Aircraft – Patrol Bomber 1941 MG: - Bomb: 5 (same as GST) ASW: 3 (same as PBY) A/VA/HP: 3/5/1
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
DRIVE OFF SUB: At the end of the Air Attack phase, choose one Submarine this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.DRIVE OFF SUB
DRIVE OFF SUB;
I like the premiss of the SA;; but wouldn't it be a better use of this unit to drive subs away from friendly ships;
seems unless I'm reading it wrong you could move a sub closer to a friendly unit.
Thoughts on OPG; without the SA its pretty much a ho hum unit so i think cost of the unit plays a big part on whether its applied or not.
Aircraft – Patrol Bomber 1941 MG: - Bomb: 5 (same as GST) ASW: 3 (same as PBY) A/VA/HP: 3/5/1
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
DRIVE OFF SUB: At the end of the Air Attack phase, choose one Submarine this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.DRIVE OFF SUB
DRIVE OFF SUB: Once per game, at the end of the Air Attack phase, choose one Submarine this unit attacked this turn. The target must immediately move one sector towards your opponent's ship deployment area. If that movement isn't possible, you can't use this ability.
As worded, this would affect the first sub you attacked each game. I think the wording you are looking for is:
DRIVE OFF SUB: Once per game you may, at the end of the Air Attack phase,you may choose a Submarine this unit attacked this turn. The target must immediately move one sector towards your opponent's ship deployment area. If that movement isn't possible, you can't use this ability.
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
DRIVE OFF SUB: At the end of the Air Attack phase, you may choose one Submarine this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
DRIVE OFF SUB: At the end of the Air Attack phase, you may choose one Submarine this unit attacked this turn. The target must immediately move one sector towards its controller's ship deployment area. If that movement isn't possible, you can't use this ability.
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Keep in mind that subs only have a speed of 1. So Drive off Sub is a pretty powerful SA. OPG at least IMO.
Allowing it to give a Speed 1 boost (or move 1 sector away from the nearest enemy sub) to an Auxiliary probably makes more sense (rerouting a convoy essentially), although certainly not as useful.
These were big time sub killers and that is mainly what the RCN was about.
Rather than requiring it to attack a sub. How about this?
Reroute Convoy - At the end of the Surface Attack phase, choose one friendly Auxiliary unit within range 2 of this unit. If movement is possible, that Auxiliary may move one sector away from the nearest enemy submarine.
or
Suppress Subs - Once per game, at the end of the second player's Air Attack step, you may place this unit in an adjacent sector that contains an enemy Submarine and make an immediate ASW attack, hitting on a 5 or higher only.
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
SUPPRESS SUB - Once per game, at the end of the second player's Air Attack step, you may place this unit in an adjacent sector that contains an enemy Submarine and make an immediate ASW attack, hitting on a 5 or higher only. --------------------------------------------------------------------------------------