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Post by regiamarina on Feb 18, 2011 9:18:25 GMT -5
hey all
had a nother game tonight and a situation came up that has never happened before.
My destroyer squadron was duelling with my opponents and I scored a hit and it penetrated, all fine but on the critical roll I got a main gun hit and this raised the discussion that the destroyer only carries secondaries so I couldn't technically hit a main gun. Reading the main gun critical section it does note that if no main gun exists then take 5 hull points which we thought was far too extreme given that the 5" gun was only doing 2 points to start with and the extra 5 would have sunk the destroyer outright from one small shell hit. We considered counting the main gun section as secondary guns in the case of ships that only have secondaries but that would mean that destroyers and light cruisers would lose their guns on a roll from 8 to 13 which didn't seem right either. In the end we took the extra damage and the destroyer was removed. Just wondering if we resolved the situation correctly or not. If not what should be done. Cheers.
Martin
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Post by TheDreadnought on Feb 18, 2011 9:30:09 GMT -5
I think what i said way back when was that a main gun hit on a ship that never had main guns caused 2 points of damage.
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Post by warchariot on Feb 18, 2011 9:41:11 GMT -5
We have just taken additional damage equal to what the gun does normally. It was easy to remember and kept small guns from over damaging.
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Post by afilter on Feb 18, 2011 10:56:47 GMT -5
This is from Chapter 4 page 29:
Cross off one main battery turret in the arc facing the enemy that fired the shell. If no weapon mount exists for that arc, cross off a main battery turret from anywhere on the ship. If the ship has no operational main battery turrets, this critical causes 5 points of hull damage.
We just took the hull points per the rules.
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Post by fastgit on Feb 18, 2011 11:52:51 GMT -5
I think what i said way back when was that a main gun hit on a ship that never had main guns caused 2 points of damage. This is from Chapter 4 page 29: If the ship has no operational main battery turrets, this critical causes 5 points of hull damage.I read this as applying to ships that had, at one time, a main battery weapon. The 5 points is applied in lieu of destroying a main battery mount that should have been there. But that's just my interpretation. I can also see it as afilter does.
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Post by afilter on Feb 18, 2011 12:00:43 GMT -5
With Harry's clarification we will start doing 2 pts. As 5 does seem a bit heavy handed for smaller ship. Lacking other guidance we just went with what was in print. Hopefully this verbage will be added to future updates.
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Post by regiamarina on Feb 18, 2011 20:25:02 GMT -5
Thanks very much for the help fellas. 2 points sounds like a sensible ruling to me Harry.
Martin
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Post by warchariot on Feb 19, 2011 19:32:27 GMT -5
We went with normal damage from the gun instead of 2 points. That way a 1 damage gun only gets 1 additional point. You could say but it's a crit, so 2 points. That works until you get to a 3 or 4 point gun, then it seems too little. Either way is fine as long as it's not an auto 5 points!
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Post by regiamarina on Feb 21, 2011 0:02:37 GMT -5
Warchariot,
with your suggestion aren't you just double dipping on the damage? I like the way the damage is done and a gun does x amount and then if it penetrates the ships hull you roll on the crit table to see what effect it has had on the fighting ability of the ship. It may not have done extra damage but it may have hit the bridge, effected the speed by hitting the engine room or knocked out a turret, etc. Your solution suggests that the ship suffers two penetrating shell strikes instead of one whereas the crit table generally just adds a little damage and an effect. Also how do you deal with larger guns that do 5, 6 or 8 points of damage? Wouldn't applying these amounts be too high? I think my play group will stick to just adding 2 points extra damage at the moment and see how that feels. Cheers for the suggestion though.
Martin
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Post by warchariot on Feb 21, 2011 14:25:59 GMT -5
You misunderstand, I was talking about ships without a main gun hit with that crit. Harry said "I think what i said way back when was that a main gun hit on a ship that never had main guns caused 2 points of damage." The rules say 5 points and that seemed way too much from a gun that does 1-3 points, so we said you take that gun's damage again on that critical, not every critical.
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Post by regiamarina on Feb 21, 2011 21:14:11 GMT -5
No I understood that you only applied it to the main gun crit only when there is no main gun not every crit but doing double damage just seems a little too high especially for larger guns. Still if the +2 damage doesn't feel right we'll try your method, it does sound simple and easy to remember.
Martin
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Post by fastgit on Feb 22, 2011 6:29:51 GMT -5
I think Warchariot is saying that the 2x damage for striking a main gun that isn't there only goes up to the +5 damage threshold mentioned in the rules. I think.
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Post by warchariot on Feb 22, 2011 19:40:56 GMT -5
I think Warchariot is saying that the 2x damage for striking a main gun that isn't there only goes up to the +5 damage threshold mentioned in the rules. I think. Correct, we just felt the 5 points was too much from ships that didn't/can't do that much damgae normally.
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