read it as the enemy carrier aircraft get 2 rearming counters...
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 and this units basing capacity is reduced to zero until the end of the game. You can only use this ability once per turn.
Would it better? (instead if having the opponent reroll the attack) to do either a) 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 roll a die. On a 3 or higher that attack misses.
Or, to make this unit have more value in the long term b) SA: Once per turn, when a friendly, local or adajacent ship is attacked in the air attack step you may use this ability. Roll a die; on a 5 or higher that attack misses. ?
Also, (I think) I understand the capacity effect in your proposed ability, but not why it's tied to the use of the decoy ability—why did you write it that way?
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
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: Once per turn, when a friendly, local or adjacent ship (other than this one) is attacked in the air attack step you may use this ability. Roll a die; on a 5 or higher that attack misses.