Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack
Shore Battery - This unit is immune to torpedo and asw attacks. Islands do not block line of sight when attacking this unit.
Amphibious - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector.
Portable (v2) This unit may begin the game undeployed. If it does, when a friendly unit would use the landing special ability you may instead place this unit in a island or coastal sector adjacent to that unit. You can only use this ability once per turn and score no victory points for the landing ability if you do.
Couple of questions:
Fixed Position - Q: What does the Rearming counter do? I'm assuming the unit may not fire while it has a rearming counter but it should be stated. - Q: Can this unit have multiple rearming counters? - Q: Does it get to use this ability if it already has a rearming counter? - Q: If I shoot first, and it get a rearming counter... Can it shoot in it's phase? - Q: When does it remove rearming counters? If at the end of the turn a single rearming counter may have no effect on the unit if it can still shoot.
Shore Battery - Q: If this unit is placed in a sea sector adjacent to an island, the island blocks this units line of fire but not an opposing ship. Is this correct or does the wording need to be clearer?
Amphibious - Q: I get what your saying here but the wording needs to be cleaned up. - Q: If you have this SA before the Shore Battery SA, you can avoid the previous question.
Portable - Q: I can't think of a single reason why you would do this. Why?
General Questions - Q: If you can deploy it with a Landing ability, why can't you use a Landing ability to destroy it?
Overall I'm having a hard time seeing uses for this unit in a game, unless it is a scenario. I'd almost rather use the slot in the deck for something else as it is currently written.
INSTALLATION 10: Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 10 or higher, this unit is destroyed.
GUERILLA TACTICS: This unit may be deployed on any coastal or island sector on the map. If it is deployed on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector. Line of sight to and from this unit isn’t blocked by the coast or island it occupies.
CAMO NETTING: This unit has concealment from all attacks.
PORTABLE: This unit may begin the game undeployed. If it does, when a friendly unit would use the landing special ability you may instead place this unit in an island or coastal sector adjacent to that unit. You can only use this ability once per turn and score no victory points for the landing ability if you do.
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This cleans up a lot of questions, avoids a new unit type, and still does what I think you are aiming for.
Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack
Shore Battery - This unit is immune to torpedo and asw attacks. Islands do not block line of sight when attacking this unit.
Amphibious - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector.
Portable (v2) This unit may begin the game undeployed. If it does, when a friendly unit would use the landing special ability you may instead place this unit in a island or coastal sector adjacent to that unit. You can only use this ability once per turn and score no victory points for the landing ability if you do.
Couple of questions:
Fixed Position - Q: What does the Rearming counter do? I'm assuming the unit may not fire while it has a rearming counter but it should be stated. - Q: Can this unit have multiple rearming counters? - Q: Does it get to use this ability if it already has a rearming counter? - Q: If I shoot first, and it get a rearming counter... Can it shoot in it's phase? - Q: When does it remove rearming counters? If at the end of the turn a single rearming counter may have no effect on the unit if it can still shoot. i amended the ability to clarify on this. The wording to be emulated would be in the rulebook (on aircraft) if anyone wants to check & clarify or propose amendments
Shore Battery - Q: If this unit is placed in a sea sector adjacent to an island, the island blocks this units line of fire but not an opposing ship. Is this correct or does the wording need to be clearer?
Deployment states island or coastal sectors. It cannot be deployed in a sea sector.
Amphibious - Q: I get what your saying here but the wording needs to be cleaned up. - Q: If you have this SA before the Shore Battery SA, you can avoid the previous question.
the ordering of SAs was based on the existing SA being copied first only. I'll rearrange as suggested.
Portable - Q: I can't think of a single reason why you would do this. Why?
General Questions - Q: If you can deploy it with a Landing ability, why can't you use a Landing ability to destroy it?
responding to the last 2 questions and the general observations. Its absolutely a scenario piece. It extend the very obscure units tied to the AA Guadacanal board game to everyone. On top of that it provides a very simplified mechanism for conducting invasion scenarios or building bases ect for those inclined to do so. In this case not all potential interactions need to be spelt out because its so niche. The point about unit selection is noted, however its a opportunity cost question. A substitute might add something, but its value will vary player to player. 1 card for campaigns and scenarios fair choice i think.
Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack. If this unit has 1 or more rearming markers at the beginning of the surface attack phase. It cannot attack this turn. Remove 1 rearming counter in the air rerurn phase.
Amphibious - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector.
Shore Battery - This unit is immune to torpedo and asw attacks. Coastal sectors and Islands do not block line of sight when attacking this unit.
Portable - This unit may begin the game undeployed. If it does, when a friendly unit would use the landing special ability you may instead place this unit in a island or coastal sector adjacent to that unit. You can only use this ability once per turn and score no victory points for the landing ability thus turn if you do.
I would like it to be able to stack on an installation. I can not see a reason why. A battery is 4 emplaced guns easily can be dug in and around fortifications l.
I would like it to be able to stack on an installation. I can not see a reason why. A battery is 4 emplaced guns easily can be dug in and around fortifications l.
I defered to the less charitable option as it developed. Lets have that conversation
I would like it to be able to stack on an installation. I can not see a reason why. A battery is 4 emplaced guns easily can be dug in and around fortifications l.
I defered to the less charitable option as it developed. Lets have that conversation
Especially FAB which has no defence against ships, I am thinking like Tarawa or Betio
It is neither a new unit nor an installation. Those will not be accepted as a change.
The other feedback is appreciated and ill develop another draft shortly.
From your point of view it is not a new unit as I gather you played in the "Organized Play" that the unit was featured in but is not in any official WotC or previous Forumini deck. From my point of view it is a new unit since all I have to go on is the cards that have been released and now a link to a scenario that was run a number of years ago which I have NEVER heard of until a page of discussion ago.
Next you'll be telling me that commanders are not a new unit type as well...
I believe that you and I will continue to disagree on this point and since you are driving the project and are insistent that it be included as a "Soldier" and no one else seems to be backing me on this, I will withdraw from further discussion on this unit and the commanders to save both of us headaches. I will continue to provide feedback on other units. Once the deck is complete I will use my power as a consumer and decide if the final product is worth purchasing.
It is neither a new unit nor an installation. Those will not be accepted as a change.
The other feedback is appreciated and ill develop another draft shortly.
From your point of view it is not a new unit as I gather you played in the "Organized Play" that the unit was featured in but is not in any official WotC or previous Forumini deck. From my point of view it is a new unit since all I have to go on is the cards that have been released and now a link to a scenario that was run a number of years ago which I have NEVER heard of until a page of discussion ago.
Next you'll be telling me that commanders are not a new unit type as well...
I believe that you and I will continue to disagree on this point and since you are driving the project and are insistent that it be included as a "Soldier" and no one else seems to be backing me on this, I will withdraw from further discussion on this unit and the commanders to save both of us headaches. I will continue to provide feedback on other units. Once the deck is complete I will use my power as a consumer and decide if the final product is worth purchasing.
See you in the other threads.
I respect your possition and heartily apologise if there was any inadvertant offence. My initial reply was more curt than neccessary
Your contributions are valued. While the convienence of using soldiers as a classification for commanders is there. It is not set in stone, or even actually discussed in any detail. The inclusion of commanders being a directive from the board at large. This unit being included on a different objective, to reaffirm an obscure piece of W@S history and provide it for players to use as they see fit.
If i may push for a final though on this unit, could the name be altered to better represent the intent/construction of the card. Its a little thing but how people envisage something is sometimes just a name
Fixed Position - Whenever an enemy damages this unit, roll a die . On a 4 or higher, place a rearming counter on this unit and take no damage from that attack. If this unit has 1 or more rearming markers at the beginning of the surface attack phase. It cannot attack this turn. Remove 1 rearming counter in the air rerurn phase.
Amphibious - This unit may be deploy on any coastal or island sector. If deploys on your opponents side of the map, it may not make an attack on the first turn. Only one battery or installation may be placed in any one sector.
Shore Battery - This unit is immune to torpedo and asw attacks. Coastal sectors and Islands do not block line of sight when attacking this unit.
Portable - This unit may begin the game undeployed. If it does, when a friendly unit would use the landing special ability you may instead place this unit in a island or coastal sector adjacent to that unit. You can only use this ability once per turn and score no victory points for the landing ability thus turn if you do.