Re the rescue SAs. For the amount itll get used and the likelihood that it will actually affect the game result. Having range conditionality and a rearming marker is over kill.
As i said the previous page, id make it an immediatete 3vp when you lose a plane and leave it at that.
Re the rescue SAs. For the amount itll get used and the likelihood that it will actually affect the game result. Having range conditionality and a rearming marker is over kill.
As i said the previous page, id make it an immediatete 3vp when you lose a plane and leave it at that.
Like this?
Air Rescue - The first time a friendly Aircraft is destroyed, score 3 victory points at the end of the turn.
Re the rescue SAs. For the amount itll get used and the likelihood that it will actually affect the game result. Having range conditionality and a rearming marker is over kill.
As i said the previous page, id make it an immediatete 3vp when you lose a plane and leave it at that.
Like this?
Air Rescue - The first time a friendly Aircraft is destroyed, score 3 victory points at the end of the turn.
Guys just a word of caution about making Air Rescue effectively rangeless. Unless we're going to make this a bit more expensive plane, this is effectively discounting the Walrus down to 1-2 points in any build where there are a lot of aircraft present. It could create one of a couple of things depending on cost:
1. If the Walrus is too cheap, it becomes easily spamm-able in large air builds where taking it in numbers doesn't hurt very much because of the "buy back" in VPs. The Walrus isn't a world beater, but if taken in decent numbers, it could result in a considerable placement advantage in a big air build. Effectively free VPs is a further enticement to do that.
2. I think the rangeless version of the SA should be worth more than one with a range restriction. As proposed, its 3 victory points for simply breathing. I have a very hard time seeing this as a 4 point or maybe even a 5 point plane. Pushing the cost up higher than that may not be desireable depending on your perspective.
Personally, I'd prefer to keep a little bit of a range limitation on it. The handful of Rescue SAs already in the game do require the unit doing the rescuing to get into some proximity of the lost unit. Additionally, it doesn't seem all the realistic to me to have a one or more Walrus camp in relatively safe sectors on the friendly side of the map then suddenly recover downed pilots over enemy ships, particularly in long range games. Combat search and rescue missions are inherently risky. Maybe I'm overthinking it, but at a minimum, I could see the range-less version inducing a cost )perhaps only a point, but on cheap plane, it could add up).
I would appreciate specifying that the ability can not be stacked by purchasing multiply Walruses, as it does currently seem open to the interpretation that purchasing 3 Walruses would score the player 9 points the first time he lost an aircraft.
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
Note that the SA would only work once per game the first time you lose an aircraft. If that isn't clear we can specify it.
If only 1 Walrus could do this only 1 time, no matter how many Walrus(es?...is that a word?) you have, far less of a concern. It would also be a discouragement from taking more than 1-2 of them, mitigating some of the concern that that this is a would get exploited as a cheap, spammable plane taken in numbers to exceed the land airbase limit and gain a advantage in the air placement game. Could still be done, but it wouldn't be nearly as efficient.
I think a range limited SA would be a little more consistent with what's been done in the past, but the rangeless option with the above limitation could be made to work without a lot of concern.