To me a good compromise on this unit is a 2-2-1 [ no power creep] torpedo line to represent the Torpedo problems
No DT1
Smoke SA which would be a sought after SA in 41-42 Code Intercept to rep the unit at 9pts
8pts just cheapens the 2-8-2 line
We generally try to not mess around with core stats. That opens a pretty big Pandora's box. We use SAs to adjust as needed. But I don't see a resolution on this one. The people against negative SAs are so entrenched. Another option would be to keep the 2/2/2 and increase the cost to 10 without DT1. A 2/8/2 DD with smoke and those torps is a powerful unit.
Your absolutely right the only reason i suggested 2-2-1 is a compromise;
If 2-2-2 is a must; 10 is viable but hard to sell on a DD
Magador has better SA's and MG's; Legion AA ASW again useful SA's;; IJN are all LL; Hate to see another Phelps
I know at 9pts with Smoke and a 2-2-2 Torpedos line in 41and 42 she's attractive; is she a power creep; i don't know
I personally don't think so; but i guess others will have to decide.
Flak, sorry for the delay, I was out boating with the Navy.
Smoke absolutely changes the complexion of this unit. Smoke is on the very short list of what I consider to be the most useful SAs on a DD. That said, Smoke competes directly with using weapons, and puts this unit in a bit of conundrum. Edsall is a good, early war source for cheap Smoke, so presumably this would be taken in a competitive game for its gunnery, toughness, or both. Do you Smoke or shoot? Its a problem every smoker faces, but most smokers don't enjoy this kind of firepower, which could make the in-game choice a little tougher (not necessarily a bad thing).
On the topic of Defective Torps + Smoke, I'd say that if this unit has no DT, its probably a bit more likely to not Smoke and take the torpedo + gunnery shot at the critical moment on turn 2 or 3. With Defective Torps, this probably gets used a bit more often to lay smoke, as the torpedo salvo is less dependable. Smoke will always be a factor though, and the challenge of making the correct choice is a positive in my mind.
Assuming it comes in around 9 points, it will face tough competition for table time in 1943+ games from Hoel and Allen M. Sumner, which are both probably better all-around DDs for the cost. But in 1941-42 games, it might be a useful choice, if for no other reason, durability compared to Edsall.
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
That's a great analysis. I hadn't thought about the trade-off, but I think you are spot on. So would you guys be okay with Escort, DT1, Code, and 2/2/2 for 9 points?
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So to confirm, we are now looking at this unit (which I can get behind):
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 ------------------------------------------------------------------------------------------------
SAs 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. Lay Smoke Screen- Instead of attacking during your Surface Attack step, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn Defective Torpedoes 1 - Whenever this unit would make a Torpedo attack, roll a die. On a 1, the attack automatically misses instead.
Like several of the others Weeds, I think this is OK without a lot of playtesting. The SAs have predictable effects, so their should be no surprises.
I think the bigger challenge with this unit is going to be in fleet building, simply because the USN has a crowded group of DDs. But I do see a use for this unit.
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