Is it better having the flares auto trigger when attacking or as an ability instead of attacking?
Ironically just been reading an account of the force Z battle and several friendly cruiser launched float planes, mistakenly identified Chokai for the enemy after lighting her up with flares!
"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"
Ok... digested the conversation so far. Here's the current proposal:
------------- E16-A "Paul"
Bomb 6 MG 3 ASW 2 A5 V8 H1
SEA BASING: This unit can base only in a coast or an island sector on your side of the map. Don't place a Rearming counter on this unit during your Air Return step. Intruder - At the end of the air placement step, if this is the only friendly aircraft in its sector and a enemy fighter is present roll a die. On 4+ you can move this unit into an adjacent sector Flares - If this unit attacks an enemy ship in darkness conditions. Friendly ship have no penalty attackong that ship, this turn.
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I actually like the original version of the Flares SA a little better as it specifically avoids Darkness Penalties, and not other penalties due to cripple, etc... I get not making it "instead of attacking" so perhaps a middle ground such as...
FLARES: At the end of the Air Placement phase, you may declare that you are using Flares. Aircraft and Ships ignore darkness penalties when making attacks against Ships in this sector.
Impact of wording: - Only ignore darkness penalties - Effects ALL Aircraft and ships in the sector (Friendly and Enemy) - Changed timing of using flares to the end of the Air Placement so it can assist with Air Attacks as well (but not Air Defense).
I like it but it could be at the end of the air defense phase, if it's still unaborted. I think having it just automatically give the bonus as soon as it's placed is maybe too strong.
SEA BASING: This unit can base only in a coast or an island sector on your side of the map. Don't place a Rearming counter on this unit during your Air Return step.
Intruder - At the end of the air placement step, if this is the only friendly aircraft in its sector and a enemy fighter is present roll a die. On 4+ you can move this unit into an adjacent sector.
Flares - If this unit attacks an enemy ship in darkness conditions. Friendly ship have no penalty attacking that ship, this turn.