Close Escort and Light Ship Tactics could at least make her a useful partner to a couple of other ships in the sector. Definitely give her the 2/1/1/- torpedo line of Camicia Nere.
Convoy SAs will just create a bookmark. We did a big bookmark Italian DD in the last deck. I think we should try to make this one useful. We picked a DD that at least saw action. Take the light historical tie, but do something useful game-wise.
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Light Ship Tactics is a nice SA for this unit; But what really makes this class weak its AA- ASW & Torp. line for 8 pts. With your suggested Torp. line doesn't Protect Cripple add to her Historical flavor along with boosting those weak values and not making her another Recco
Why would be deliberatly overcosted? Lets not forget this is a 'collectable' game. What ever the trappings cards will get obsoleted.
Trying to salvage an old, worthless in the metagame sense card is counter productive. Any unit should be costed on its value unique utility in the game as it is now.
Edit, these are the biggest and best destroyer in the italian fleet as well
W@s, can we move the design philisophy stuff into a different thread? And keep this for the proposed unit? Im happy to continue the discussion, but dot want to present as if i am calling you out
So Light Ship Tactics, Close Escort and Protect Cripple?
I think that would be an okay combo. I would like to see the Italians get another Close Escort destroyer since Camicia Nere is a pretty specific attack scenario unit. Protect Cripple provides an "offensive" SA to the package, but without it being too powerful IMO. The opportunities to use Protect Cripple are fleeting (pardon the pun), but with Close Escort it would have a little more opportunity to slip into a sector with a crippled unit. I think that makes a nice, and new, combo. If we only want two SAs then Close Escort and Protect Cripple. But I think all three would be nice. The Italians could use a DD with a little more "oomph" IMO.
It really boils down to this lack of imagination of picking units: Forum involvement doesn't have to mean it has to pick the units.
Except the thing most members want by far is to be able to pick the units that get into a deck. A much smaller group actually want to actively participate in card development. At least that is what I have observed over the course of these projects.
We can't win no matter how we do it.
And now, back to our regularly scheduled card development.
W@s, can we move the design philisophy stuff into a different thread? And keep this for the proposed unit? Im happy to continue the discussion, but dot want to present as if i am calling you out
Right you are basically why I wrote the last sentence;; Do like Weeds last proposal
For 8pts how do you think it compares to its sisters???
It really boils down to this lack of imagination of picking units: Forum involvement doesn't have to mean it has to pick the units.
Except the thing most members want by far is to be able to pick the units that get into a deck. A much smaller group actually want to actively participate in card development. At least that is what I have observed over the course of these projects.
We can't win no matter how we do it.
And now, back to our regularly scheduled card development.
Not to upset the thread:: I believe actively participating in card development is best suited for Forum involvement.
I think as the process has evolved so should we, it sounded good a few decks ago; but this voting mechanizism creates
to many duds or units ill suited for the game.
Don't know if its me but i don't remember much discussion on how best to develop a deck
just someone rushing to take the lead and repeat History;; But as you say back to the regularly scheduled program.
Post by sirmagnusfrydsen on Jul 24, 2018 22:34:18 GMT
VALIANT CHARGE: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed this turn. If you do, this unit rolls one extra attack die when making Gunnery attacks this turn, and it can't take objectives this turn.
If the concern is the terrible range one torpedoes how about giving it Torpedo Run? That would help it and a companion destroyer effectively have a Range 2 torpedo.
Torpedo Run - Once per game, at the end of Sea Movement, you may move this unit and a friendly Destroyer in its sector one sector. The unit must be able to make a Torpedo attack in the Surface attack phase
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