This is what happens when we try to incorporate a late war "super weapon" into the game. It invariably breaks the boundaries of the game. Which is another way of saying it is game breaking power creep. In reality, the late war "super weapons" were constrained by supply and "too late to the party." There isn't any way to replicate that in this game except to bump up the cost. RB tried that a few times (looking at you George and U-2511) and royally pissed off the game community. But game balance wise he was right on the U-2511 IMO. The George probably not. The George was within the games stat boundaries and basically equivalent to the Corsair that came out in the same set. We can argue that the Corsair was a little better aircraft in reality, but game-wise they are in the same stat "envelope."
In reality this aircraft should be ASW 3 with the Surprise! bump to 4. Bomb value should be 5 with Hi-Level Bomber. A bomb value of 6 would be a "round up" according to the stat tables and I think acceptable. The issue here is RB already was "simulating" an Atlantic B-24 ASW bomber so we don't have as much room to wiggle here as it appears. Using "Surprise" to represent the Guided torpedo is very reasonable. A bomb value of 6 with Hi-Level is a tiny bit generous but okay. Or a straight Bomb of 5 because we are too "SA heavy" otherwise.
Again, the bomb value really doesn't bother me much. It is the ASW that is potentially devastating. If we really want to keep it at ASW 4 then I think the cost should go up another point to 8. This thing potentially takes U-boats out of the game in 1943. Not good.
Bomb 5 - no Hi-Level ASW 4 + Surprise Cost 8
The only defense is to have fighters that can go out the first turn. That is costly if your fleet build isn't oriented toward air. If they are land based then you have to bring enough fighters to go out on turn two as well. Or allow the Liberators to have a free run on the second turn. At least the Liberators are back to ASW 4, but that is still pretty hot based on MN's stat summary.
Bomb 6 with Hi-Level or Bomb 5 no Hi-Level (Too many SAs) ASW 3 + Surprise Cost 7
So I can go with this. It is a bit of a beast, but at least you pay for it.
Cost 8
Bomb 5 - no Hi-Level ASW 4 + Surprise
Light Defensive Armament – Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 Armor this turn.
Excellent Endurance – Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit.
Surprise – If it’s the first turn of the game, this unit rolls one extra attack die when attacking.
ASW Pinpointer – Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn. This bonus does not apply to ASW attacks made by this unit.
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It is a beast though. Potentially five airdropped DC's first turn and then back in turn two, to potentially finish what it started. A real alternative to Sunderland.
"That's right son, join the navy. Get behind a bloody big gun and knock the hell out of somebody"
"We went out, got our arses kicked, then came back again"