USS SOMERS Class: Somers Commissioned: December 1937 Decommissioned: October 1945 Displacement: 2047 tons standard Length(OA): 381 ft Beam: 36 ft, 11 in Speed: 37 kts Armament: 8 x 5 in (4 x 2) 8 x 1.1 in (2 x 4), 2 x0.5 in MG, 12 x 21 in (3 x 4) TT ------------------------------------------------------------------------------------------------
Intercepted German blockade runners on 3 occasions Escorted convoys 6 times Provided ASW screen on D-Day as well as exchanging gunfire with shore emplacements
Take a razor cut the forward stack off a Phelps and presto Somers close enough for me.
Got to something with all those extra Phelps
Cover Landing -- Normandy
Both the Porters and Somers class lost a 5" turret during the war reducing them to 6 5" guns
at the expense of better AA.
An idea to reflect that in an SA. During the AA defense phase you can add 1 to your AA die roll if you do, minus 1 die from your Range 1 MG attack that turn.
Take a razor cut the forward stack off a Phelps and presto Somers close enough for me.
Got to something with all those extra Phelps
Cover Landing -- Normandy
Both the Porters and Somers class lost a 5" turret during the war reducing them to 6 5" guns
at the expense of better AA.
An idea to reflect that in an SA. During the AA defense phase you can add 1 to your AA die roll if you do, minus 1 die from your Range 1 MG attack that turn.
What about something along the lines of Radar Fire Control that lets you roll an extra AA die while undamaged?
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
Take a razor cut the forward stack off a Phelps and presto Somers close enough for me.
Got to something with all those extra Phelps
Cover Landing -- Normandy
Both the Porters and Somers class lost a 5" turret during the war reducing them to 6 5" guns
at the expense of better AA.
An idea to reflect that in an SA. During the AA defense phase you can add 1 to your AA die roll if you do, minus 1 die from your Range 1 MG attack that turn.
What about something along the lines of Radar Fire Control that lets you roll an extra AA die while undamaged?
That is tracking toward a late-war version than an early war version. I prefer to let the pre-war destroyers reflect their early war (42-43) configuration. In game terms, the early war configurations are more useful than the late war anyway. The loss of main gunnery and/or torpedo power in exchange for very little to no actual AA benefit isn't worth it IMO. Destroyers weren't designed or deployed with AA as a primary function in those days anyway.
She was also an Atlantic and Mediterranean theater destroyer so I think we should look for SAs that reflect that. I think we have plenty of Pacific DDs. Think about ASW options and/or small ship engagements.
ticat forgot to mention a couple of Somer's most famous actions.
1. Somer's crew was awarded the last prize money ever awarded in the US Navy for capturing the German freighter Odenwaid that was disguised as an American merchant ship and carrying a very valuable cargo of rubber.
2. Somer's fought a night surface engagement in the Mediterranean during the invasion of southern France. She sank a German corvette and a German sloop at the Battle of Port Cros. She was actually patrolling as part of an ASW screen.
I think Code Intercepts and Destroyer Hunter would be the most useful SAs, and are historically accurate. "Code Intercepts" might not be the best name, but the mechanic is perfect.
I would especially like to see Code Intercepts on a few more Allied ships because we have proliferated the "Disguise" SA with more German raiders and that is a very, very broken SA. RB only intended it to be on one ship, and was dismayed to find out that Atlantis had a sister ship. (I told him when we were working on the class limits document for that ship.) We have a player that constantly abuses these ships by contesting all three Objectives with them, and the counter to them is very limited if you don't win initiative.
Code Intercepts - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Auxiliary. (Montcalm)
Destroyer Hunter - This unit rolls one extra attack die when making Gunnery attacks against Destroyers. (Haida, Gorizia, Nizam, Chikuma, Sheffield, ORP Dragon, Le Hardi)
"Code Intercepts" may not be the best name, but it is exactly the right mechanic. I don't like to have SA names get in the way of using an appropriate SA, and I don't think giving multiple names to the same SA is good design.
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I think Code Intercepts and Destroyer Hunter would be the most useful SAs, and are historically accurate. "Code Intercepts" might not be the best name, but the mechanic is perfect.
I would especially like to see Code Intercepts on a few more Allied ships because we have proliferated the "Disguise" SA with more German raiders and that is a very, very broken SA. RB only intended it to be on one ship, and was dismayed to find out that Atlantis had a sister ship. (I told him when we were working on the class limits document for that ship.) We have a player that constantly abuses these ships by contesting all three Objectives with them, and the counter to them is very limited if you don't win initiative.
Code Intercepts - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Auxiliary. (Montcalm)
Destroyer Hunter - This unit rolls one extra attack die when making Gunnery attacks against Destroyers. (Haida, Gorizia, Nizam, Chikuma, Sheffield, ORP Dragon, Le Hardi)
"Code Intercepts" may not be the best name, but it is exactly the right mechanic. I don't like to have SA names get in the way of using an appropriate SA, and I don't think giving multiple names to the same SA is good design.
I'm on board
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
I think Cover Landing would be a pretty poor SA on a destroyer. It doesn't have very good main gunnery and Installations are rarely used anyway in my experience. I suppose it could be a 'freebie" SA.
