Post by au64 on Jul 13, 2020 15:55:42 GMT
Let me throw a crazy idea out there as a possibility (I've been away for a bit, so playing catch up). Bear in mind that it could change the focus of the piece a bit. But Towards the latter part of WW2 the German Fleet was primarily used a cover for German Land units... What if we were to capitalize on that aspect as well as the speed of the unit to move around the board?
Something along the lines of the following SA's (and my thought process on them):
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. (This could provide some protection to the Atlantik Wall unit - and other installations-, I would like to see this not be a OPG though in this instance).
Fast 5: At the beginning of your Sea Movement step, roll a die. On a 5 or higher, this unit gets +1 speed this turn. (Use this to replace Sprint so it is not a OPG effect).
Damage Control: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability, (This keeps the unit in the game longer, thus being able to continue to stop Landings).
I really like the idea of building synergy between the different pieces and was really behind the idea of pinpointer, vector sub, or even an aircraft support for this piece using it as more of a support role instead of a front line slugger which it would just get crushed. Consider giving it an ability where it doesn't actually have to cause damage but knock pieces out of your opponent's positioning (Drive-Off).. this could have a huge impact on a game (both scenario and competitive).
Thoughts?
Something along the lines of the following SA's (and my thought process on them):
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. (This could provide some protection to the Atlantik Wall unit - and other installations-, I would like to see this not be a OPG though in this instance).
Fast 5: At the beginning of your Sea Movement step, roll a die. On a 5 or higher, this unit gets +1 speed this turn. (Use this to replace Sprint so it is not a OPG effect).
Damage Control: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability, (This keeps the unit in the game longer, thus being able to continue to stop Landings).
I really like the idea of building synergy between the different pieces and was really behind the idea of pinpointer, vector sub, or even an aircraft support for this piece using it as more of a support role instead of a front line slugger which it would just get crushed. Consider giving it an ability where it doesn't actually have to cause damage but knock pieces out of your opponent's positioning (Drive-Off).. this could have a huge impact on a game (both scenario and competitive).
Thoughts?