Anything related to landing abilities is going to be very, very niche. But there are some folks that like that sort of thing. My feeling is the Repel Invasion SA should not add anything to the cost. At least that will keep it in the range of a "large DD" in practice.
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Anything related to landing abilities is going to be very, very niche. But there are some folks that like that sort of thing. My feeling is the Repel Invasion SA should not add anything to the cost. At least that will keep it in the range of a "large DD" in practice.
Agreed. I'm OK with the Sprint + Raider + Repel Invasion SA.
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
Anything related to landing abilities is going to be very, very niche. But there are some folks that like that sort of thing. My feeling is the Repel Invasion SA should not add anything to the cost. At least that will keep it in the range of a "large DD" in practice.
Agreed. I'm OK with the Sprint + Raider + Repel Invasion SA.
I can get behind this... what would we be looking at for a cost? 12 points?
So I think this is what finally came out. Ready for play testing? München or Munich? - "M"-class Light Cruiser Year: 1941 Type: Cruiser Cost: 12 Speed: 2 MG: 7/7/6/5 AA: 7 TT: 2/1 A/VA/HP: 3/9/3
SAs:
Sprint - Once per game, at the beginning of your Sea Movement step, you can declare you're using Sprint. If you do, roll a die. On a 4 or higher, this unit gets +1 speed this turn. Raider - This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
Repel Landing (NEW)- Once per game, at the end of the Surface attack phase, choose one Ship with a Landing Ability 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. That unit may not use the Landing ability this turn.
Repel Landing edited to conform with the wording in "Drive Off."
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.
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Do we really need the "That unit may not use the Landing ability this turn." condition? I think it adds unnecessary complexity. Plus the ability to still use Landing adds another consideration for your opponent to factor in.
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