I know we generally do cost late in the design process, but I think its worth bringing up here. Lay Smoke is an awesome SA, but this ship is otherwise pretty weak as it currently stands. Would this be 5 or 6 points? If 5 points, would we be OK with a smoker that cheap?
I know we generally do cost late in the design process, but I think its worth bringing up here. Lay Smoke is an awesome SA, but this ship is otherwise pretty weak as it currently stands. Would this be 5 or 6 points? If 5 points, would we be OK with a smoker that cheap?
That's a good question. The main thing it has going for it over other convoy escorts is Speed 2. It's speed and ability to deploy from an Advance Naval Base are what make it useful as a smoker. (Probably a short-lived smoker). ASW 4 isn't too bad since it would be immediately sitting in sub territory after leaving a base.
Maybe add on Sub Hunter and that should make it a passable 6 pointer. This would make it a pretty useful Advance Naval Base niche unit.
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Smoke + Sub Hunter might honesty make it *too* good. Gimme a day...want to dig through some SAs and read a little history.
Could be. But the ASW 4 isn't on the overpower side either. The unit really doesn't have any other hitting power at all. The comparison is the 6 point USS Edsall that also has Smoke.
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A 6 point smoker/sub-hunter DD with the ability to deploy in a ANB for the Russians? This might be the best possible tactical unit we could give them to fill in some gaps.
Bear in mind that it is also a 1944 unit so if playing by year that is also a limitation.
Sub Hunter - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Submarine.
Lay Smoke Screen - Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn.
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I'd rather see Ram over Sub Hunter. With ram you can get your ASW and smoke/guns all in one turn. Aside from being able to be deployed from the ANB, it's ability to attack enemy subs early in the game is it advantage. Even if it can't sink them outright, it can at least suppress it so any local friendly subs have a better chance to survive trading torps. And then the smoke will possibly allow it to survive the turn and continue to offer ASW support the next round.
With Sub Hunter, it can get that extra space to reach an enemy sub, but then comes the choice to either lay smoke or depth charges.
I'd rather see Ram over Sub Hunter. With ram you can get your ASW and smoke/guns all in one turn. Aside from being able to be deployed from the ANB, it's ability to attack enemy subs early in the game is it advantage. Even if it can't sink them outright, it can at least suppress it so any local friendly subs have a better chance to survive trading torps. And then the smoke will possibly allow it to survive the turn and continue to offer ASW support the next round.
With Sub Hunter, it can get that extra space to reach an enemy sub, but then comes the choice to either lay smoke or depth charges.
And Ram is also a historical point for the unit, the reason why I proposed it
Ram - Once per game, during the Sea Movement phase, this unit can make an immediate ASW attack when it enters a sector that contains an enemy Submarine
Lay Smoke Screen - Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn.