Topic-icon rules questions: squadrons, gunnery, orders

Tonnigan created the topic: rules questions: squadrons, gunnery, orders

3 years 9 months ago

Hi all!

I have tried the game for the first time this evening and I was quite positivery impressed :)

We have some points we'd like to clarify:

1) ORDER TOKEN GENERATION: the rule states: "Each squadron led by a flagship, with at
least one ‘large’ or two ships of ‘small’ or ‘medium’ size in the squadron"

this means that a squadron of LARGE ship MUST be composed by at least two ships (flagship + at least one other) and a squadron of MEDIUM or SMALL of at least 3 ships (flagship + at least two others)?

2) GUNNERY MODIFIER: if the to hit number goes to 7 (ex. a DD at extreme range) it means that I cannot hit the target?

3) GUNNERY MODIFIER 2: the table of modifiers on page 14 states that when you are ranging in you "Halve hits (rounding up)". under "Finding the range" it states "if your ship is trying to acquire a target which is not at short range, your total RoF is halved (rounded up) until a hit is made on the enemy ship". so you both halve the hits AND the ROF?

4) ATTACK ACTIVATION: if I have both primary and secondary gunnery weapons, can I shoot both with an activation? And if yes, at different targets?

5) command station: the British command station shown on the rule book 1.4 at page 7 is very different from the one in the command stations 1.4 file. I surmise that the one in the command stations file is the correct one, right?

Thanks in advance for the answers, and keep un the good work! :)

Stefano

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Naval War HQ replied the topic: rules questions: squadrons, gunnery, orders

3 years 9 months ago

Hello Tonnigan! Welcome to the forum and thank you for your questions.

Let me walk you through them one by one:If the flagship is a large ship then it passes both checks, so a squadron can be made up from 1 large ship and still generate order tokens. Similarly, a squadron can consist of two medium size ships of which one is the flagship. This squadron will also generate tokens.

So the flagship does not need to be a separate ship.
Correct
It’s a typo that I have corrected in version 1.5. The correct rule is to just half the RoF.
Yes, and Yes.
Yes, the one in the rulebook is a screenshot. I don’t update the screenshots every time a command station changes.

Have you given version 1.5 a try? It is ready for publishing and you can find the downloads in the ‘Worklist for update 1.5” thread in the rules development section.
www.naval-war.com/navalforum/rules-and-r...klist-for-update-1-5

I'm glad the game left a positive impression on you. If you have any further questions don't hesitate to ask them here.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 3 years 9 months ago by Naval War HQ.

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Tonnigan replied the topic: rules questions: squadrons, gunnery, orders

3 years 9 months ago

Thanks for the prompt answers! :) We'll try the 1.5 ruleset next.

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Tonnigan replied the topic: rules questions: squadrons, gunnery, orders

3 years 9 months ago

Hi! I have another question: for a plane like the Fairey Barracuda that has torps, bombs and ASW on the datacard, must you choose before launch which payload it has?

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Naval War HQ replied the topic: rules questions: squadrons, gunnery, orders

3 years 9 months ago

Currently as it is, you can pick at the moment of attacking. Its a little bit cheesy, but keeping track of all ordinance is quite a hassle, and game impact is minimal.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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habaya replied the topic: rules questions: squadrons, gunnery, orders

3 years 8 months ago

Wow, we played quite a few games, but never thought we could do this (we did 1 activation->1 weapon system). Maybe it is just us, I am not sure others missed it, but maybe it would be beneficial to explicitly mention this case in the manual.

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Naval War HQ replied the topic: rules questions: squadrons, gunnery, orders

3 years 8 months ago

Interesting, this is one of those things that were so evident in my mind that I assumed I had it written down somewhere in the rules. Turns out I didn't ::S:

Needing a seperate activation for non rapid-fire secondaries and tertiaries would make them practically useless and a waste. The gunnery activation activates all gunnery weapon systems on the ship. I'll see where I can find a good spot to insert that line in the rulebook.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-

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