|
Post by Martin Lefebvre on Feb 16, 2013 23:00:35 GMT -5
thenortherngamer.blogspot.com/2013/02/fear-god-and-dread-nought-jutland-in.html- One mistake on my part was setting up the Battleships 3 feet from the battlecruiser action. This was mostly due to me playing much more Naval Thunder Battle Ship Row lately in which the average speed for a battleship is 7 inches per turn and the extreme ranges for the guns are between 60 and 80 inches instead of 5 inches of movement and 36 inches in range during the WW1 time period.
- On the other hand, this allowed the battlecruisers to duke it out by themselves for a few turns before getting re-reinforcements from the main battle lines.
- I'll say it again, but in this game it's crucial to be able to consistently score critical hits in order to score serious damage on the enemy.
- As a consequence of this, the Bad British Shell rule really hurt the British's ability to cripple the Germans in a timely fashion.
- We also played with the Powder flash rules, and in this respect Bob's dice were excellent and saved three ships from turning into rapidly expanding balls of smoke.
- Despite all of the critical hits that were rolled on the critical hit table, no ships rolled a twenty and thus spontaneously blew up. I was surprised and pleased. I hope that this could be offered as proof that this game is not ruled by golden BBs.
- As to the participants of the battle, I'm sorry for taking this long, but the flue and real life got in the way.
|
|
|
Post by warchariot on Feb 17, 2013 11:44:01 GMT -5
It's too bad you couldn't play a bit longer to bring in more of the battle line. We normally break this battle up so we can finish, but again with only three of us, it takes us longer. Nice pics and a great report!
|
|