So what are people thinking in terms of admiral cards?
It often put forward like a bolt on for existing cards. Is that what most people are thinking?
As ive said elsewhere, thats not an approach i personally support. My preference is for a conditional qualifier (ie appropriate ship/s) that confers some related bonus.
Specifically; What mechanic did you anticipate? How broadly do you anticipate this card type to be spread? One per side, 3 or 4 in a deck? More? Have you a specific admiral/unit/bonus in mind? Why?
Disclaimer: I don't really have a preference one way or another on Admiral Cards, or an Admiral deck, but I'm all for tossing ideas out and churning discussion.
What mechanic did you anticipate? Something with movement or deployment would make sense. Maybe with specific bonuses against or for certain ship types. Maybe balancing them by point cost and drawbacks. Examples below
How broadly do you anticipate this card type to be spread? One per side, 3 or 4 in a deck? More? One per side per game. With nations having multiple options, you can pick your admiral for your build. Example being Doenitz for a sub build or Raeder for surface build.
Have you a specific admiral/unit/bonus in mind? Why? Also see below
All of this was just the result of a brainstorming session, and of course open to feedback and suggestions. I have no point values imagined for them yet.
Vice Admiral Takeo Kurita +1 die on Battleship/Cruiser gunnery attacks on opponent Destroyers and Carriers. General Attack - when deploying units, Destroyers only have speed 1 first turn, and Cruisers and Battleships must deploy in separate sectors.
Fleet Admiral William "Bull" Halsey Jr. +1 die on Bomb attacks on opponent Carriers and Battleships Typhoon Cobra - when friendly Destroyers and Auxiliaries travel through a squall sector, roll a die, on a 1, that unit takes 1 point of hull damage. Aircraft based on a Carrier must also roll a die if the Carrier passes through a squall. On a 1, that Aircraft is removed from play. The opponent does not score victory points for destroyed units from squalls.
Grand Admiral Karl Dönitz U-boats are allowed a minimum of 2 attack die when suppressed if they are in a sector with another U-boat. This is mutually beneficial. Raider units get +1 on their Raider ability for their first engagement. Cruisers and Battleships that do not have the Raider ability suffer a -1 to their Main Gunnery Attacks.
Grand Admiral Erich Raeder If 2 Battleships or a Battleship and Cruiser are in the same sector, both units get +1 Armor and Vital Armor. Channel Dash - Once per game, 2 Battleships can ignore the results of a successful search check. (Once per Battleship, max of 2 Battleships) Submarines suppressed by ASW have no minimum 1 ASW die.
Vice Admiral Lancelot Ernest Holland, CB Allows +1 Destroyer to Sector limit if all ships in the Sector are Destroyers. Good Instinct - If playing in a match with concealment or a night match, searches for opponent ships get +1 to their search check. Battleships have -1 Armor and Vital Armor.
Last Edit: Aug 30, 2021 21:57:34 GMT by attackercat
Some mechanisems i have thought about. 1. Have an Admirals deck separate as a bolt on( can be used or not) 2. Must have a flagship in your fleet. How else can they effect the fleet if they arnt present of the waves with the fleet. 3. Must include all active fleets during WW2. 4. We can reuse many of NDs cards 5. Maybe we can look at a points cost for these, they are not all equal.
Midway If you have 3 or more US carriers with at least capacity 2, one of them can use Damage Control at the end of the turn. This stacks with Damage Control already on any card.
Japan Choose a Ship with Night Fighter at the beginning of the game. While in darkness, that Ship can use the Near Miss ability.
Tin Can Navy If a Ship has already been attacked by Gunnery from two or more destroyers, other destroyers roll an additional die when making Gunnery attacks on that Ship.
In think it needs to have a good focus on a particular action rather than a whole career.
And very probably some sort of drawback or weakness that balances the advantage.
Im not onboard with an exception "opt out" card for a deck project; While players/groups may choose to go that way. Assumption at development has to be they are legal and integral part of the deck. Like any other card.
Some mechanisems i have thought about. 1. Have an Admirals deck separate as a bolt on( can be used or not) 2. Must have a flagship in your fleet. How else can they effect the fleet if they arnt present of the waves with the fleet. 3. Must include all active fleets during WW2. 4. We can reuse many of NDs cards 5. Maybe we can look at a points cost for these, they are not all equal.
1. Yes of course. That's what true expansion is.
2. Admiral cards should have a qualifier. i.e. a carrier admiral should have a carrier in his fleet.
3. If you mean all navies in the game should be represented? Of course the majors should all get their admirals however some minors may not warrant them but having said that if we can tie them to an interesting admiral ability it may make them interesting and fun to play.
4. Why reinvent the wheel if we can adapt what already exists?
5. Yes point values are the foundation of W@S and a core mechanic so the admirals should comply.
“Im not onboard with an exception "opt out" card for a deck project; While players/groups may choose to go that way. Assumption at development has to be they are legal and integral part of the deck. Like any other card.“
“Im not onboard with an exception "opt out" card for a deck project; While players/groups may choose to go that way. Assumption at development has to be they are legal and integral part of the deck. Like any other card.“
Why are you not onboard for opt out cards?
Right,
Firstly, im only talking about in a card development context. If some players in the wild choose to opt in/out with them thats fine. I'm not supportive of creating artificial heirachy of cards where some are less official than others. Assumption when making a card is that a player is only aware of the rules and the information on the card. Knowing the forumini backstory shouldnt be required.
I would have been happy with a few admiral cards in each deck but at this point in the game we need either a full deck of admirals or to not add them because they wont be used if there are only a few in the game and no variety. I wouldn't say every nation needs an admiral but the big ones need at least 4 and the medium ones need at least two options.
Making them anything less that equal to normal cards creates a situation where propsals are made on the "just dont use them" basis. Its a big assumption that all players will know this.
In my opinion. Treat all cards as equal picks in the fleet building context with the interactions and power level balances that entails
I would be interested in an Admiral project, maybe even "hero" units that can buff others. I made a custom card honoring John Waldron of VT-8 that buffs TBD Devastators.
Thinking on it a bit more. My approach wpuld be stick to specific actions/commanders who operated with about 100 points worth of units. Doing one for the top 2 or 3 navies for each side.
Some examples
Henry Harwood (RN) Battle of River Plate- evasive action on cruisers
W.A. Lee (US) Naval Battle of Guadacanal - reroll 1s on battleships mains versus enemy battleships
Otto Cilax (KM) Channel Dash - Deploy second in the deploment phase
Mitsuo Fuchida (IJNAS) Pearl Harbour - Suprise Attack/enemy land fighters start with rearming marker