The reason a lot of ships have "+X" gunnery SAs is because there really aren't that many gunnery SAs that don't do that. And most of those that do are very niche.
RB was correct that this was a weak cruiser "natively" with a below average torpedo line and a fairly typical light cruiser gunnery line. The AA7 gave it an unusual boost and is probably why I myself have used it on more than a few occasions.
Both of the currently suggested SAs have titles that fit the history, but they don't fit the base ship in the game very well.
What about a movement SA? That is supposed to be an Italian specialty, but if we keep it a reasonable one.
HIT AND RUN: Once per game, at the end of your Surface Attack step, if this unit has attacked an enemy Ship this phase, you may move this unit one sector away from that Ship. If you do, this unit can't claim an objective on this turn.
Not so much a speed move as a "maneuver" move. And fits her history and the Med.
Lucky Escape also fits. Similar to, but legally distinct from Evade Torpedoes on Sheffield.
LUCKY ESCAPE: When this unit would be hit by a Torpedo attack from an enemy Destroyer or Torpedo Boat, roll a die. On a 4 or higher, the attack misses instead.
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Yeah, I do wish that standard AA was 6. A boost would have been easier to fit in then.
If we still want HF4, which we are saying is pretty middling and exploring something else then yeah, its all on another second SA to decide it for 12 or 13 points.
Defend cripple any good? although it didn't actually get to the Greyhound that's whats would have happened.
Or something similar/else totally?
"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"
I still think 7 AA is already a generous AA for the 1939-1941 period. I wouldn't go to an 11 cost for the base ship either. RB probably already under cost it (or rounded down).
I think Hit and Run would fit pretty well.
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I dunno, i think having a better than 1:4 chance to hit destroyers and light cruisers, and outside long lance range is more valuable than at first glance.
Yeah, 12 minimum. As always similar story with variable costs. Off the top of my head Belfast the largest light cruiser, is at least a point under and was probably rounded down herself.
"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"
Hit and Run would go together well with either a torpedo or gunnery attack boost though. But I am not a fan of multiple "once per game" SAs on the same card.
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Covering Fire - Whenever this unit attacks a Ship during the Surface Attack phase, during its next turn, that Ship gets -1 on each attack die when making Gunnery attack rolls against units other than this unit.
I dunno, i think having a better than 1:4 chance to hit destroyers and light cruisers, and outside long lance range is more valuable than at first glance.
That is extremely specific and I don't see myself bringing a cruiser like this to a long-lance fight. Hit and Run would accomplish almost the same thing and be broader in use. This SA is like Smoke in that it works best when you lose initiative.
Plus range 4 with 6 inch guns just doesn't make much sense either.
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I really don't like SAs that require me to remember they are still in play for another whole turn. And I don't think it works if your ship with the SA is destroyed? Better for battleships.
It is going to be really hard to equal or top Sheffield without giving a main or secondary gunnery boost.
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I dunno, i think having a better than 1:4 chance to hit destroyers and light cruisers, and outside long lance range is more valuable than at first glance.
That is extremely specific and I don't see myself bringing a cruiser like this to a long-lance fight. Hit and Run would accomplish almost the same thing and be broader in use. This SA is like Smoke in that it works best when you lose initiative.
Plus range 4 with 6 inch guns just doesn't make much sense either.
But it has a specific use case, which is the point. Rather than trying to make apples:apples value comparison. This is meant to be the orange.
Hit and Run is a Opg ability, which is suboptimal as well. Especially with desperate AA.
Id rather a fractionally less points efficent unit with a distinct purpose, than margially different in role with maximum points efficency
Okay, but I am trying to find some SAs that actually give it a distinct purpose that is worth anything. It can't target destroyers at range 4 anyway. So far I haven't seen much other than over-boosting AA.
So how about Stalwart plus Stalwart AA? Or Stalwart AA plus something else?
Stalwart AA - This unit can make AntiAir Attacks with no penalties while crippled. Plus
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