Post by arpotts on Oct 12, 2012 17:20:02 GMT -5
Played 1st game last night. We are not naval gamers but it was great fun & a big hit! Hats off to for a fine product. Some questions?
1) A query on command rolls, just to clarify.
a) If a roll is needed for a ship in a division, then it uses flagship command value, which we get. Is this true whatever state the ship, using this value, maybe in? We had situation where a ship (Blucher) was down to 4 Hull points, lost a main battery & had engine damage but still had a 10 roll, rather than 4/5 ish, it would have been if independent. This seemed a little odd, considering the amount of damage it had taken (though maybe this is just our land wargaming XP, as we very very limited knowledge of Naval engagements). We ended up averaging the value of the fleet command value and the ship itself.
b) A command value of 10 means that no roll in necessary or a 10 on d10 always a fail?
2) Can ships in Line ahead formation turn? We weren't sure or whether they can only move ahead!
3) Secondary Batteries. They can target as many ships, as arcs it has guns within. So if batteries in A/F/P/S then can hit 4 targets? None of these have to be the target the main batteries fired at?
4) We didn't use flotillas for our fist game. Can you give any ideas of how many destroyers etc you should have in a flotilla? Is it simply dependent upon the size of your game? For example, last night we played the 'what if type' Scarborough raid scenario (4 brits, 5 germs capital ships). I believe an OOB (which maybe fictional) for this gives 8 destroyers to Brits 16 to Germans. As you can have 2-20 destroyers in a flotilla, would you put them into 1 flotilla each per side or split into 2 per side etc, etc. Guidance for the uninitiated naval gamer would be appreciated!
1) A query on command rolls, just to clarify.
a) If a roll is needed for a ship in a division, then it uses flagship command value, which we get. Is this true whatever state the ship, using this value, maybe in? We had situation where a ship (Blucher) was down to 4 Hull points, lost a main battery & had engine damage but still had a 10 roll, rather than 4/5 ish, it would have been if independent. This seemed a little odd, considering the amount of damage it had taken (though maybe this is just our land wargaming XP, as we very very limited knowledge of Naval engagements). We ended up averaging the value of the fleet command value and the ship itself.
b) A command value of 10 means that no roll in necessary or a 10 on d10 always a fail?
2) Can ships in Line ahead formation turn? We weren't sure or whether they can only move ahead!
3) Secondary Batteries. They can target as many ships, as arcs it has guns within. So if batteries in A/F/P/S then can hit 4 targets? None of these have to be the target the main batteries fired at?
4) We didn't use flotillas for our fist game. Can you give any ideas of how many destroyers etc you should have in a flotilla? Is it simply dependent upon the size of your game? For example, last night we played the 'what if type' Scarborough raid scenario (4 brits, 5 germs capital ships). I believe an OOB (which maybe fictional) for this gives 8 destroyers to Brits 16 to Germans. As you can have 2-20 destroyers in a flotilla, would you put them into 1 flotilla each per side or split into 2 per side etc, etc. Guidance for the uninitiated naval gamer would be appreciated!