Post by rockyr on Nov 26, 2011 15:00:30 GMT -5
As I prepare to bring a SpAm War NT game to my local club, I am concerned about game hit percentages versus naval history (my club is filled with great geeks who know this data).
Some elements may have to do with game design, so I invite designers' comments as well as experienced NT players (I am just starting with this game).
The Battles of Santiago and Manila Bay had hit rates from the US main batteries of less than 3%. An 8"/35 could get off a round every two minutes easily, and often more. The 5" and 6" did at least one round per minute. Santiago was fought largely at 3000yds or less, while Manila ranges were as long as 9000yds and down to one quarter of that. Even the 3% hits were devastating to Spanish vessels both armored and not
In game terms, a turn is five minutes, but not necessarily all firing minutes. So perhaps a shot is just that - one main gun round but potentially modified by RoF (not applicable to the SpAm War).
With penetrations just a little below armor values for many targets, and usually within half a d10 roll for almost any, most hits will do full damage and the critical hits will add up fast. Given the relative power of guns to armor, that might be OK. Even cruiser guns and BBs' secondaries will make a mess of most of what they hit, especially at short range.
With base target numbers of 7 for AC, 8 for PC, hits will be in the 20-30% and even better at Santiago ranges. That seems far in excess of historical results, although one might modify for evasive maneuvers, splashes, etc, reducing the hits to 10%. A broadside still looks devastating.
Perhaps, though, the 12 turns on the order charts are the expected game length, so once again (as in many games) exact time/distance scales are not so important as relative interactions on the table.
So, to the question: have gamers experienced massive destruction with predreads? Not so much the RJW, but earlier ships?
I can readily see another fire control modifier beyond the 20"+ +1 per could correct this.
Ah, but, wait, as I write this I wonder if the 20" modifier is for the increased predread scale and would 10" at normal scale (which is still 5000yds and thus quite a distance for SpAm ships which expected combat at 1500 before the war).
Ideas, experience, comments?
I want to have the best experience for the club's first game so I can addict them to this period and these rules.
R
Some elements may have to do with game design, so I invite designers' comments as well as experienced NT players (I am just starting with this game).
The Battles of Santiago and Manila Bay had hit rates from the US main batteries of less than 3%. An 8"/35 could get off a round every two minutes easily, and often more. The 5" and 6" did at least one round per minute. Santiago was fought largely at 3000yds or less, while Manila ranges were as long as 9000yds and down to one quarter of that. Even the 3% hits were devastating to Spanish vessels both armored and not
In game terms, a turn is five minutes, but not necessarily all firing minutes. So perhaps a shot is just that - one main gun round but potentially modified by RoF (not applicable to the SpAm War).
With penetrations just a little below armor values for many targets, and usually within half a d10 roll for almost any, most hits will do full damage and the critical hits will add up fast. Given the relative power of guns to armor, that might be OK. Even cruiser guns and BBs' secondaries will make a mess of most of what they hit, especially at short range.
With base target numbers of 7 for AC, 8 for PC, hits will be in the 20-30% and even better at Santiago ranges. That seems far in excess of historical results, although one might modify for evasive maneuvers, splashes, etc, reducing the hits to 10%. A broadside still looks devastating.
Perhaps, though, the 12 turns on the order charts are the expected game length, so once again (as in many games) exact time/distance scales are not so important as relative interactions on the table.
So, to the question: have gamers experienced massive destruction with predreads? Not so much the RJW, but earlier ships?
I can readily see another fire control modifier beyond the 20"+ +1 per could correct this.
Ah, but, wait, as I write this I wonder if the 20" modifier is for the increased predread scale and would 10" at normal scale (which is still 5000yds and thus quite a distance for SpAm ships which expected combat at 1500 before the war).
Ideas, experience, comments?
I want to have the best experience for the club's first game so I can addict them to this period and these rules.
R