Walrus Maker: Supermarine Introduced: Summer, 1936 Wingspan: 45 ft 10 in Length: 37 ft 7 in Speed: 135 mph, 217 km/h at 4,750 ft Forumini Speed: 8 Service Ceiling: 18 500 ft Armament: 2 x 7.7mm Vickers MG, 6 x 45kg bombs or 2 x 110kg bombs or 2 x 110 kg depth charges
Built as a gunnery spotter for Battleships and Cruisers, the Walrus found itself filling many roles. 1000 downed aircrew were rescued by Walruses and it was mainly used as a scout for U boats and surface raiders.
Last Edit: May 28, 2021 23:54:50 GMT by weedsrock2
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This just needs to emulate the myrt and throw in a rescue SA. Its a completionist fetish piece that is at the very bottom of the envelope for usable stats
I think the Spotter SA from the Ar 196 would be more appropriate. I would think this SA would go on the Pete as well. That is what these things were originally designed for.
Spotter - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when attacking that ship at range 2 or greater with their main Gunnery attack this turn.
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I looked at Hap's spreadsheet and the lowest armor value for any aircraft in the game is 3/5/1. The "Seaplane Squadron" SAs give a 3/6/1 armor value. Frankly, this is slower and more vulnerable than any of those. But given the inflation in AA that has occurred during the life of this game I would hesitate to go much lower than 3/5/1. Maybe 3/4/1? An armor value less than 3 would only survive if it is placed in an open sector. But that is historically where they would go anyway.
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Maybe an ASW of 2, and an ALternate payload 3 or 4, as far as its weapons go?
What would y'all think of an SA for the Walrus that gave an initiative bonus, perhaps if the player controlled a battleship or something conditional like that, to reflect its use a scout?
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Maybe an ASW of 2, and an ALternate payload 3 or 4, as far as its weapons go?
What would y'all think of an SA for the Walrus that gave an initiative bonus, perhaps if the player controlled a battleship or something conditional like that, to reflect its use a scout?
I like the idea an initiative bonus as well as Spotter SA from the Ar 196 would be more appropriate. No weapons..... and 3/5/1
Which UK Battleships and Cruisers utilized the Walrus... If they did why would this A/C cost anything if it comes with the ship? Just a thought, if it comes with the ship then we need a card for it or a SA for those UK ships.
Only 5 subs sunk and 2 instances of use as a gunnery spotter the walrus. Ubiqueous but not remarkable in service.
They really sank 5 subs! That is a lot actually.
An ASW attack of 2 would be justified IMO. I don't think any other attack value would really hold up though. Flying boats are not exactly nimble.
ASW 2 attack and the Spotter Ability seem spot on to me. An Initiative bonus might be okay. It would represent the advantage of spotting the enemy first and being able to maneuver for a favorable position. Maybe if you control at least one ship with an Extending Range ability?
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Also, I think we should consider Sea Basing like we did with the Ar 196. It really shouldn't be using up land base capacity IMO. We discussed other "ship basing" SAs, but concluded Sea Basing was fine. I don't think we need to run through that again and contradict the earlier card.
Probably classed as a fighter? That seems to be the default for these kinds of units. ASW: 2 Armor: 3/5/1 or 3/4/1?
Spotter Sea Basing +1 initiative if you control a ship with an Extended Range SA.
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Also, I think we should consider Sea Basing like we did with the Ar 196. It really shouldn't be using up land base capacity IMO. We discussed other "ship basing" SAs, but concluded Sea Basing was fine. I don't think we need to run through that again and contradict the earlier card.
Probably classed as a fighter? That seems to be the default for these kinds of units. ASW: 2 Armor: 3/5/1 or 3/4/1?
Spotter Sea Basing +1 initiative if you control a ship with an Extended Range SA.
Yes that would be well worth taking...
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I'm actually pretty excited by the possibilities of this unit, granted it would be a niche unit and most likely point filler. But what if we were to do something along the lines of the following:
Sea Basing: This unit can base only in a coast or island sector on your side of the map. Don't place a rearming counter on this unit during your air return step.
Spotter - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when attacking that ship at range 2 or greater with their main Gunnery attack this turn.
Air Recon: +1 initiative if you control a ship with an Extended Range SA.
Air Rescue: Once per game, instead of attacking in the Air Attack step, this unit can perform a rescue mission if it's in a sector where a friendly ship was destroyed the previous turn. Score 3 vps at the end of the turn.
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With the Air Rescue the unit can become cost neutral with a big risk/benefit if you can keep it alive with smart placement. It could be a constant Sub Harasser with the ASW value of 2 (not likely to cause much damage though). It also has a high synergy with units with Extended Range and with the +1 to initiative can give you some placement advantage for positioning. Obviously this would require some play testing, but this is the type of synergy that I was trying to get across with the German M-Class Cruiser.