HMS Hotspur "H" class Destroyer Commissioned: March 19316 Fate: Sold to the Dominican Republic 1948, Scrapped 1972 Displacement: 1,345 tons standard Length (OA): 323 ft 6 in Beam: 33 ft Speed: 36 kts Armor : None Armament: 4 x 4.5in/45 (4 x 1), 8 x 12.7mm AA (2 X 4), 10 x 21in TT (2 x 5), 1 DC Rail 2 DC Throwers 20 DCs
Changes: 1943 A Type 271 surface search radar. Type 290 surface warning radar. High frequency direction finding system Received a Type 242 IFF system. Two 4.7-inch guns were removed, one each forward and aft, and the forward gun was replaced by a Hedgehog anti-submarine spigot mortar. The 3-inch anti-aircraft gun amidships was also removed, but the number of 20 mm AA guns was increased to six. -------------------------------------------------------------------------------
Escorted the four destroyer minelayers of the 20th Destroyer Flotilla as they sailed to implement Operation Wilfred, an operation to lay mines in the Vestfjord to prevent the transport of Swedish iron ore from Narvik to Germany.
Battle of Narvik. Sank 4 merchant ships in port, received severe damage by 7 shots from German Destroyers
Assisted in sinking Italian Sub Lafole, but was damaged after ramming it.
Survived the heavy losses of 41 in the Med whilst giving continuous service at the time, some joint u boat kills and a knack for having to finish off friendly ships!
Maybe room for a new SA if desired or stick to generic DD abilities.
Room for scope I think as nothing is jumping out as a cert.
Sub Hunter - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Submarine Determination - Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point Finish Him Off - This unit rolls one extra attack die when attacking damaged ships
*new* Friendly Fire/Scuttle - Whenever this unit makes an attack and misses the opposing target, roll the same attack against a friendly unit in the same sector.
Scuttle - Once per game, if this ship is local to a crippled friendly unit. Instead of attacking during the Surface Attack Phase, it can destroy that friendly unit and your opponent is only awarded half that unit cost.
Thoughts? Broken? Stupid?
Erwin Rommel - "Give me American supply lines, British planes, German officers and Canadian troops, and I can take over the world".
Scuttle - Once per game, if this ship is local to a crippled friendly unit. Instead of attacking during the Surface Attack Phase, it can destroy that friendly unit and your opponent is only awarded half that unit cost.
Thoughts? Broken? Stupid?
I like the concept, but it could raise some ruling/timing issues.
For example:
1) Would the ship need to be in a crippled state at the start of the Surface Attack phase?
2) What if your opponent also manages to legitimately sink the unit during the turn you use the ability targeting the same ship?
3) Does the crippled unit get to make an attack before you 'destroy' it?
4) If it's in Smoke, does it get a concealment save? (I know... dumb, but it will come up in a game at a critical moment)
Scuttle - Once per game, if this ship is local to a crippled friendly unit. Instead of attacking during the Surface Attack Phase, it can destroy that friendly unit and your opponent is only awarded half that unit cost.
Thoughts? Broken? Stupid?
I like the concept, but it could raise some ruling/timing issues.
For example:
1) Would the ship need to be in a crippled state at the start of the Surface Attack phase?
2) What if your opponent also manages to legitimately sink the unit during the turn you use the ability targeting the same ship?
3) Does the crippled unit get to make an attack before you 'destroy' it?
4) If it's in Smoke, does it get a concealment save? (I know... dumb, but it will come up in a game at a critical moment)
It was a bit hard to come up the wording with this SA. I brought my Sea Ablaze deck. Looking at some of the cards why don't we use something similar to Abandon Ship?
Erwin Rommel - "Give me American supply lines, British planes, German officers and Canadian troops, and I can take over the world".
I think the Scuttle concept would be very hard to cost. The value of scuttling your ship to prevent your opponent from getting some of the victory points (whatever percentage we try) is too wide a range. Scuttling a 6 point DD is worth very little, but scuttling a 60 pt BB is a game changer.
I like the ASW assist idea. But how about giving the positive ability to Hotspur?
Based on this:
ASW Swarm - During your Air Attack step, if another friendly aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn.
ASW Team - During your Surface Attack step, if another friendly unit has made an ASW attack against an enemy Submarine, this unit can roll one extra attack die when making ASW attacks against that enemy Submarine this turn.
