First Avenger 5/9/1 with 4 ASW This unit is seriously overstatted. RB overcompensated with the second set on a number of units TBF-1 Avenger and Jill are 5/8/1 with 3 ASW Barracuda is next with 5/7/1 3 ASW Emily and others are would be next at 4/7/1 with 3 ASW - Emily with Shadowing. Also Sunderland, Liberator, CAMS 141, Wellington, and Jake (Jake was mega-boosted with 138 mph) Hudson is next at 4/6/1 with 3 ASW and Lone ASW Hunter
So the Lorna isn't actually that bad compared to other ASW aircraft. Most of the others were bigger, more defensive MGs, and faster.
I think 4/6/1 (like the Hudson) and 3 ASW with Evasive Action and ASW Swarm is a good stretch. I think Armor five would be totally out of reason. We can't do Light Defensive armament because most only had one rear firing MG.
Evasive Action is basically giving it a 4.5 Armor. It works against all attacks and is not limited to once per game.
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Ju 88 in the game is 4/8/1. The Lorna was based on that aircraft although the Japanese had a hard time replicating it and had to simplify it. The Ju 88 also had much, much more powerful engines.
Lorna - 610 hp each, Ju 88A-4 - 1,340 Hp each
The original IJN specifications were for a slow, long range aircraft
From the first suggestions, ASW swarm & Suppress sub seem to most represent and play best. I would edge for the latter, as likely a better chance of getting at least one type of attack in if placement is favorable etc. as has already been mentioned (It will have a decent ASW load out anyway, so the extra dice is not decisive here, it's getting it through to make an attack in the first place). I don't commonly see a Lorna and one other ASW type both succeeding through and making an attack to trigger swarm with the later war AA about (In particular getting two of these Lorna's through would be very rare and don't see them lasting long, unless the air numbers start or become very much in favor).
Agree, some sort of save role like evasive action is needed to give it a chance to save itself.
Less sure of bumping the core stats up just to give it a bit more robustness if not 100% on that. The SA's will have to help where they can otherwise.
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Suppress Sub is only once per game although I think I would be lucky to get the conditions to even use it more than once per game. If someone has adequate air defense these things aren't going to work anyway. Only the fast torpedo bombers really have a good chance of slipping through.
I think 7 vital is too high for this. At some point we have to draw a line and work with what we have. It is not meant to be a super-weapon. It is just meant to be a "decent ASW bomber" relative to the others in the game. Bring escorting fighters if you need them.
I think 4/6/1 plus Evasive Action and ASW Swarm is a fine unit if you know you are going to be playing sub-heavy game. 4.5 armor and 4 ASW if you play your cards right. (Pun intended)
EXCELLENT ENDURANCE - Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit. (based on maximum range) ASW SWARM - During your Air Attack step, if another friendly Aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn. Evasive Action - Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack causes no damage
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As a divebomber, its reasonable enough to go A4. Given its a generation later than current ASW 3 japanese aircraft, and has a record to prove it. My instinct is to go ASW4 and no SA.
Hmm, we may need to modify Evasive Action to say it is not aborted rather than damaged.
Avoid Intercept - Whenever an enemy unit rolls successes against this unit Aircraft exactly equal to its armor value and would abort it, roll a die. On a 4 or higher, that attack misses instead.