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: The first time a friendly Ship is destroyed by an air attack, you may use this ability. If you do, destroy this unit instead. Any aircraft based on it are destroyed in the air return phase.
(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.
The statstical likihood of thats is tiny. But yes.
I'll resd back through when i get a chance, the absence of a consequence, or a luck mechanic is something i'd look well before decoy as a concept was cut.
DECOY(consequence): The first time a friendly Ship is destroyed by an air attack, you may use this ability. If you do, that ship will take 1 hull point of damage, and this ship will be destroyed this unit instead. Any aircraft based on it are destroyed in the air return phase.
DECOY(luck): The first time a friendly Ship is destroyed by an air attack, you may use this ability. If you do, roll a die, on 5+, destroy this unit instead. Any aircraft based on it are destroyed in the air return phase.
Its a near-miss by proxy. Near miss on a yamato class might be worth 2 points. Including an 11 point ship flr the hope youve that option is hardly a better deal.
It's a very gamey mechanic IMO. And I think it causes more trouble than it helps. I definitely would not play in a game where it was allowed. But we have banned cards before so I will let you make the final call.
I am trying to think up an alternative, but I am coming up blank. The "this unit must be attacked before any other unit in its sector" mechanic comes to mind. You could even make it "this and adjacent sectors."
The IJN Carrier Liberation Force - "Because We Care" Join the IJNCVLF. Service Guarantees Citizenship!
Decoy: Once per turn, when a friendly, local or adjacent ship (other than this one) is attacked in the air attack step you may use this ability. Roll a die; on a 5 or higher that attack misses.
This is begging for a clarification like Evade Torpedoes or Opening Salvo.
It should be that once per turn, 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 5 or higher that attack misses instead.
I despise these abilities because how they’re written and how they’re played aren’t the same.
Last Edit: Jul 21, 2024 21:33:48 GMT by mnnorthstars
Decoy - Once per turn, 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 5 or higher that attack misses instead.
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