Gunichi Mikawa - Japan 1941 Soldier - Commander Points?
(REQUIRED)Commander: This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
Ability (Fleet)
Ability (Flagship)
Mikawa was a successful cruiser commander , with a secondary night element
Id give his flagship a reroll to a torp attack or an extra torp dice
You know how the current night fighter current says if its turn 4 or later you get a bonus to gunnery? What if we did the same thing for the first 4 turns of the game showing how his fleet dominated in the early attack of at savo? It isn't overwhelmingly powerful because the first 2 turns youll likely be out of range.
(REQUIRED)Commander: This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
STALWART FLAGSHIP - When this Commander is attached to a Cruiser, that cruiser suffers no penalty to speed when crippled.
TORPEDO DOCTRINE - Once per game you may use Torpedo Doctrine. If you do, this turn your ships have +1 to hit with torpedoes.
Post by itslesserknown on Jul 16, 2023 20:58:12 GMT
I’m not sure what the consensus is on fleet admirals having a penalty apply to their fleet - I saw some of the already cards on the Forumini Admiral page had occasional debuffs that they brought with them. Maybe helps with balancing. At any rate -
Gunichi Mikawa was commander at the Battle of the Bismarck Sea, a disastrous affair that saw Japanese troop transports massacred by allied air power. Something to reflect that might be neat, as part of balancing. Perhaps making auxiliary-type units more expensive or more vulnerable to air attack.
I’m not sure what the consensus is on fleet admirals having a penalty apply to their fleet - I saw some of the already cards on the Forumini Admiral page had occasional debuffs that they brought with them. Maybe helps with balancing. At any rate -
Gunichi Mikawa was commander at the Battle of the Bismarck Sea, a disastrous affair that saw Japanese troop transports massacred by allied air power. Something to reflect that might be neat, as part of balancing. Perhaps making auxiliary-type units more expensive or more vulnerable to air attack.
My experience is that the perception of a negative greatly outweighs the actual degree of penalty a negative SA gives. So while the cost/value proposition might be in isolation better people just reject them out of hand.
That said, what about something like
Lack of Support : In the air placement step, you go first.
Also, please don't hesitate to revisit older cards. Until Weeds takes them in hand there's still a possibility of refinement.
I’m not sure what the consensus is on fleet admirals having a penalty apply to their fleet - I saw some of the already cards on the Forumini Admiral page had occasional debuffs that they brought with them. Maybe helps with balancing. At any rate -
Gunichi Mikawa was commander at the Battle of the Bismarck Sea, a disastrous affair that saw Japanese troop transports massacred by allied air power. Something to reflect that might be neat, as part of balancing. Perhaps making auxiliary-type units more expensive or more vulnerable to air attack.
My experience is that the perception of a negative greatly outweighs the actual degree of penalty a negative SA gives. So while the cost/value proposition might be in isolation better people just reject them out of hand.
That said, what about something like
Lack of Support : In the air placement step, you go first.
Also, please don't hesitate to revisit older cards. Until Weeds takes them in hand there's still a possibility of refinement.
Perhaps this illustrates your point perfectly, but that seems like a fairly noteworthy debuff in comparison to (in my opinion) lackluster benefits.
Then again, I suppose it is one round of an entire fleet getting double the chance to score successful torpedo attacks, and most japanese torpedos can one-shot a cruiser. Hmm.
Instead of a once-a-game, fleet-wide bonus, could it be a once-per-turn, single-ship bonus?
TORPEDO DOCTRINE: Once per turn, you may use torpedo doctrine. If you do, select one ship in your fleet. That ship gets +1 to torpedo attacks for the turn.
I suppose the downside to that is it lets the player pick-and-choose how they want to engage their ships, and can use the doctrine at will when they deem it best. The once-per-game, fleet-wide rule means that there’s a little more risk involved, since chances are you won’t get the perfect line up shot for every ship in the fleet at once.
+1 on torpedoes is a pretty big bonus in practice as it means they hit on 5 and 6's rather than just 6s. Though a 5 will only do 1 hull point of damage. Range 3 Long lances hitting on 5s is a tactic to base a fleet around.
Placing first would work with a torpedo/smoke built where you anticipate going first anyway. Which is why i suggested it it.
+1 on torpedoes is a pretty big bonus in practice as it means they hit on 5 and 6's rather than just 6s. Though a 5 will only do 1 hull point of damage. Range 3 Long lances hitting on 5s is a tactic to base a fleet around.
Placing first would work with a torpedo/smoke built where you anticipate going first anyway. Which is why i suggested it it.
I like the idea of a 5 to-hit doing reduced damage.
Gunichi Mikawa - Japan 1941 Soldier - Commander Points
(REQUIRED)Commander: Your fleet may include one Commander. This unit is attached to a friendly ship in the deployment phase. If that ship is destroyed or removed from the map, this unit is removed from play.
STALWART FLAGSHIP - When this Commander is attached to a Cruiser, that cruiser suffers no penalty to speed when crippled.
TORPEDO DOCTRINE - Once per game you may use Torpedo Doctrine. If you do, this turn your ships have +1 to hit with torpedoes.