Didn't get a chance to get in, but my vote would have been a no.
Based off of Weeds own comments on the design of the unit I agree with the Sprint (or Fast) but don't agree with Tough Cruiser as he even stated that the design made it vulnerable. (If it's vulnerable... why is it "tough"?)
I feel that we are trying to force this unit into being a scrapper, instead of using it as an opportunity to elevate the game play of the unit by building better synergy amongst other units (Particularly German Strength units such as Installations, Subs, and Battleships). The argument was made that people don't take units with Landing or installations... so therefore we don't design anything that would help people explore that route. It's a constant downward spiral in my opinion and continues to paint us in a corner of brute force gameplay mentality versus any kind of finesse.
In my opinion "Escort Killer-Tough Cruiser 1-Sprint" doesn't really bring anything interesting to the table, nor does it really keep the unit from being a book mark in a binder.
I realize that I am in the minority here, and this is a group unit... but I can't help but feel that we missed an opportunity from a design standpoint.
So I guess that makes me the lone dissenter of the unit.
I'm quite convinced by au64 argument on Tough Cruiser, that seems to be more than what the ship would actually have been. Installation interaction was an interesting opening.
Definite SAs to include: 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
Possible SAs (decide on 2):
Disrupt Invasion: Once per game, when this unit attacks an ememy 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
Drive Off: Once per game, at the end of the Surface attack phase, choose one Destroyer or Torpedo Boat this unit attacked this turn. If movement is possible, the target must immediately move one sector away
Evasive Action: Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack causes no damage
Heavy Raider: Whenever this unit destroys an Auxiliary, score 2 victory points
Repel Landing (NEW): Once per game, at the end of the Surface attack phase, choose one Auxiliary or a Ship with a Landing Ability that this unit attacked this turn. If movement is possible, the target must immediately move one sector away. That unit may not use the Landing ability this turn.
Scout Planes: At the beginning of your Air Attack phase, you may choose an enemy ship. Roll one extra attack die when making Torpedo attacks against that ship this turn
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My preferences on the two that I think would be both interesting and useful would be: Repel Landing (Works like Disrupt invasion, but also helps against the pesky Queen Mary) and Scout Planes (I realize that it wouldn't actually have had scout planes, but I'm thinking in the abstract sense of the ability).
I would love to fit Evasive Action on it, but I think 4 SAs is just too much for the unit and would price it out. With the 3 SAs and the lines, I'm thinking the unit would be in the 12-13 point range... but obviously open for playtesting and review.
As I stated above (and in the Walrus thread), I think we can make a darn good unit that brings some new aspects if we are willing to continue to discuss it. I understand that this is a group project and that I've technically been outvoted... but at the worst I've wasted 3 minutes of each of your time reading this.
I think I would prefer flakstruk's proposal of a ranged Pinpointer to Scout Planes, and Repel Invasion is also nice, but it seems to me (though I have little experience, so correct me if I draw this conclusion inaccurately) that landing abilities are not used very often. Maybe replace Repel Invasion with Evasive Action?
Then München can Sprint up to an enemy fleet, buff the U-boats, and survive a little longer with Evasive Action (which allows it to continue buffing the U-Boats). Scout planes is the same thing, but it also makes a torpedo run with München and other light units more viable...
Sorry to jump back and forth here; I have no qualms with the Sprint/Tough Cruiser/Raider, I just also like au64s vision of München as a niche German unit, and not just another K-class.
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