Now that I think about it some more, it seems that the only purpose for giving a unit a Surprise Strike is to allow it the possibility of eliminating an enemy unit from a battle before that unit can fire. Otherwise, you could say ‘well just let it fire as normal’. So where I said earlier:
Question: Should these Tanks then be removed immediately from the battle? You may say that killing the Tanks outright is perhaps too harsh, and I suppose that’s fair enough. Alternatively, should there be some way in which they could be ‘saved’ from dying before getting to return fire? i.e. any Tanks that are hit by TD fire are instead moved behind the casualty strip and now get to fire a parting shot (in steps 3 & 4). So should the Tank casualties be destroyed immediately or just critically damaged before returning fire? I prefer the second option.
As far as I can see this leads us to two options:
A: Have the Tank Destroyer fire a Surprise Strike at 1 and eliminate (kill) the enemy Tank immediately before the Tank gets to fire. Or…
B: Have the Tank Destroyer fire normally at 2 and merely hit the enemy Tank, moving it to the casualty zone as per usual.
The reason I liked the idea of a TD being able to hit and damage a Tank before that Tank could return fire, is because it would be similar to Shore Bombardment in that respect - but with the difference being that the die roll is targeted. This makes it slightly less harsh for the owner of the Tank as they know they can still shoot with it before it dies.
So what would people prefer to have? I think a Surprise Strike die roll at 2 is probably too powerful, but a regular attack/defence die roll at 2 is not, even though hits are assigned strictly to Tanks. However, this leads me on to thinking about the units that the TD can hit. First and foremost, enemy Tanks. Any remaining hits carried over (or if there were no Tanks) should then be assigned to enemy SPGs. Any remaining hits carried over (or if there were no SPGs) should then be assigned to enemy Mechanised Infantry. Or is that too much? Your thoughts please.
I would like to fine-tune the special abilities of this unit before getting into the stats, but so far I’m inclined to agree that it should indeed be: Cost 5, Move 2 (Blitz only with a Tank).