Just trying to summarize where we are with this one.
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
Type: Aircraft-Patrol Bomber or Dive Bomber? Year: 1939 Cost: ?? ASW: 2 A/VA/HP: 3/4/1 or 3/5/1 (I think 3/4/1 is correct)
SAs
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 - Once per game, this unit can perform a rescue mission if it's in a sector where a friendly unit was destroyed during (this/the previous turn). Score 3 victory points at the end of the turn.
"This turn" means one has to determine which sector one is likely lose a ship in, and then place the Walrus there? That narrows the window in which Spotter is also usable... which might be fine, but I like the greater flexibility of including the previous turn. This would require keeping track of lost ships though, which is more tedious than the ability needs to be.
(Side note: can this ability be used after the Walrus has been placed in an island sector for the air return phase, if the island sector contained a Vosper or suchlike that got sunk during the turn?)
The question behind Patrol Bomber or Dive Bomber is search checks at night and at long range correct? It would be more useful as a patrol bomber, as it needs to succeed on a search check to act as a spotter, rescue, or make an ASW attack.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
For me, keeping track of where my units were destroyed in the previous turn just isn't going to happen. RB called this "system memory" and in a game like this there isn't much to be had. The ability is pretty trivial anyway so I don't think it is worth all this effort.
Yup, that is the advantage of being a patrol bomber as near as I can tell.
Personally, I still prefer Patrol Bomber, simply because it makes it more useful, though I understand the perspective of making it a Dive Bomber. Patrol Bomber makes the plane better in certain situations and should probably make it a touch more expensive.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. - Captain John Paul Jones
Personally, I still prefer Patrol Bomber, simply because it makes it more useful, though I understand the perspective of making it a Dive Bomber. Patrol Bomber makes the plane better in certain situations and should probably make it a touch more expensive.
I amnot sure the advantages of being a patrol bomber are worth a point of cost at this level. What would be the advantage of being a dive bomber? Wouldn't both be able to be escorted?
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Dive bomber has no in game advantages over patrol bomber.
However the gsme states where the patrol bomber classification is relevant arent compatible or desirable for this unit. Do we need a seabasing pb in distance games?
Dive bomber has no in game advantages over patrol bomber.
However the gsme states where the patrol bomber classification is relevant arent compatible or desirable for this unit. Do we need a seabasing pb in distance games?
Which game states aren't compatible or desirable?
I am having difficulty seeing which classification would be best, but I definitely don't like doing something that causes conflicts (and thus clarifications) in the game. Frankly, I am much more concerned about rules issues than I am about the minor game play advantages/disadvantages of each type. I think it will mainly be used for the Spotter SA. There isn't anything special in that SA for Distance Rules, and I don't think it will be used in Darkness rules even with the boost to a 50% probability of successfully reaching its sector. I think keeping it a cheap spotter is the best outcome.
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Circumventing landbase limits and getting a bonus to distance game search checks is not ideal.
Could you say a bit more about how these are not ideal? What abuses do you envision happening with sea basing and with high success on search checks at night and at distance?
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Weeds, to sum up the differences between Dive Bomber and Patrol Bomber on this unit (most impacts are in the Night and Long Distance Games):
Patrol Bomber No night recovery (landing) checks. Places successfully on a 3+ in long distance or night games. May not benefit from Expert SAs.
Dive Bomber Must make night recovery (landing) checks (fails on a 1 and you lose the plane). If desired, this could be eliminated with an SA. Places successfully on a 5+ in long distance or night games. May benefit from Expert SAs, unless blocked by an SA on the card.
(All, if I missed something, chime in...no coffee yet).
Neither status confers a night attack bonus, not that this plane is going to have a big attack value. Could be changed with an SA, but I wouldn't advocate for that. Neither status effects the ability to use a spotting SA at night, though Dive Bomber would make it harder to pull off successfully because of the lower probability of succeeding on a search check.
Combined with Sea Basing, which carries a bunch of unique functionality in its own right, the differences in a standard game with no darkness or long distance in play aren't that significant. Making it a Patrol Bomber would definitely make it better at night or in long distance games. In my opinion, the edge in making successful search checks in those situations would make a Patrol Bomber Walrus worth about 1 point more than a Dive Bomber Walrus.
Depending on how inexpensive it is, a lower cost Dive Bomber version with Sea Basing might be a bit more spammable than a more expensive Patrol Bomber, which could impact the air-placement game. All that said, Sea Based planes *must* fly every turn...in the face of decent AA, these things are going to die in droves.
I think the discussion really comes down to do we think the Walrus had good capability at night or not. Personally, I think float planes should be more forgiving at night when it comes to recovery checks (they often took off or landed in darkness). When it comes to their effectiveness in finding targets at night or successfully attacking them, I think that depends on other features of the aircraft. On this point, I think there is certainly some room for debate on how good the Walrus was in that environment.
Admittedly, this isn't necessarily going to be a big deal to every player. Personally, I play a lot of Night Games, as do a number of folks commenting in the thread, but I know some folks that never have. To them, the choice between Dive Bomber and Patrol Bomber is probably about aesthetics or is largely irrelevant.
I can see it as either Dive Bomber or Patrol Bomber. I favor Patrol Bomber for reasons stated before, but it would be a functional plane either way. I just think there should be a slight points difference between the two.