Hey guys, compared to the first Koln (11 points) and the Konigsberg (10 points) I think this is a solid 11. It is easily the equivalent in value to first Koln. And light years more useful than Konigsberg.
For the flavour text—the phrase beginning "Operation Beowulf..." is not a sentence. It also needs hyphenation: German-Finnish as opposed to German Finnish
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
With a class limit of 3, I think Weed's point does stand, and the Helicopter ability is both versatile and strong, even if its platform is not robust. I think it would be playable at 11 (or at the very least, it would be hard to replace at a lower cost).
University Student— Lover of Plato, Aristotle, War At Sea, Palestrina, and Mozart
So here is a question. Does Scout Helicopter only apply to attacks by the Koln? Or is it supposed to be like Scout Cruiser and apply to all attacks on that ship?
SCOUT CRUISER - At the beginning of your Air Attack step, you may choose an enemy ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that ship this turn.
Scout Helicopter (current) – At the beginning of your Air Attack phase, you may choose an enemy unit within range 2. Roll one extra attack die when making Gunnery or ASW attacks against that unit this turn.
All friendly units can attack:
Scout Helicopter (intended?) - At the beginning of your Air Attack step, you may choose an enemy unit? ship? within range 2 of this unit. Your units roll one extra attack die when making Gunnery or ASW attacks against that unit/ship? this turn.
"ship" would mean only ships. "unit" would mean ships and Installations. Subs too? I
Only Koln would benefit from the boost:
Scout Helicopter (revised) – At the beginning of your Air Attack step, you may choose an enemy unit within range 2 of this unit. This unit rolls one extra attack die when making Gunnery or ASW attacks against that unit this turn.
Scout Helicopter (revised) – At the beginning of your Air Attack step, you may choose an enemy unit within range 2 of this unit. This unit rolls one extra attack die when making Gunnery or ASW attacks against that unit this turn.
This is what I thought you were trying to do. It is a very useful SA to say the least. Much better than either of the sisters. I like that a German light cruiser may actually be playable. I don't think a cost of 11 is high for this given the power of the SA.
I totally agree the cost spread between destroyers and light cruisers is not very wide. But the 3/8/3 armor line is clearly better than a 2/7/2 or even 2/8/2. Cruisers have the toughest "niche" in the game IMO.
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And another thing! Since this is 1941 Koln you will see in the "statistics" that Koln's AA gunnery had been upgraded to the level of Nurnbergs and Leipzigs. So the AA can be 7.
AA 7 Okay?
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