This would trigger if the target had been attacked by an aircraft or a ship. That gives it at least some chance of creating the setup by the player and getting it triggered IMO.
Combining that with Close Escort or Sub Hunter could be an interesting unit. But it pretty much tags the unit as an "ASW" specialist.
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
I like the ASW assist idea. But how about giving the positive ability to Hotspur?
Based on this:
ASW Swarm - During your Air Attack step, if another friendly aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn.
ASW Team - During your Surface Attack step, if another friendly unit has made an ASW attack against an enemy Submarine, this unit can roll one extra attack die when making ASW attacks against that enemy Submarine this turn.
This would trigger if the target had been attacked by an aircraft or a ship. That gives it at least some chance of creating the setup by the player and getting it triggered IMO.
Combining that with Close Escort or Sub Hunter could be an interesting unit. But it pretty much tags the unit as an "ASW" specialist.
Maybe Sub Hunter plus ASW Team would be a better combo for Hiyodori? I will post the idea on that thread too.
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
I like the ASW assist idea. But how about giving the positive ability to Hotspur?
Based on this:
ASW Swarm - During your Air Attack step, if another friendly aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn.
ASW Team - During your Surface Attack step, if another friendly unit has made an ASW attack against an enemy Submarine, this unit can roll one extra attack die when making ASW attacks against that enemy Submarine this turn.
This would trigger if the target had been attacked by an aircraft or a ship. That gives it at least some chance of creating the setup by the player and getting it triggered IMO.
Combining that with Close Escort or Sub Hunter could be an interesting unit. But it pretty much tags the unit as an "ASW" specialist.
Maybe Sub Hunter plus ASW Team would be a better combo for Hiyodori? I will post the idea on that thread too.
Thats what i liked about Changing;; Hunter Killer Group; Just remove;; Aircraft based on
SO; Friendly DD's roll one extra die when making ASW attacks against enemy subs that were attacker this turn by this unit.
From what i've read this class had a lot of success team wise with subs.
Small note; Among CW not a lot 2-2-1 TT line DD's at 7 pts V Olga comes to mine; think its worth being part of the discussion??
Maybe Sub Hunter plus ASW Team would be a better combo for Hiyodori? I will post the idea on that thread too.
Thats what i liked about Changing;; Hunter Killer Group; Just remove;; Aircraft based on
SO; Friendly DD's roll one extra die when making ASW attacks against enemy subs that were attacker this turn by this unit.
From what i've read this class had a lot of success team wise with subs.
Small note; Among CW not a lot 2-2-1 TT line DD's at 7 pts V Olga comes to mine; think its worth being part of the discussion??
Well, we could give this unit your version of the Hunter Killer SA that gives other ships the bonus, and use my version that boosts the ship itself to Hiyodori. Both versions would represent new SA variants, and they are both useful in their own way.
Do you mean 2-2-1 TT with a cost of 6? I agree that is something to think about. At 7 points it would be okay I think?
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
Thats what i liked about Changing;; Hunter Killer Group; Just remove;; Aircraft based on
SO; Friendly DD's roll one extra die when making ASW attacks against enemy subs that were attacker this turn by this unit.
From what i've read this class had a lot of success team wise with subs.
Small note; Among CW not a lot 2-2-1 TT line DD's at 7 pts V Olga comes to mine; think its worth being part of the discussion??
Well, we could give this unit your version of the Hunter Killer SA that gives other ships the bonus, and use my version that boosts the ship itself to Hiyodori. Both versions would represent new SA variants, and they are both useful in their own way.
Do you mean 2-2-1 TT with a cost of 6? I agree that is something to think about. At 7 points it would be okay I think?
NO what I'm basically saying; The H class in game terms is another Glowworm / V Olga;
What makes the Glowworm at 8pts more attractive to use than say a Saumarez/ Barfleur; I'd say Year of Entry
The Glowworm does have a nice trilogy of SA's for 8pts, but not many 2-2-1 torpedo line DD's at 7pts
The weaker AA ASW die is off set by the nice Torpedo line so I think the Hotspur at 7 pts with a couple of SA's
gives the RN a little more in choice, just some thoughts.
A ASW and AA die bonus SA can make her pretty useful.