At this time I don't believe that we have any SAs that are "Once per game, for all units with the SA..." which the short version would introduce. Normally SAs are more along the means of "Once per game, for each unit with the SA...". Someone please correct me if I'm wrong.
This is something that I feel we should be fully aware of if we go with the short version, as it may let to confusion.
On a side note, I thought that if I could somehow team up say 6 Walrus's and 6 A6M2 Zero Kamikaze (3pts) units, with the once per game recovery for each unit the loss of the Kamikaze would basically be free from a VP aspect (A6M2 destroyed -3vp, Air Rescue +3vp). However, since one is Allied and the other is Axis this can't currently happen. Just food for thought.
At this time I don't believe that we have any SAs that are "Once per game, for all units with the SA..." which the short version would introduce. Normally SAs are more along the means of "Once per game, for each unit with the SA...". Someone please correct me if I'm wrong.
This is something that I feel we should be fully aware of if we go with the short version, as it may let to confusion.
On a side note, I thought that if I could somehow team up say 6 Walrus's and 6 A6M2 Zero Kamikaze (3pts) units, with the once per game recovery for each unit the loss of the Kamikaze would basically be free from a VP aspect (A6M2 destroyed -3vp, Air Rescue +3vp). However, since one is Allied and the other is Axis this can't currently happen. Just food for thought.
There are several:
EMBARK B-25: You can base one B-25 on this unit. If you do, other Aircraft based on this unit can't perform missions until the B-25 is destroyed or removed from play. At the beginning of the Air Return phase after the B-25 performs a mission, if it wasn't destroyed, remove it from play and score 12 victory points. You can score victory points from an Embark B-25 ability only once per game. (Hornet)
LAND SECRET CARGO: At the end of a turn, if this unit is in or adjacent to an island or coast sector on your opponent's side of the map and no enemy Ships are local or adjacent, you score 2 victory points. You can only use Land Secret Cargo once per game. (Vospers MTB)
SECRET CARGO 4: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 4 victory points. You can only use Secret Cargo once per game. (Casabianca)
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Its starting to look halfway ok, but what do you guys think of restricting the Spotter SA to only UK and Commonwealth units. Honestly, they were the only ones using this unit (American had Kingfisher), and I really dont think American gunnery needs the help much, do you?
Last Edit: Sept 28, 2020 18:22:20 GMT by texasarcher
Yeah, I really prefer to stay away from those. It spirals down a long, long way. We have SAs that tend to be given to specific nations which I think is good. But if you are playing "open" then there are way too many of these kinds of issues to address in this game. KISS.
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Why limit its ability to be played when most others aren't? I think this thing is already going to have a hard time getting out of the tackle box and into someones fleet build.
The only card I am aware of that has an SA that limits its use to a particular nation is Inspiring Example on the Greek Giorgios Averof. And RB never did it again. I think it put a needlessly restrictive SA on a unit that already had little chance of seeing much play time.
The other somewhat nation specific SAs I can think of are Wildcat Operations and Stuka Operations. But those are designed to expand their availability for those that like to play nation specific, not reduce their availability to others.
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It looks like we are down to deciding on the version of Air Rescue. Below is the latest summary from AU64 with his recommendation for cost based on the long (multiple unit use) or short (once per game) variant of the SA.
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.
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 - 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.
Maybe this is a stupid question, but is the clause "You can only use Air Rescue once per game" necessary, since you can only lose a friendly aircraft for the first time once?
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