I think the unit is more likely to get picked where it enhances the fleet as a whole rather than a having a gun buff. But still being weaker than existing options.
Pinpointer i suggested as its a flavour the km already has and plays to some of their strengths. Any spotter/fleet boost sa will do.
Players will understand how and when they might include a support unit, to boost a specific fleet archetype. Rather than only when forced to because of points. Which is what a generic offensive sa will at best achieve
This is sort of out of left field, but would it be possible for it to grant a speed bonus to the fleet, either targeted like Sho-go Yamato's General Pursuit ability or (probably worse) a once per game SA that granted every ship a speed bonus (say fast 5) until the end of the term?
I don't know how that would effect gameplay, but it would provide a fleet SA that is fairly unique and fits the grand scale convoy hunting theme. It also would distinguish from the other K-class cruisers :-).
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This is sort of out of left field, but would it be possible for it to grant a speed bonus to the fleet, either targeted like Sho-go Yamato's General Pursuit ability or (probably worse) a once per game SA that granted every ship a speed bonus (say fast 5) until the end of the term?
I don't know how that would effect gameplay, but it would provide a fleet SA that is fairly unique and fits the grand scale convoy hunting theme. It also would distinguish from the other K-class cruisers :-).
Well, speed was not a strong trait of the Kriegsmarine. As I mentioned above, they had terrible reliability problems with their turbine engines. The Italians are more famous for emphasizing speed.
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I was replying to a previous comment actually. And a gunnery sa on a unit less effective gunnery than existing units isnt a reason to take a unit. Thats the point ive pressed all along.
Minimising new SAs is usual practice in the team projects. Since the km only has pinpointer, it could be said any of the alternatives would be welcome.
And not that its even relevant to this unit, i didnt participate in the mogami discussions. I was on playtesting for that deck.
So I think what flak is looking for is something like this. Basically Scout Cruiser for submarines.
U-boat Scout - (Once per game,?) At the beginning of your Air Attack step, you may choose an enemy Ship. Submarines roll one extra attack die when making Torpedo attacks against that ship this turn.
Scout Cruiser - At the beginning of your Air Attack step, you may choose an enemy Ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn. (Tone, Gotland)
or
U-Boat Scout - (Once per game,?) at the beginning of your Air Attack Step, you may choose an enemy Ship. Submarines roll one extra attack die when making Torpedo attacks against that ship this turn.
Pinpointer - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn. (FW-200 Kondor)
Personally, I am not that keen to give an easy torpedo boost to U-boats, many of which are already very powerful with the Wolfpack SA.
Allowing a sub to move one space closer to an enemy ship would be better IMO.
Alert Submarine - (Once per game,?) At the beginning of the Air Return phase, you may choose a friendly Submarine. That Submarine may immediately move one sector towards the nearest enemy Ship.
Vector Submarine - At the beginning of the Air Return phase, if this unit was not aborted, you may choose a friendly Submarine within 2 sectors of this unit. That Submarine may immediately move one sector towards the nearest enemy Ship. (BV138)
Neither. German Cruiser gunnery is already at the top of the game. Battleship gunnery is at the top of the game. Sub torpedo rolls are at the top of the game. For a navy that didn’t win a lot of battles they sure get a lot of credit in game in terms of offensive dice.