Looking at the units this engaged(corvette/sloop)swerves me away from the Destroyer hunter ability as it wasn't exactly fighting fleet destroyers. I initially thought light ship tactics as well but if we want to keep that sort of with the French? Drive off looks good to me but I could also go with MTB option. I think these last two options better reflect the type of light craft it faced.
Definitely early version though.
"That's right son, join the navy. Get behind a bloody big gun and knock the hell out of somebody"
"We went out, got our arses kicked, then came back again"
I think destroyer hunter SA on this would give a strong gunnery destroyer and make this a pretty unique unit. 7/6/6 gunnery seems like a lot for a destroyer to be throwing, but at the same time, I think it's fine really. You're really paying for a low chance of missing. It would be a problem if this thing was going around vitaling other destroyers, but even with 7/6/6 that's not that likely.
Considering her pretty good torps at 3/2/1, I think she should be at lowest 9 points.
I'm 100% for code intercepts btw, need a couple more units with that SA.
I don't get too hung up on the exact tonnage of light ship/DD/DE etc involved at the scale of this game. Destroyer Hunter would fit just fine IMO.
That said, I could go for Code Intercepts and Light Ship Tactics. Her attack values are already good as others have mentioned.
Light Ship Tactics was not meant to be a "French" specific SA. It just represents a destroyer type vessel making an attack and using its maneuverability to avoid being hit. We just happened to give it to a French DD first for her action at Casablanca. USS Edsall would have been an excellent unit for the SA if it hadn't already been done.
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As much as a DD with an insane gunnery score might be fun, I have to agree with passing on DD Hunter on Somers. Her gun values are plenty good, and due to a fairly large class, this wouldn't be subject to class limits. Code Intercepts and Light Ship Tactics would work.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
First, I propose we adjust the torpedo values to 2/2/2. The Somer's class had 3 X 4 tube launchers on the centerline. (Although the center bank was evidently removed fairly early in the war.) Compare to Bagley with 4 x 4 tube launchers (16 total) although two banks were opposite and not on the centerline. I think that is mostly a wash with Bagley.
So something like this?
USS SOMERS Class: Somers Commissioned: Dec 1937 Fate: Broken Up 1947 Displacement: 2047 tons standard Length(OA): 381 ft Beam: 36 ft Speed: 37 kts Armament: 8-5in/38 (4 x 2) 8-1.1 in (2 x 4) 2-0.5 in, 12-21 in (3 x 4) TT ------------------------------------------------------------------------------------------------
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. 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.
If Phelps is a cost of 10 then I think this one probably is as well. Especially with that torpedo attack line. They really should have had a vital of 7 at 1,834(Phelps)/2,047(Somers) tons standard, but that is water under the bridge now.
Comparisons are difficult in this case. There are very, very few, non-Long Lance DDs with 2xRange 2 torps among the original WOTC cards and team cards:
Fubuki, 9 points, weaker mains guns, vital and AA, but Close Escort. 3 torps at range 0. Inazuma, 7 points, weaker main guns and vital, no SAs. 3 torps at range 0. Bagley, 7 points, WAY weaker guns. Defective Torps, which is a real hand cuff (basically a second, built-in concealment roll)
Expanding the search...
ORP Piorun, 8 points, 1 less torp at range 2, weaker guns, 1 less vital, but good SAs in Smoke and Torpedo Charge.
I keep coming back to Phelps, which has shorter range torps, but is otherwise a steller DD leader. Light Ship Tactics is basically a once per game concealment SA. Ugh. One of those units that feels like a 9.5.
Comparisons are difficult in this case. There are very, very few, non-Long Lance DDs with 2xRange 2 torps among the original WOTC cards and team cards:
Fubuki, 9 points, weaker mains guns, vital and AA, but Close Escort. 3 torps at range 0. Inazuma, 7 points, weaker main guns and vital, no SAs. 3 torps at range 0. Bagley, 7 points, WAY weaker guns. Defective Torps, which is a real hand cuff (basically a second, built-in concealment roll)
Expanding the search...
ORP Piorun, 8 points, 1 less torp at range 2, weaker guns, 1 less vital, but good SAs in Smoke and Torpedo Charge.
I keep coming back to Phelps, which has shorter range torps, but is otherwise a steller DD leader. Light Ship Tactics is basically a once per game concealment SA. Ugh. One of those units that feels like a 9.5.
What if we removed Light Ship Tactics and cost it at 9? I think the range 2 torpedo attack of 2 is going to make this a popular DD. Especially with the Vital 8. Code Intercepts is a very good counter to the German Raider "Disguise" SA. And it fits with this ship historically. I am not a big fan of "once per game" SAs anyway.
The other option would be to keep LST, and add "Defective Torpedoes 1." Our game club has house ruled Defective Torpedoes to only triggering on a 1 instead of a 1 or 2. That has made the Bagley and Gudgeon fairly palatable. RB blogged that he added that SA to Bagley to compensate for the 2 torpedo attack at range 2. I think he overdid it though. So "Defective Torpedoes 1" would still fulfill RB's original intent for that SA.
I am just throwing out alternatives. The other is to keep it as it is a a cost of 9 as a slight "round down" value.
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