|
Post by fannyhil on Jan 13, 2013 14:16:18 GMT -5
I was just curious as to what house rules players were using with Naval Thunder?
When you play, do you use all of the optional rules?
|
|
|
Post by regiamarina on Jan 13, 2013 20:35:45 GMT -5
No real house rules as such other than if radar guided fire is blind firing through smoke it must target the nearest ship beyond the smoke.
Other than that we usually use the acceleration, collisions, and plunging fire penetration at half of the long range bracket optional rules. Also use the new destroyer to hit on 10s and new cost of evasion.
Martin
|
|
|
Post by fannyhil on Jan 15, 2013 20:02:29 GMT -5
We too have been playing with destroyers having a base target number of 10 and the -2" to movement for moving evasive.
We have talked about adding fifty percent to the small ships hull points. The extra fifty percent would represent the ship being disabled/not in fighting condition. The ship would sink if it passed the extra fifty percent (which can happen pretty easily with a torpedo).
The range modifiers seem so harsh. I have toyed with the idea of converting the numbers to a d20 game and keep the modifiers the same. This could cut down on the number of die rolls.
I have pilfered rules from other games for mtb's, air searches, repairs, etc....
I am looking to run a Med campaign for our group. Does anybody have any helpful hints/suggestions?
|
|
|
Post by regiamarina on Jan 15, 2013 20:55:40 GMT -5
Do you mean doubling the to hit numbers? so a fast battleship would be hit on a 14+ on a D20?
The extra 50% on destroyers for a campaign is probably not a bad idea. They are rendered combat ineffective after the first number reached but they still have a chance to leave the fight and reach port for extensive repairs.
For a Med based campaign we use the board game Bomb Alley which covers all the larger strategic stuff which just leaves the battles to be fought using Naval Thunder.
Martin
|
|
|
Post by rh4389a on Feb 3, 2013 1:38:18 GMT -5
We played Clash of Dreadnoughts with two additional to hit modifiers.
We gave all ships a +1 to hit on the first turn they were firing at a target. We found that our players tended to shift fire every turn, which was rather a-historical. This encourages them to pick a target and stick with it until forced to check fire, as their historical counterparts would have.
We also used a -1 to hit for any ship that's not being fired upon. Again, we found that our players tended to leave lots of ships unengaged, preferring to concentrate fire on a few ships. From the accounts of Dogger Bank and Jutland I have read, much is made of TIGER's screw-ups in fire allocation, giving one of the German BCs a great advantage in the gunfire duel.
Today's game went rather well. We were playing with the random crew and command ratings, the bad British shells, and cordite flashes. Everybody seemed pretty happy with it.
|
|
|
Post by warchariot on Feb 3, 2013 14:38:42 GMT -5
Today's game went rather well. We were playing with the random crew and command ratings, the bad British shells, and cordite flashes. Everybody seemed pretty happy with it. We play using these also. I do like your two new ones, have to try them.
|
|
|
Post by rh4389a on Feb 3, 2013 17:51:31 GMT -5
We play using these also. I do like your two new ones, have to try them. Great. I'm interested to see how they work out!
|
|
|
Post by jjmicromegas on May 16, 2013 16:49:50 GMT -5
I like games with lots of battlefield friction and I also think that spotting and identifying opponents is a key factor in WW2 naval battles. To this end I am going try out the following rules for spotting and for giving commands to squadrons:
SPOTTING - All units begin on markers until they are spotted - Each ship in the squadron gets to roll one dice - Measurement is taken from the closest ship of each squadron - Once a successful role is made, the entire squadron is revealed - Spotting is done after movement and prior to shooting - Night rules apply to spotting, visibility is limited to 20" Base Role: 7+ Modifiers to Target Number Range > 48" +1 Bad Weather +1 Extreme Weather +2 Radar -1 COMMAND - All orders other than maintain bearing and change speed require a CMD check - Command checks are rolled by the squadron leader - If a CMD roll is failed the squadron must maintain same bearing/speed - If a CMD roll is failed with a roll of 10, the squadron cannot fire that turn - Command rolls must be equal or lower than CMD number Command Check Modifiers to Target Ships is part of a formation +1 > 50% Hull Damage -1 Each main battery turret dest -1 Ship has severe list -1 Crew Rating -1/0/+1
|
|
|
Post by jjmicromegas on May 20, 2013 11:01:05 GMT -5
Actually, I just picked up Bitter Rivals and found out that there rules for both command tests and spotting that I can use, so I will probably just use those.
|
|