Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn. Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship. Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack. Commerce Raider - This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
52/72
Class limit: 2
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The closest comparison is Akitsu Maru at 5 points. I think this unit is at least as valuable and Akitsu, and probably better. So I think 5 points. That ability to plop a submarine down right in the middle of a battle zone is a pretty good ability IMO.
The Akitsu Maru has to start in your starting zone, has Slow 3, doesn't have torps, has worse guns, has worse AA, and carries 2 Transports (non combat transports). I think this unit is worth more than the 5 points... again in the 6-7 point range.
I can go for 6 pts. At 7 points it gets close the cost of a the small sub that you could just put in the game instead. Although the ship itself can take objectives and give a sub a torpedo re-roll plus late placement. So maybe 7, but that would be the top I think. There is also the fleet build limit which also tends to be a factor in heavy sub builds. This unit is kind of acting like the "submarine pen" that some have wanted. Only more flexible - and vulnerable.
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Look, I am not really convinced that the submarine thing is a big thing. I would rather have it cheaper than too expensive. 4-5-6 as I said hard to price. I would go 5? And hesitantly 6. 7 is too much.
Well, dropping a sub isn't the only thing. It can be dropped at the end of turn 2 next to a sub or subs within range 2 that can reroll an attack. In fact, the sub it brings with it can use that reroll.
I still come out at 6 points. 7 is too much. 5 is probably not a game breaker though.
OK managed to playtest this Auxiliary out, but didn't use it with a Japanese fleet... I took it with a German Sub build with a couple of Chitose and some fighters. I plopped it down on the end of turn 2 when my opponent was gearing to capture the Northern objective. I was able to hide the Auxiliary behind an island in turn 3 but within range to allow the Wolfpack subs to be able to get some rerolls. The two subs obliterated the surface fleet in the objective due to the reroll (and the Chitose bonus) and the Auxiliary was able to chug into the objective and claim it.
While not a complete game turner, it did allow me to lure my opponent into that zone.
At 6 points I could see taking two of these and possibly forgoing a Chitose or 1 sub.
While I admit this wasn't the intended role of this unit, in a red vs. blue match it becomes pretty scary.
Good test. The basic game is Red vs Blue after all. That lands me a little more solidly on 6 for a cost. It will be a class limit of two even if class limits are also optional. If class limits are not being used then there are plenty of more powerful gambits than this one. Although this isn't a slouch - and I like that. It requires some finesse (ie strategy and skill) to use effectively.
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