Espana Class: Espana Class Battleship (Nationalist) Commissioned: August 1915 (As Alfonse XIII, Renamed 1931) Fate: Sunk by Mine April 1937 Displacement: 16,450 long tons Length(OA): 460 ft Beam: 79 ft Speed: 19.5 Knots Armament: 8 x 305mm (12in)/50 cal. guns, 20 x 102mm (4in) guns, 4 x 3 pounder guns, 2 x MG
Fought against Nationalist shore batteries before being captured Fought against Spanish and English destroyers Successfully seized or drove back Republic and foreign merchant vessels
Post by grafspeeisbae39 on Aug 19, 2019 3:41:22 GMT
For cost I would say somewhere in the 19 to 23 or 24 point range, in the same area as comparable ships like the Gustav or the October Revolution. Possibly lower in points since its only a speed one instead of speed two with the slow perk like the others I mentioned. Maybe Battery silencer for an ability since it fought against shore batteries before being captured? I know the Espana class had really terrible torpedo protection, maybe some way to represent that in game?
As a second class battleship this could be really cheap. Add a well deserved negative SA and it will bring the cost down more. How cheap and accessible do we want a neutral BB to be? What is the class limit going to be?
Post by grafspeeisbae39 on Aug 19, 2019 16:08:56 GMT
There were three Espana class constructed: Espana, Alfonso XIII, and Jaime I. The Espana in this card is actually the Alfonso XIII, renamed after Alfonso XIII was overthrown.
If you want a negative SA to represent the vulnerabilities against torpedoes you could go with something simple like the following:
Unarmored Bulkheads: When this unit is hit by an enemy torpedo attack, roll a die. On a 1 or 2 this unit takes 1 extra point of damage.
This keeps the need to roll a 6 for the torpedo attack, but a single torp could cripple that unit while a LLT could outright sink it. Bombs and Main Gunnery attacks would not be affected.
Some possible other SAs: - Commerce Raider - Battery Silencer - Cover Landing - War Patrol
If you want a negative SA to represent the vulnerabilities against torpedoes you could go with something simple like the following:
Unarmored Bulkheads: When this unit is hit by an enemy torpedo attack, roll a die. On a 1 or 2 this unit takes 1 extra point of damage.
This keeps the need to roll a 6 for the torpedo attack, but a single torp could cripple that unit while a LLT could outright sink it. Bombs and Main Gunnery attacks would not be affected.
Some possible other SAs: - Commerce Raider - Battery Silencer - Cover Landing - War Patrol
So Jaime I was destroyed by an internal explosion, while the second Espana was sunk by a mine, not a torpedo. I would be against the extra damage, but something like this would work, and not render her to the dust bin...
Unarmored Bulkheads: Whenever this unit is hit by a mine or torpedo, roll a die. On a 3 or less, this unit suffers the effect of being crippled until the end of your next turn.
We dont need to absolutely cripple her. Speed 1 is a negative SA to begin with, adding another severe one will make it unuseable...
Last Edit: Aug 20, 2019 19:50:44 GMT by texasarcher
Post by grafspeeisbae39 on Aug 20, 2019 21:00:18 GMT
So if we did Unarmored Bulkheads (with the cripple effect, not the extra damage), Battery Silencer (for it's work against shore batteries) , and Raider (for its work against both the destroyers and merchant vessels) in around the 19-21 point range what do we think about that? Too weak? Too strong? It does also have a fair few Secondaries if we wanted to do an ability for those instead of Battery Silencer/Raider.
So if we did Unarmored Bulkheads (with the cripple effect, not the extra damage), Battery Silencer (for it's work against shore batteries) , and Raider (for its work against both the destroyers and merchant vessels) in around the 19-21 point range what do we think about that? Too weak? Too strong? It does also have a fair few Secondaries if we wanted to do an ability for those instead of Battery Silencer/Raider.
This would be a nice little unit
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Here's my thoughts on the unit (I actually like/prefer the potential bonus damage... crippling the ship has no effect on its speed and just makes it an easier target and less of a threat with it's attacks):
Unarmored Bulkheads: When this unit is hit by a torpedo or mine, roll a die. On a 1 or 2 this unit takes 1 extra point of damage.
Battery Silencer: This unit rolls one extra attack die when making Gunnery attacks against Shore Batteries and Installations
Raider: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units
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The cost takes into account the potential (33% chance) extra damage the unit could take from a torpedo attack. It also becomes the second cheapest battleship in the game and the cheapest BB that the axis would have access to.
Bear in mind that the only thing that could potentially take it out in one shot (besides a vital) is a hit by a long lance and then rolling a 1-2 on a d6. I think it has more staying power than most people are giving it credit for at first glance, especially since it is the only BB under the cost of 24 that has 4 Hull Points.
My last reasoning for for the 15 cost is that this is the only BB under the cost of 24 with a Speed 1 that doesn't have any kind of advanced placement (early deplyment, Coastal deployment, etc...).