Well, I seem to be in a minority here. So while I disagree that the SA should include the "Cannot use Landing"... I'll go with the majority. I think it just doesn't serve the purpose that the SA should and becomes a waste of space.
Go with it. I've said my piece, it'll just stay in my binder instead of guarding my German Installations.
Why would making it less restrictive cause it to have less value?
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We need to be realistic about the utility of anything that isnt guns or torpedoes. Theyre peripheral things with very limited desirabilty outside us grognards.
Well, I seem to be in a minority here. So while I disagree that the SA should include the "Cannot use Landing"... I'll go with the majority. I think it just doesn't serve the purpose that the SA should and becomes a waste of space.
Go with it. I've said my piece, it'll just stay in my binder instead of guarding my German Installations.
Why would making it less restrictive cause it to have less value?
Because it doesn't actually stop the loss of your opponent using a landing ability which can either be free Victory Points, or the possible destruction of your installation. Which at least to my mind is the purpose of an SA titled "Repel Landing". It just requires your opponent to move the unit (if possible)... which could still trigger the loss of VPs or the invasion of your installation.
We need to be realistic about the utility of anything that isnt guns or torpedoes. Theyre peripheral things with very limited desirabilty outside us grognards.
Its the 12 y/o test. Does he/she care?
Wait... are you calling me a 12 y/o?
But yes, I'm looking at this unit's value as something outside just guns/torpedoes and the stat lines.
Invasion is rolled at end of turn. So once moved the unit can only use the ability if island adjacent. It should still be away from the installation, tje onus is on you to position munivh appropriately
I agree. Good catch! Disrupt Invasion - Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn. (Java)
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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. Disrupt Invasion - Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn.
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Disrupt Invasion - Once per game, when this unit attacks an [ ENEMY UNIT] , you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from [THAT UNIT'S] Landing abilities this turn.
The Capitalized words [Enemy Unit] and [That Unit's] i'm assuming are the same ship.
This may be not the worst written SA, but to me leaving any assumption in an SA is not good.