Okay, so basically it is a "destroy me first" SA. That means it is granting additional hull points to the ships around it.
It is Guard the Convoy on steroids.
GUARD THE CONVOY - While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that Auxiliary unit until this unit has been attacked at least once in the same phase.
Guard the Convoy only provides protection for one attack. Decoy is providing nearly infinite protection unless your opponent goes directly for this unit and gets rid of it first which will usually take multiple attacks to accomplish.
Plus Decoy provides protection to all the ships in all the adjacent sectors as well. It is providing an extended force field.
I think this whole concept is way too powerful. So my compromise proposal is to make it a once per game. I don't like "once per games" very much because they are often just a shim, and I don't like SA's that require me to remember them still being in play later. But sometimes they are the only way to keep a mechanic from being too powerful.
Decoy(revised) - Once per game, if a friendly local or adjacent Ship other than this unit would be damaged or destroyed in the Air Attack phase, roll a die. On a 4 or higher that attack misses instead.
So I have also modified it to improve the odds (4 or higher), and you get to choose when to use it (not first time). Now it is more in line with other "survival" type SAs but with a larger blanket.
How about that?
Last Edit: Jul 25, 2024 20:46:21 GMT by weedsrock2
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It was always a once per game thing. Im sorry if i confused that.
The version of collated post just went a step further by taking away the option to choose the ship with "first" which means a canny opponent could strafre dd to death before attacking the yamato.
You are totally confusing me with these SA's dude! What would it matter if your opponent strafed a DD or attacked any other ship and you simply chose not to use the SA until there was an attack important enough to you to nullify? I know I am missing something here.
Okay, so how about we use a version of Survivor that simply applies to in-sector and adjacent ships? This is simpler, but still gives the "blanket force field." Survivor - If this unit receives hits equal to or greater than its Vital Armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
Decoy(revised 2) - Once per game, if a friendly local or adjacent Ship other than this unit receives hits equal to or greater than its Vital Armor, roll a die. On a 5 or higher, that Ship takes 1 point of hull damage instead of being destroyed.
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FIGHTER COVER 5: Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
Decoy(revised 2) - Once per game, if a friendly local or adjacent Ship other than this unit receives hits equal to or greater than its Vital Armor, roll a die. On a 3 or higher, that Ship takes 1 point of hull damage instead of being destroyed.
(Draft) In november 1943, an in light of the defeat at the Battle of Midway the year before. The seaplane carrier Chiyoda was drydocked for conversion to a light carrier. Damaged by american bombers in the Battle of the Phillipine Sea. She returned to japan for repairs. Her final operation was as a decoy to draw the UD navy away from its landinfs during the battle of the Leyte Gulf. Again heavily damaged by air raids. Attempts to salvage the ship were abandoned as US cruisers approachedand subsequently sank her.
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