Convoy Close Escort - The sector this unit is in can contain one friendly ship above the stacking limit if one of those ships is an Auxiliary.
I personally don't think convoy SAs are worth much in general. I would rather have an SA of some type that reflects the Battle of Port Cros. One auxiliary based SA is enough IMO.
Coastal deployment would fit. Although small ships that do this are very vulnerable to air attack.
Coastal Deployment (REVISED) - This unit may deploy adjacent to a coast or island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2. (Pantera, Elli, HNoMS Norge)
Other possibilities
DRIVE OFF - Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat 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. (Guiseppe Garibaldi)
MTB KILLER - This unit can make two Gunnery attacks against separate targets during your Surface Attack step if at least one of the targets is a Torpedo Boat. (Scipione Africano)
LIGHT SHIP TACTICS - Once per game, at the beginning of the Surface attack phase, you can declare you're using Light Ship Tactics. If you do, whenever an enemy Ship makes an attack against this unit this turn, roll a die. On a 5 or higher, this unit takes no damage from that attack.
Personally, I think I still prefer Destroyer Hunter. This class was designed to be a "gunnery destroyer."
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I think Cover Landing would be a pretty poor SA on a destroyer. It doesn't have very good main gunnery and Installations are rarely used anyway in my experience. I suppose it could be a 'freebie" SA.
Convoy Close Escort - The sector this unit is in can contain one friendly ship above the stacking limit if one of those ships is an Auxiliary.
I personally don't think convoy SAs are worth much in general. I would rather have an SA of some type that reflects the Battle of Port Cros. One auxiliary based SA is enough IMO.
Coastal deployment would fit. Although small ships that do this are very vulnerable to air attack.
Coastal Deployment (REVISED) - This unit may deploy adjacent to a coast or island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2. (Pantera, Elli, HNoMS Norge)
Other possibilities
DRIVE OFF - Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat 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. (Guiseppe Garibaldi)
MTB KILLER - This unit can make two Gunnery attacks against separate targets during your Surface Attack step if at least one of the targets is a Torpedo Boat. (Scipione Africano)
LIGHT SHIP TACTICS - Once per game, at the beginning of the Surface attack phase, you can declare you're using Light Ship Tactics. If you do, whenever an enemy Ship makes an attack against this unit this turn, roll a die. On a 5 or higher, this unit takes no damage from that attack.
Personally, I think I still prefer Destroyer Hunter. This class was designed to be a "gunnery destroyer."
I understand your believes here; in reality the USN DD's pretty much have DD SA's covered.
My thoughts are on a situational or Scenario type unit.
The flip side of Cover Landing and i'm talking Armor 3 - 4 type Installations with DD's spend what you want on an attack
the results are still lessoning the Installation's effect on your other units.
Kind of reminds me of ASW threat; Neither here or there
OF your other Idea's just a question is Light Ship Tactics meant for all DD's;; I like Drive off or MTB killer
Light Ship Tactics originally created for a French DD (I think) that charged the Americans at Casablanca. I think it best fits a DD that made a solo attack or battle, or did a lot of successful dodging during a battle. But that is a pretty loose interpretation just by me. Sort of a "Chase the Salvos" that actually does something useful. (How many times are DDs attacked by a BBs main gunnery?)
I kind of like MTB killer as well. I know some folks will probably say they never see MTBs in a game, but our club likes to surprise opponents with them every so often. They are basically suicide boats, but they pack a punch and sometimes survive longer than you think. I like to pop a few in every so often. They are especially useful if there is an island adjacent to the center row. They also usually attract the attention of your opponents air forces which can be a very useful distraction for a turn or two.
The counter to MTB killer is the IJN does not have any MTB's and a lot of players only play US vs Japan. But our club plays a lot of regional scenarios (Pacific, North Atlantic, Med, etc). And I think this DD should reflect the "Atlantic theatre" where it spent its career.
Drive Off can be especially useful against MTB's since their TT attack range is so short. But again, that is MTBs.
I swear convoy SAs have been proposed for every unit in this deck
I agree this makes the most useful DD of all the options so far.
I understand the historical role of destroyers with convoys. But they usually didn't use fleet destroyers except when there was a shortage early war. Or as escort leaders. Our club has tried a bunch of convoy scenarios over the years and they usually just don't play out well. The only scenario's we have found that work involve both sides escorting convoys in opposite directions. At least this way the opposing forces still ultimately meet in the middle and fight it out. And they still play out mostly as shooting battles between the combatants with little attention paid to the auxiliaries until near the end. But it is a fun way to stage a battle between light forces.
The Somers were designed to be fleet destroyer gunnery platforms.
Last Edit: Oct 16, 2019 18:23:23 GMT by weedsrock2
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My 2 cents not a big fan of giving this unit a 7 MG die roll and the USN has DD Hunter with Gwin
Drive Off for me;; it works with Premuda another big DD and you get the DD Torpedo Boat action.
Can also satisfy us Pacific lovers and keep cost down.
DRIVE OFF AND CODE INTERCEPTS; I think it gives it usefulness and Historical flavor!!
I could go for that, but it is not my preference. Drive Off is most useful against long lance destroyers, and I really think this should be an Atlantic DD. We have lots of Pacific DDs.
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