I think the unit carries self. Especially with regards to AA, so decoy doesnt need to be premium SA. Just a functional and fun one.
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 game, when a friendly, local or adjacent ship would be destroyed in the air attack step. Roll a die, on 4+ that unit remains in play with 1 hull point.
DECOY: Once per game, when a friendly, local or adjacent ship would be destroyed in the air attack step. Roll a die, on 4+ that unit remains in play with 1 hull point.
What about...
DECOY: Once per game, when a friendly local ship would be destroyed roll a die. On a 3+ that ship remains in play with 1 hull point, and this unit takes 1 hull point of damage.
Points: - Why limit it to just air attacks - Increase the Save to a 3+, but the decoy takes a Hull Point. (Avoid a more costly unit from getting vitalled, by taking 1 hull point of damage) - Unit must be local for decoy to work
Decoy - the first time a friendly, local or adjacent ship is destroyed you may roll a die. On 4+ destroybthis unit instead
I can get behind this, may need to work on the "the first time a friendly, local or adjacent ship is destroyed..." as it leaves room for interpretation that it could be rolled the first time each local/adjacent ship is destroyed or just the first time a ship would be destroyed (OPG).
Decoy - the first time a friendly ship is destroyed, you may roll a die. On 4+ destroybthis unit instead
Now the unit can be across the map.
How about:
Decoy - When a friendly ship in the same or adjacent sector would be destroyed, roll a die. On a result of 4+ destroy this unit instead.
Changes/Reasons: - Removed "The first time", so if it doesn't succeed you can try again. - Removed "may", making this unit a decoy for even that 6pt destroyer you mistakenly moved to an adjacent sector. Also, entices your opponent to go after the cheaper units first... thus saving your heavy hitters.
I'm really just waiting for someone to vital the Yamato to only sink this... I'm sure I'll hear the cries of anguish wherever it happens.
I dont see the whole map being an issue if you aren't in control of what ship you'll save. Even making the opponent reorder turn 1 targeting priorities is a value.
Cape Engano Chiyoda Carrier - 1944 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: The first time a friendly ship is destroyed in the air attack phase. You may use this ability. If you do, destroy this unit and any aircraft based on it instead.
I can live with that. Simple, clean and effective. And I like the use of First time in the Decoy ability, so if you have 2 of these, you can't resurrect a ship twice...