A thought on this unit; Can not deny Australia is about Cruisers so a DD that has the proposed SA's this unit has is useful to them.
BUT is it just, how would you say it;; too Cruiser friendly;;
how useful of a unit without them???
Cruiser Escort;; gives it the value of helping Cruisers without using all the units cost value;; Its the third key to help with AA, MG's and Subs if needed
An AA SA [ you can choose one of many or add a new] also helps with Cruisers but allows that value to be used in other scenarios;;
Which at 8 pts leaves room for a third SA something well established and not in the Aussie DD make up
Establish Screen; helping Cruisers, but again not just for cruisers.. same with Opening Salvo or Protect Cripple.
Cruiser Guard: Enemy Ships roll one less attack die when making Gunnery attacks against friendly Cruisers in the same sector as this unit.
Cruiser Screen: If this unit is in the same sector as a friendly Cruiser unit, this unit rolls one extra attack die when making Antiair attacks for this turn
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Playtested this unit against both the Japanese and Germans. It proved to be annoying to deal with (especially against the Japanese Air/Carrier/Cruiser build) the German Sub/Battleship build fared much better. The Screen was just enough to abort some planes, while the -1 attack die (not -1 to each attack die) from ship mains was annoying from cruisers... the German Battleship mains just didn't seem to care.
It is important to note that since there were 8 in the class this unit will be unlimited for the game.
For the build I usually paired The Quickmatch with the Arunta (6pts) and a Cruiser... That's 3 ships per sector for 13+Crusier cost. It's becomes a somewhat annoying yet competitive swarm build.
It did beat the Japanese, but lost to the Germans.
Honestly 8 points for what it does would still be worthwhile.
Cruiser Guard: Enemy Ships roll one less attack die when making Gunnery attacks against friendly Cruisers in the same sector as this unit.
Cruiser Screen: If this unit is in the same sector as a friendly Cruiser unit, this unit rolls one extra attack die when making Antiair attacks for this turn
Any more opinions on whether in should be 7 or 8?
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Thinking more on this, I like it at 7 because it's very dependant on being with a cruiser to be effective which may not be the most desired sector configuration
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Rolling points up because of potential synergy just results in overcosted units
7
Ignoring the potential synergy between units and not taking into account from a points perspective results in 'must take' units and an unbalanced game.
I'd prefer it at 8, but am ok at 7.
@flak - Sorry man I feel like I'm jumping on you a lot lately, it is by no means personal. (Unless you're a SF Giants fan).
Costing for synergy doesnt work because the grading on cost is too coarse. The early team decks definately costed for it. Part of the reason those decks are somewhat conservatively costed
Coming to this late. The synergy can't be ignored. This thing will live beside cruisers and make them harder to kill. Alaska is an extreme case and not likely to be seen often for a number of reasons, but even restricted to a pure UK or Australian build, its notably good. I think 8 is justifiable.
Looks like an 8 to me. Very scenario specific unit, but it is strong when played correctly. If you do not plan to have cruisers in your build you probably won't take this anyway with so many other choices.
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