But that means it's slow on the first turn of the game and goes at the same speed as the rest of the subs for the rest of the game. Slow1 was a suggestion, we could go with Slow2 or Slow3.
I think Au is suggesting that CB-4 be given speed 1 and a slow ability (so that it is slow on a random turn, instead of the first turn)
This.
It should be Speed 1 and have a Slow ability.
With Speed 1 and Very Slow, it just doesn't move on Turn 1 and then moves like a normal sub the rest of the game. With a Slow ability and a Speed of 1, it might not move on multiple turns of the game. Which something this slow SHOULD do.
Note: Caps for emphasis, not meaning to yell at anyone.
INFILTRATOR: This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack on turn 1. (Archerfish, I-26, U-47)
Paired with either slow/very slow and zubmerged shot?
I think Slow 3 is a bit overkill, I'd be happy with slow 1 or slow 2. Remember that the Slow SAs were designed for ships with a speed of 2, we are talking about applying this to a Speed 1 ship (or sub) that is on a different chart.
I'm fine with Infiltrator to help offset the speed.
Having slow turns a marginal unit into an unusable one. Players will assume they'll be immobile the very turn they need to be. People are reluctant to use speed 2, slow 3 units for exactly that reason.
Its odd that the LST has very slow, but thr daihatsu landing craft is simply speed 1. Makes me think that very slow has more to do with the LST reputation and nickname (long slow target) than actually stats. And arguably gives this unit a pass to be speed 1 no modifier
Ok, spent some time thinking on this unit and from what I see four things should be apparent:
1) The have very little range 2) They are very vulnerable Armor/Hull wise (1 hit takes them out) 3) They are slow 4) For 39 points (A decent Battleship) as it stands I can litter the map with 13 of these things... that's a lot of subs, throw in Scout planes, Shadowing, and the ability to vector these and it gets VERY scary.
SAs: Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines Limited Ammo - Remove this unit from play after it makes an attack or is sunk by enemy attacks. Your opponent scores points for the unit when it is removed from play.
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Closing thoughts: This provides a viable build centered around this unit and it acts like the midget submarine markers while mimicking some elements of the Kamekazi unit. Your opponent can 'choose' to ignore this unit knowing that they will score points for it anyways but with a 2/1/1/ attack line and a decent amount of backup they can quickly become a underestimated viable threat. I thought about keeping the unit at 3 points but with the improved attack line and that subs can only be attacked with ASW, it makes them harder to get rid of.
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Tear it apart gentlemen.
Last Edit: Mar 2, 2023 17:09:51 GMT by au64: Editied Limited Ammo