Given that hornet was the 3 most voted individual unit and a secondary vote determined the battle. Its a difficult to justify switch into any other ship
I agree the Hornet as has been requested for a while because of the original. It is a pity we couldn't have created a new SA for a new Doolittle version though.
I did look before to if we could have done a carrier 'air strike raid' version to represent the US' first strikes back in the early carrier raids but Hornet seemingly wasn't involved.
If we stick Santa Cruz, would a card be entertained without expert abilities? Say two or three other SAs starting with a survivor type and going from there?
"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"
Given that hornet was the 3 most voted individual unit and a secondary vote determined the battle. Its a difficult to justify switch into any other ship
I think you should mine the ideas from this thread and lay them out for evaluation.
Breakdown in Titlepost Yorktown CV6 edf2, eb, damage control Enterprise CV7 edf eb2, suvivor Hornet CV8 - EB2, Doolittle Hornet's first strike at santa cruz crippled the Zuikaku (Dauntless). Her torpedo squadroj VT-8 attacked Tone. VT-8 was wiped out at midway, reconstituted aboard hornet. Shifted to saratoga, then to henderson field, disbanded and reestablished for a essex airgroup.
Hornet was hit by multiple torpedoes and bombs but remained afloat until towing abandoned and the japanese surface fleet finished her off.
MMN's SA proposal Crippling Salvo - Whenever this unit damages a Cruiser or a Battleship with its Main Gunnery attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn.
Crippling Bomb Run - The first time a friendly Dive Bomber damages a Ship with a Bomb attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn.
Theateus's proposals Carrier Duelist: At the End of the Sea Movement step, choose an enemy Aircraft Carrier. Friendly Aircraft roll one extra attack die against that Carrier.
Alternatively we could do (I out this on my operational Saratoga card, since the above is very niche):
Bombing Mission: At the beginning of the Air Mission Step, choose an enemy Ship or Installation. Dive Bombers based on this unit roll one extra attack dice against that ship.
Flaks Proposals Carrier Strike: Once per game you may select an enemy carrier. If you do, carrier based bombers roll one additional attack dice against that carriee this turn. Search rolls in that carriers sector get +1.
Expert Scouting - aircraft based on this unit have +1 to search checks.
Avoid Snoopers - Until this unit is spotted, enemy aircraft roll -1 on search check in this units sector
SURPRISE RAID: If you roll 10 or higher on your initiative roll, choose two enemy Ships. Those Ships roll one less attack die when making Antiair attacks this turn.
SNEAK ATTACK: If you roll 10 or higher on your initiative roll, your Torpedo Bombers roll one extra attack die when making Torpedo attacks this turn. (Could be modified for bombs over torps)
Combination possibilty COMPROMISED OPERATIONS: When this ship is crippled, she has an aircraft capacity of 0. UNIQUELY TOUGH: Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and Bomb attacks that equal or exceed this unit's vital armor cripple it instead.
Was thinking along the lines too of a surprise raid, airfield strike type if it had been involved in those early carrier strikes.
Just looking at those suggestions though and if picking of interest, I would say a Uniquely tough type or survivor SA, then maybe the crippling bomb run could best represent the bombers without in being an expert ability. Then add a third - a skilled search/scouting type could be a filler.
?
"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"
Uniquely Tough - Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and Bomb attacks that equal or exceed this unit's vital armor cripple it instead.
Crippling Bomb Run - The first time a friendly Dive Bomber damages a Ship with a Bomb attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn.
Expert Search - Once per turn, you may choose a friendly Bomber. That Bomber gets +1 on its long range search check this turn.