I think it’s dumb to be able to do both SAs in one turn. Realistically you’d only be able to do one of them since it’s either carrying gold to Canada or troops to Tunis but not both. But I get how a gamey person would want to get to do both for some odd reason even though it makes no sense.
Specific Loadout - This unit can’t use Landing and Vital Cargo on the same turn.
Specific Loadout - This unit can’t use both Landing and Vital Cargo.
Most tramp steamers/freighter s had facilties for a limited number of paying passengers, but we are not talking about ocean liners/ troop transports here. Ocean liners were unique for their speed among other things.
Last Edit: Jul 19, 2024 18:04:23 GMT by weedsrock2
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I don't understand why it needs to have both. What are the interactions that are affected? I admit I have only rarely seen these SAs used, and it didn't really matter when they did, so I am not aware of them being really significant either way. Mainly I am just trying to prevent unnecessary confusion.
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Okay, so I see that one requires you to remove the unit from the game and the other doesn't. Hmmm.
So, when I look at Hap's spreadsheet it is clear that Landing is an SA always given to a warship or naval auxiliary. Vital Cargo has always been given a a civilian merchant ship. So why wouldn't this unit just get the Vital Cargo SA? The whole intent is to give every nation access to a merchant ship, not a naval auxiliary. I think trying to do both is the problem here.
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Lots of merchant ships were impressed into service as landing ships though.
Its still only 6 points total, and another tool in a players box they wont otherwise have. If it desperately requires a clause or sa to extend across two turns, that can be suffered. It'll be unlikely to make a difference to games eitherway
I agree this is not a power unit. I am just trying to keep it from being confusing or overly convoluted. I have to keep going back to the post with both of the SAs to read them again. They are subtly different and hard to keep straight for me.
They are really intended for two very different end points. One is for a convoy scenario where you reach the other side and it has done its job and is removed. The other is for a beach landing scenario where you anchor off the beach and land you troops once and just sit there until your opponent destroys it or ignores it since it can still only be used once.
I guess with both SAs you could drop off your troops on an island and then proceed to the end of the map to complete the convoy mission.
I understand you what you want to do now, but I think it going to be a very confusing unit for people to understand. And I also understand why mnnorthstars isn't too happy with it now. We are trying to do too much here IMO.
I still think just Vital Cargo 6 makes sense for this unit. Not because of power, but because of KISS and consistency. The "generic" unit in the Rulebook doesn't have any SA's. I think we have usefully improved on that.
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MISSION SELECTION - This unit counts as either a Dive Bomber or a Torpedo Bomber. (Choose the unit's role when you place during the Air Mission phase)
Sailing Orders - This unit can use either the Landing 6 or the Vital Cargo 6 ability this game. (Choose the ability when you deploy your fleet at the start of the game)