The only way to get consensus on what to make and what to do is to continue to do things in the spirit of the game designer. Otherwise it’s just a frayed rope where each strand is another’s opinion and there is no agreement. The game designer’s intent is wholly relevant.
But we would be doing what RB has already done.
All you're trying to do is take an existing SA (Seaplane Attachment) which already represents aircraft like the Arado, Kingfisher and Walrus and upgrade it to represent a specific aircraft. In this case the Walrus. You're already going against the intent of the designer.
You guys keep harping on about not doing what RB would do and yet you have repeatedly done things he wouldn't have done i.e.
Added jets, the ME262 and Meteor are aircraft that don't belong in a WW2 naval game. A ship with range 2 ASW attack. Speed 2 submarines. Minefields that are both dense and not dense at the exact same time. And now this unit.
I think we should leave it as it is. We have gone well down this road with seaplane scouting aircraft now. Changing it on the last aircraft of the type makes no sense to me.
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
Minefields that are both dense and not dense at the exact same time.
I finally understand what it is you are fussing about! I need simple sentences to understand I guess.
So I see your point. But I am not sure it is really worth bothering about. The reroll mechanic was used by RB although sparingly.
We have "Aces" who can re-roll once per game and then they are no longer Aces. So you could say it is a squadron and it wouldn't always have the Ace pilot. But the roll is for the entire squadron so does it have all Ace pilots on one sortie and none on the next?
We have "AA Veteran" ships that are crack shots one turn and not another.
Almost every time there is a "once per game" SA it is changing something for one turn.
I would call this is a case of "KISS" over-riding strict simulation.
Call it "sleeping lookouts?"
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
I get the argument that we've turned an SA into its own unit, but I also don't think it's that big a deal.
Were there better options to choose from? Debatable, at this point. Including this deck, we've added 432 units on top of the hundreds from the original game.
This is an easy fly to swat and won't be breaking the game by any stretch.
I'm happy with it and would like to move forward with it
To you from failing hands we throw the torch be yours to hold it high. -In Flanders Fields. John McCrea
I seem to recall (I could easily be wrong) that this was originally nominated simply because some folks wanted a card for this aircraft. That has been the case for more than one card in this project! So I guess we get what we ask for.
For me the Walrus and Kingfisher are not very interesting because the were really only used for Search & Rescue. Radar quickly made spotter aircraft obsolecent, especially for the Allies. The Jake and Ar 196 were actually used as attack aircraft and provide the Axis some differentiation from the Allies.
Just my two cents. Plus I think I have posted this before.
So the Walrus fans get their card. As ticat said at this point I don't see it doing much harm.
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
Sea Basing - This unit can base only in a coast or an 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 Rescue - The first time a friendly Aircraft is destroyed, score 3 victory points at the end of the turn. You can only use Air Rescue once per game.
With a design lineage that stretched back to 1920, the Supermarine Walrus was initially designated Seagull Mk.V for the Royal Australian Navy. Eventually Walruses saw service in 9 navies and airforces. The refined design proved to be effective and flexible. Conducting scouting and anti-submarine duties. But is best remembered for is maritime-rescue role, saving over a thousnd downed aircrew. Though a replacement was developed, the Supermarine Sea Otter, walruses continued to operate throughout the war and after. Though thier roles were increasingly taken by radar and helicopters.
How about this?
With a design lineage that stretched back to 1920, the Supermarine Walrus was initially designated Seagull Mk.V for the Royal Australian Navy. Eventually Walruses saw service in nine navies and air forces. The refined design proved to be effective and flexible. The little flying boat was used for scouting and anti-submarine duties. But it is best remembered for its maritime rescue role, saving over a thousand downed aircrew. Though a replacement was developed with the Supermarine Sea Otter, Walruses continued to operate throughout the war and after. Their roles were gradually taken over by radar and helicopters.