The deal is, the game made a mistake by not having a generic transport. It’s an artificial shortage to have nations without access to:
A garbage escort fighter A coastal sub A freighter for cargo A landing ship
Because they all had them during the war. Now that we’re on “the last set” it’s too late to make a landing ship and a freight hauler, so instead we’re trying to do both. This shouldn’t be hard to do since it’s a garbage unit but actually pretty important for the war at sea. So the two choices are to leave the imbalance intact or to make a unit that does both jobs but not at the same time. Or make one that does both things and have it make no sense.
The deal is, the game made a mistake by not having a generic transport. It’s an artificial shortage to have nations without access to:
A garbage escort fighter A coastal sub A freighter for cargo A landing ship
Because they all had them during the war. Now that we’re on “the last set” it’s too late to make a landing ship and a freight hauler, so instead we’re trying to do both. This shouldn’t be hard to do since it’s a garbage unit but actually pretty important for the war at sea. So the two choices are to leave the imbalance intact or to make a unit that does both jobs but not at the same time. Or make one that does both things and have it make no sense.
I think that is over-stating it a bit. Not every minor nation had the ability to mount a significant sea borne landing. Or the capability to provide meaningful protection to a convoy. But that is getting overly historical. There is also the issue of "should every nation have the same stuff and abilities." At this point that has been watered down pretty well too. The ideal was to be "different, but just as competitive." But that ideal is hard to create in any game, and especially in a long running "collectible" game. Even so, I think it is always worth trying to keep it from going completely vanilla. At that point the game is pretty boring IMO. If you like Chess then play Chess.
I really would have liked to see a German freighter in this set and I have had a good one (also was a block aid runner and a class of more than 5) picked out at least two sets ago. Grey cards are not my favorite thing, but I do think there are a few things that make sense to be neutral common installations.
So based on what all three of us appear to prefer I think including both SA's and having the "Sailing Orders" SA is the least worse option. The "player memory bandwidth" is pretty light here because it is declared at the start of the game and stays that way the whole game. I does break clear precedent over the existing game boundaries for a civilian auxiliary versus a naval one. Actually, Flak is just trying to make the "card" that is already in the rulebook into a formal (and usable) card. I get it.
Here is what is already in the game:
Landing ability:
US Gunston Hall 7 pts AA6 2-8-3 Landing 10 US LST 4 pts AA4 2-7-2 Landing 5 US Bayfield 6 pts AA5 2-6-3 Landing 3 (plus landing craft SAs) JA T1 Landing Ship 6 pts AA4 ASW2 1-7-2 Landing 5
Vital Cargo:
US Jeremiah O'Brien 3 pts AA4 1-4-2 VC6 US American Victory
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I think that is over-stating it a bit. Not every minor nation had the ability to mount a significant sea borne landing. Or the capability to provide meaningful protection to a convoy. But that is getting historical. There is also the issue of "should every nation have the same stuff and abilities." At the "Axis versus Allies" level maybe yes. At the individual country level I would argue no.
Here is what is already in the game:
Landing ability:
US Gunston Hall 7 pts AA6 2-8-3 Landing 10 US LST 4 pts AA4 2-7-2 Landing 5 US Bayfield 6 pts AA5 2-6-3 Landing 3 (plus landing craft SAs) JA T1 Landing Ship 6 pts AA4 ASW2 1-7-2 Landing 5
Vital Cargo:
US Jeremiah O'Brien 3 pts AA4 1-4-2 VC6 US American Victory 4 pts AA5 1-6-3 VC8 JA Kinai Maru 4 pts AA3 1-4-2 VC8 UK Melbourne Star 4 pts AA3 1-7-3 VC8 IT Pietro Orseolo 3 pts AA3 1-6-3 VC6
Right only the US and Japan have amphibious landing abilities. And that is not entirely inaccurate. Yes, there were massive Allied landings in Europe - but arguably mostly equipped by the US. It was Japan and the US that "often" landed on islands around the Pacific as an almost routine activity.
Vital Cargo freighters are a little more available thanks to us. I really would have liked to see a German freighter in this set and I have had a good one (also was a block-aid runner and a class of more than 5) picked out at least two sets ago.
So based on what is already in the game I still think filling in the "hole" on freighters/convoy ships makes the most sense. Much as I dislike grey cards.
I will go either way you two can agree. But if I am a tie breaker then I would prefer just a freighter as it doesn't try to do too much. And I think it is more "true" to Flak's intent to simply make a formal card out of the generic convoy ship in the rulebook. The rulebook says the goal is to move the convoy ships "off the enemy's side of the map."
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Landing gets wierdly tacked on to cruisers as well.
The intent was as spelt out above. Including landing is specifically to provide a capability to use the installation mechanics without having to do 15 daihatsu clones.
I just don't have a lot of time for people who go looking for complications. We're not using specifications to determine landing capacity and nobody is being delivered to the beach in 10 minutes. 6 vps will not typically move thecdial in a hundred point game, even if you husband them across the map.
This isn’t just a neutral card though. If you’re not the US, Japan, or Italy, you don’t have a transport and use someone else’s. That’s a long list of nations at an artificial disadvantage.
You have to choose one or the other at the start of the game with all of the other units by default. If we allow the choice to be made "in game" you will obsolete all those other cards. It's a single declaration at the start of game so it shouldn't be hard to remember. Yeah, I am not thrilled with that, but it comes with the territory when we try to make a single card do too much IMO.
What's changing exactly? It remains a auxilary. We're inventing complexities about abstract cargoes. You have a choice of SAs to use on a given turn. The SA text doesnt alter the unit. It scores 6 vps.
The landing value is a function on the installation. Not this unit.
The other ships have greater values than the sum of vc and landing on this, better stats or SA.
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.
While i think its entirely unneccesary. The top of these option covers the issue
Vital Cargo 3 - At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 3 victory points. You can only remove one unit with Vital Cargo from the game per turn.
Landing 3 - Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
Specific Loadout - This unit can’t use the Landing and Vital Cargo abilities on the same turn.
Convoy Formation - The sector this unit is in can contain one friendly Ship above the stacking limit, if one of the other Ships in the sector is an Auxiliary.
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Some of the information is from Wikipedia and some of it is from the book titled The World's Merchant Fleets - 1939 by Roger Jordan. It is basically a huge book of small type tables listing every registered merchant ship by country, merchant company, tonnage, size, cargo type, speed, shipyard that built it and fate.