Rats, i had it in my head that the destroyer immunity is in the ER4/5 SA😂
Canaris has the lucky shot 4 ability that allows it to do so.
New on the colorado card
GUNNERY CHARGE: Once per game, at the end of the Sea Movement phase, you may move this unit one sector. A unit moving this way can only move to a sector from which it will be able to make a MAIN GUNNERY attack during the Surface Attack phase.
Or, What if it combined desperate AA and Rapid fire, so you can add 2 Die to either AA or Main gun attack, once per game.
Intimidation - Once per game, at the end of the Surface attack phase, you may choose a Ship that was attacked by this unit's Main Gunnery Attack this turn. That Ship must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
Rats, i had it in my head that the destroyer immunity is in the ER4/5 SA😂
Canaris has the lucky shot 4 ability that allows it to do so.
New on the colorado card
GUNNERY CHARGE: Once per game, at the end of the Sea Movement phase, you may move this unit one sector. A unit moving this way can only move to a sector from which it will be able to make a MAIN GUNNERY attack during the Surface Attack phase.
Or, What if it combined desperate AA and Rapid fire, so you can add 2 Die to either AA or Main gun attack, once per game.
I think Stalwart AA is as far as I feel comfortable going with this ship.
Rapid Fire would be okay, but not really representative. Gunnery Charge would be fine with me.
Gunnery Charge plus Stalwart AA?
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GUARD THE FLEET: While this unit is in the same sector as a friendly cruiser, enemy units can't attack that cruiser unit until this unit has been attacked at least once in the same phase.
OPENING SALVO: This unit rolls one extra attack die when making either a Gunnery or Torpedo attack for the first time each game.
It looks like 12. Extra movement is good but not a top-shelf ability and Stalwart AA is doubly situational since you have to be crippled (not damaged or sunk) and also attacked by air. Your opponent can 100% avoid the SA although it does raise your abort chance from 29% to 52%.
From the above mentioned if Stalwart AA is a goer, I would then preference either opening salvo or intimidation. Not totally against that gunnery charge in theory but the name itself is putting me off in general, doesn't quite sit right for some reason. What about drive off? - Can't recall how that differs from intimidation.
"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"
From the latest handful of SAs suggested, we seem to all prefer at least one but are scattered on a second. I would also have liked an AA SA kept off it but if one is still desired, the stalwart AA seems the best bet without overdoing it. None of them are earth shattering strong and two would equal a 12 point card, three would be 13.
I would pick at this moment from those suggested.
First choice -
Opening salvo Stalwart AA
= 12 points
Second Choice -
Opening Salvo Intimidation/Drive off type (whatever best suits) Stalwart AA