Its very high. If the impression is that it needs defensive help to justify the cost then we need to review the cost.
He115 is 7 points, its hard to imagine this is more useful than that
The He-115 is a Patrol Bomber that can be escorted and has a 3/5/1 A/V/H stat line, it deserves the 7 point cost. This unit is a LOT more effective/versatile despite its lower bomb value... especially with the Spotter SA.
The Italian Z.511 is a 10 point Patrol Bomber with ASW, Torps, Bombs, a 4/7/1 stat line, and Loiter. The AR196 is not anywhere that firepower, but has the same defense and what it lacks in Firepower makes up for with an AA score and the Spotter ability.
Thanks for the report. So, cost of 8 or 9? 9 still seems a bit high to me. As you said, the attacks were never used and that makes sense if you are using it as a spotter. I think the attacks will come into play if there isn't any productive spotting to do, or the player has no other way to go after subs for example.
You're welcome. Honestly I'm thinking that the unit is closer to 9 than 8. 8.75? It's an early war fighter with sea basing which makes it a threat to early war bombers (even with the 5 AA: 1939-1940 only sees one Dive/Torp/Patrol Bomber with a 5 Armor and most have a 6 Vital). Toss in the Spotter ability and the rare opportunity to make a Bomb/ASW attack and it's actually a pretty good niche unit that could take some finesse to use. To be completely honest is this a unit I would take in a 1945 battle? No, but there are a lot of good early war units that I wouldn't take in a 1945 fight.
I think I'm in the minority though when I saw the unit is good and at a fair cost, however it probably wouldn't hurt to give it a "weaker" SA to balance it out. Considering the roll of the plane, I would recommend the following which is actually on the Spariviero:
ASW Search: At the beginning of your Air Attack step, you may choose an enemy submarine. Friendly ships roll one extra attack die when making ASW attacks against that Submarine this turn
Giving the plane the ability to Spot both a ship and a sub in the same turn might have to be playtested some more... but it's limiting enough and fits the roll that I'd be ok with adding it and keeping the costs at 9.
I wouldn't favor adding a "shim" SA to force the cost of the plane up to 9. I'd simply prefer to round down to 8 for what is an extremely situational plane. ASW Search is actually a pretty potent SA as it doesn't possess a range limit and doesn't require any proximity to the sub. Its only been used on a class limit 1 Italian carrier - putting it on a plane that can be taken in multiples would be pretty over the top.
I mean no offense to the playtest effort (they are absolutely invaluable), but giving the Germans an air advantage in the playtest doesn't stress the plane. At 200 points, both sides could very well be at 7 planes each. What would happen if the German's left Rodney at home and took HMS Valiant + 2 more fighters? I suspect the Ar.196s wouldn't last long and wouldn't feel like they were even worth 8 points, much less 9.
I wouldn't favor adding a "shim" SA to force the cost of the plane up to 9. I'd simply prefer to round down to 8 for what is an extremely situational plane. ASW Search is actually a pretty potent SA as it doesn't possess a range limit and doesn't require any proximity to the sub. Its only been used on a class limit 1 Italian carrier - putting it on a plane that can be taken in multiples would be pretty over the top.
I mean no offense to the playtest effort (they are absolutely invaluable), but giving the Germans an air advantage in the playtest doesn't stress the plane. At 200 points, both sides could very well be at 7 planes each. What would happen if the German's left Rodney at home and took HMS Valiant + 2 more fighters? I suspect the Ar.196s wouldn't last long and wouldn't feel like they were even worth 8 points, much less 9.
I agree with all of this. (Including the playtest effort!).
I just don't see this at 9 points. But I think this unit is way more useful than the He-115. I have tried to play that aircraft several times (the aircraft - not the card - is a personal favorite) and it gets aborted almost all the time, and shot down when not aborted.
That said, there seems to be some comfort with the 4/7/1 armor line. So what if we drop the +1 armor SA? Does it feel like a more comfortable 8 to some of you? That would feel like a definite "round up" to me, but not too terrible.
I would not be in favor of giving the aircraft two spotting SAs. That feels too complex to me for one thing. And as SWO pointed out, ASW Search isn't really designed to be put on an aircraft.
Overall, I think it is fine as-is at 8 points. And I like the historical flavor of "Lone Wolf," but I wouldn't fall on my sword if that SA came off.
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I wouldn't favor adding a "shim" SA to force the cost of the plane up to 9. I'd simply prefer to round down to 8 for what is an extremely situational plane. ASW Search is actually a pretty potent SA as it doesn't possess a range limit and doesn't require any proximity to the sub. Its only been used on a class limit 1 Italian carrier - putting it on a plane that can be taken in multiples would be pretty over the top.
