Post by CommanderSam on Jul 24, 2020 16:14:08 GMT
After reading a good review of Mosquito History, I find other variant that could be brought to life. Open to comments for stats/SAs and costing
- Mosquito FB VIII "TseTse"
Aircraft—--Fighter 1943 (8)pts
SPEED----A
Attacks: 0
MG: 5
AA: 6
ASW : 6
A: 5 VA: 9 HP: 1
Land Fighter: This unit can’t be based on a Carrier and it can’t benefit from the expert dogfighter
bonus.
Rugged: When an enemy unit rolls successes equal to this units vital armor and would destroy it, roll a die. On a 4 or higher, abort this unit instead.
Submarine Strafer : This unit can make ASW attacks without taking penalties to Armor or Vital Armor
Expert Strafer : This unit can make Gunnery attacks without taking penalties to Armor or Vital Armor - Sea Mosquito TR 33
Aircraft—--Fighter 1944 (10)pts
SPEED----A
Attacks: 0
Attacks: 0
MG: 4
AA: 5
B : 7
T : 2
A: 5 VA: 9 HP: 1
MISSION SELECTION: This unit counts as either a Fighter, a Dive Bomber or a Torpedo Bomber. (Choose the unit's role when you place it during the Air Mission phase.)
NF 13 - Aircraft—--Fighter 1943 (5)pts
SPEED----A
Attacks: 0
MG: 5
AA: 6
A: 5 VA: 9 HP: 1
Land Fighter: This unit can’t be based on a Carrier and it can’t benefit from the expert dogfighter bonus.
NIGHT SPECIALIST: While in Darkness, this unit gets +1 on each search check and ignores darkness attack penalties. - B IV
Aircraft—--Patrol Bomber 1942 (9)pts
SPEED----A
Attacks: 0
B : 8
A: 5 VA: 9 HP: 1
LAND BOMBER: This unit can't be based on a Carrier, and it can't benefit from the Expert Bomber bonus.
HIGH ACCURACY: This unit gets +1 on each attack die when making Bomb attacks.
HIGH SPEED BOMBER: When an enemy Fighter rolls successes exactly equal to this unit's Armor and would abort it, the attack misses instead
Highball : Once per game, before this unit makes a Bomb attack, you may decide that 6 counts as 3 successes instead of 2 for that attack - PR XVI (RAF or USAF)
Aircraft—--Patrol Bomber 1939 (4)pts
SPEED----A
Attacks: -
A: 6 VA: 9 HP: 1
Weather Scout : At the beginning of your Air Attack step, you may choose a friendly Ship within range 2. Whenever you make a concealment roll for that ship this turn, add +1 to the roll.
SHADOWING: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
EXCELLENT ENDURANCE: Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit.