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.
I am not sure it is necessary since there can only be one "first time a friendly aircraft is destroyed," but the extra doesn't add much text.
I could go with either version. But short version is definitely KISS. Overall, I like it better.
"Long" version:
Air Rescue - Once per game, this unit can perform an air rescue at the end of the Air Defense step if a friendly Aircraft was destroyed within Range 2 of this unit. Score 2 victory points at the end of the turn. You can't make any attacks with this unit during the turn you use this ability.
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.
That's part of the core rules : SAs don't stack. Multiple occurences of the same SA cannot be called for.
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.
That's part of the core rules : SAs don't stack. Multiple occurences of the same SA cannot be called for.
The "long" version could be done once per unit. The short version would be only once per game regardless of how many you have. But it is a lot harder to trigger.
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The first version (the short one) seems simpler and more useful. The longer version seems more difficult and also less worth it (I am not sure how much 3 VP outweighs potential submarine suppression)
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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.
That's part of the core rules : SAs don't stack. Multiple occurences of the same SA cannot be called for.
I'm not sure that's entirely true. Multiple Slow rolls can occur on the same turn. Multiple Expert Dog/Bomb/etc can occur in the same Air Defense/Attack Step. I think the key word in the shorter SA Weeds proposed is "first". I believe the effects of SAs on a specific unit can't stack...I can't apply Expert Bomber twice to the came bomber, can't use Scout Cruiser from two different units on the same target, etc. I've played the game a long time, and I have to admit, I'm not 100% sure on this one. I think we'll handle it well here on the boards just fine...just thinking about how the card will be used out there "in the wild". If a half dozen worlds can remove any ambiguity, I'd be in favor of that.
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Multiple aplities may be applied to different units. But as you can only have one first destroyed aircraft you cannot use it for multiple examples of the same SA.
For simplicity sake I like the short version as well. It's just bonus points anyway. No one is taking this for rescue. This baby's a spotter. If it actually pays off it pays for the plane.
I guess my preference depends on whether trying to limit the SA to once per game for ALL units with this SA (Short version as worded), or once per game for each unit (long version).
I like the once per game per unit better, because it makes Barracudas more palatable. It's relatively harmless, though, because you're not really going to base a strategy around using that ability lol
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OK, so I ran some playtesting over the weekend with the unit with both versions of Air Rescue and the stats that I dug up from a couple of pages ago. I also made an attempt at some points as well. So first is that stats that I used and then the report of how they faired.
Walrus Maker: Supermarine Type: Aircraft - Patrol Bomber Year: 1939 Cost: ** Based on which Air Rescue version ** ASW: 2 A/VA/HP: 3/4/1
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 (Cost of unit=6) - Once per game, this unit can perform an air rescue at the end of the Air Defense step if a friendly Aircraft was destroyed within Range 2 of this unit. Score 2 victory points at the end of the turn. You can't make any attacks with this unit during the turn you use this ability.
Air Rescue (Cost of unit=5) - 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.
-------------------- Playtest results
Played both versions in a 1942, 200 point match vs. an Italian Build. Keep in mind we only played one game with each.
It ended up being a primarily British Airbuild with a single Battleship and Cruiser support vs. an Italian Battleship (3) and Cruiser build with some land-based Fighter support. In both games due to the number of air units the Brits had, the Walrus's were never in any real danger of being shot down. A single walrus was taken in both games since we used the same builds to save some time. In both games the Walrus was able to perform an "Air Rescue" for either the 2 or 3 bonus victory points. In the end neither the 2 or 3 victory points had a big effect on the points, however... the biggest difference between the long and short version of the Air Rescue SA is whether you want to promote only ever taking one Walrus or promote taking multiples. With the short version, there is no real reason to take more than a single one since you can only ever claim the bonus VPs more than once, whereas with the long version, you can claim it multiple times through the use of multiple units.
The return on investment on the VPs against the cost I think I had backwards after playing the two games. The short version should cost the higher since you get a greater once per game return (total cost is 3), whereas for the multiple use per game it's a total cost of 4 points per unit with the SA being used for each one. This unit is purely a support piece and will not be generating any VP's (or 'kills') on it's own (unless it gets REALLY lucky with the ASW) so it really can't make points on its own which was why I costed them lower.
----------------- Conclusion/Recommendation
So in short, I think either version is fine. We just need to be aware that the decision we make will have an impact on how many of these units are selected in builds. Also, I think the costs as I had them in the playtest should be reversed (6 pts for once per all units/game, and 5 points for once per unit/game), this way the cost/reward ratio stays at 3points per unit purchased.
I hope this helps put some context around the unit, SAs, and the costing of it.
Thanks AU64. That was extremely helpful. At least we know it isn't going to break anything either way. I still favor the short version, but only for KISS. I think either way is okay.
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