I mean no offense to the playtest effort (they are absolutely invaluable), but giving the Germans an air advantage in the playtest doesn't stress the plane. At 200 points, both sides could very well be at 7 planes each. What would happen if the German's left Rodney at home and took HMS Valiant + 2 more fighters? I suspect the Ar.196s wouldn't last long and wouldn't feel like they were even worth 8 points, much less 9.
I agree with all of this. (Including the playtest effort!).
I just don't see this at 9 points. But I think this unit is way more useful than the He-115. I have tried to play that aircraft several times (the aircraft - not the card - is a personal favorite) and it gets aborted almost all the time, and shot down when not aborted.
That said, there seems to be some comfort with the 4/7/1 armor line. So what if we drop the +1 armor SA? Does it feel like a more comfortable 8 to some of you? That would feel like a definite "round up" to me, but not too terrible.
I would not be in favor of giving the aircraft two spotting SAs. That feels too complex to me for one thing. And as SWO pointed out, ASW Search isn't really designed to be put on an aircraft.
Overall, I think it is fine as-is at 8 points. And I like the historical flavor of "Lone Wolf," but I wouldn't fall on my sword if that SA came off.
Make the +1 armor once per game and drop the cost at 8pts
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.
Spotter - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when attacking that ship at range 2 or greater with their main Gunnery attack this turn.
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I wouldn't favor adding a "shim" SA to force the cost of the plane up to 9. I'd simply prefer to round down to 8 for what is an extremely situational plane. ASW Search is actually a pretty potent SA as it doesn't possess a range limit and doesn't require any proximity to the sub. Its only been used on a class limit 1 Italian carrier - putting it on a plane that can be taken in multiples would be pretty over the top.
I mean no offense to the playtest effort (they are absolutely invaluable), but giving the Germans an air advantage in the playtest doesn't stress the plane. At 200 points, both sides could very well be at 7 planes each. What would happen if the German's left Rodney at home and took HMS Valiant + 2 more fighters? I suspect the Ar.196s wouldn't last long and wouldn't feel like they were even worth 8 points, much less 9.
I'll be more than happy to take you on in an online playtest you can have either the Germans or allies (1940, 200pts). I think people are undervaluing the unit being a fighter and spotter in early years.
I don't think the unit needs defensive help, and it's on par with most attack craft (despite lack of high attack numbers). Remember it can use ASW/AA/Bomb with the Spotter ability, in the right situations this can be powerful, especially if it's nestled in the safety of friendly ships with a higher AA. Will you risk your fighter to go after the spotter?
I'm not taking any offense to the criticism.... but a note. I built the fleets for the playtest as if I was playing in a tournament. In a tournament setting I wouldn't take a single attack plane unless I thought I could get air superiority, even more so in a early war match with AA7 and 5/8/1 fighters zipping around. I just don't think the unit as is will break the game at 8 or be a dust magnet at 9, so if the developers want to call it done at 8, so be it.
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.
Spotter - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when attacking that ship at range 2 or greater with their main Gunnery attack this turn.
I'm against this, I don't think it should be less than 8 points.
Probably one point since you don't have to buy a carrier. About the same as Loiter, but you don't take up a land-based space. So maybe 1.5. Carrier basing is generally considered to be 1 pt bonus over land based.
Fulmar I/II + sea basing = 6 Fulmar I/II + sea basing plus 3 bomb and 2 ASW = 7 IMO At the most it is 7.5, and I think round-down is safe here. Assigning a full point to the 3 Bomb plus 2 ASW is on the high side IMO.
Spotter may be a narrow SA, but you know for sure you will be making gunnery attacks somewhere in most turns (except the first) so you will almost always get some return on it. Unless it is aborted or destroyed right away. But even then it is tying up an opponent's fighter.
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Weeds, I tend to agree. I'm with you and Flak on this. Drop the defensive SA and call it 7.
One thing I will point out on Sea Basing that I neglected for a long time: The plane MUST fly. In the case of other carrier or land based planes, you have the option to send them to the land airbase each turn, preventing them from being targeted by enemy aircraft (and avoiding a rearming marker next turn). In the case of Sea Basing, the plane can't use the land airbase, and therefore must be "in the air" every turn. I never saw this as a big deal until I got stuck flying Kingfishers while facing a large Japanese air group. They didn't last long.
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Weeds, I tend to agree. I'm with you and Flak on this. Drop the defensive SA and call it 7.
One thing I will point out on Sea Basing that I neglected for a long time: The plane MUST fly. In the case of other carrier or land based planes, you have the option to send them to the land airbase each turn, preventing them from being targeted by enemy aircraft (and avoiding a rearming marker next turn). In the case of Sea Basing, the plane can't use the land airbase, and therefore must be "in the air" every turn. I never saw this as a big deal until I got stuck flying Kingfishers while facing a large Japanese air group. They didn't last long.
Wow. I never thought of that. I guess I haven't run into a situation where I didn't want to deploy them. Interesting.
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