Topic-iconWorklist for update 1.5

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

Sooo, buy a real computer ::P: . Just kidding. What version did work? The current 1.4 version or some earlier version of the 1.5 upload? It probably chokes on the pictures.


Game designer

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

Please Log in or Create an account to join the conversation.

andrewcooke71 replied the topic: Worklist for update 1.5

1 year 1 week ago

Yes 1.4 was fine. The new version will open. There is a delay when you select a pull down cell and nothing appears on either the ship or aircraft roster sheets. Also on the ship roster some of the pictures are out of alignment. I don't know enough to understand why it won't work with my version.

The following user(s) said Thank You: Naval War HQ

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

Interesting. I've put the sheet on manual calculations. In my Excel I need to press F9 after filling in the ship names in the menu to get it to fill the roster sheets. Is F9 also the calculation command in the Mac excel version? Have you tried that?

Edit: Is it possible to provide a screenshot of the misaligned graphics?


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 1 year 1 week ago by Naval War HQ.

Please Log in or Create an account to join the conversation.

andrewcooke71 replied the topic: Worklist for update 1.5

1 year 1 week ago

Let me know if these work. The refresh worked!

Attachments:
Last edit: 1 year 1 week ago by andrewcooke71.

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

No luck on the screenshots...


Game designer

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

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

I tinkered with the alignment a bit while I was making another change, and I uploaded the new file. Would you like to check again and see if things improved?


Game designer

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

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

On a further note, I've played another two games with the 1.5 rules, and things seem to work pretty well. The flow of the game has certainly improved and is easier to learn for new players. Only gripe is that I still find my fleets one or two order tokens below minimum requirements, aside from upping the tactical order count, I have run out of idea's on where to add one without adding a lot as a result...


Game designer

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

Please Log in or Create an account to join the conversation.

andrewcooke71 replied the topic: Worklist for update 1.5

1 year 1 week ago

When I did the replay of Phillipine Sea, neither side ran out of orders, though when you have 50-60+ flights you don't need to worry about that. I noticed that you got rid of generating an order token for a fleet flagship and reduced the number of orders generated by high ranking leaders. I will check the spreadsheet. Here are some prelimary notes from that game.
Notes on v1.5 (and some other things)
Does the loss of the Fleet Flagship also mean the loss of the Officer?
Page 8. 2nd paragraph, last sentence. Remove “of 2+”
Generating tokens. You removed the bonus for a Fleet Flagship and carriers. Carriers I get because of the extra aircraft generated tokens.
Generating Disruption tokens. Do the Tactical order count in this?
Damage control. What about giving extra dice to medium and large ships. Small ships get one die to fight fires or control flooding, medium 2 & large either 2 or 3? The same rules apply. Thoughts?
Page 18. Ship Crippled. The first sentence should be “(shown in Black)”
Also I think the other way you had when a ship is considered crippled was better. Once you cross off the last black hull point should mean the ship is crippled. Some small ships don’t have more than 1 red hull point so would never cripple only sink.
Ship sunk should read “(red)” not black.
I think I have been applying damage wrong. For example Engines, is it 3 hits and it is disabled or should the red box be marked off too, making 4 hits to disable? Same with other parts of the ship?
Also when a ship becomes crippled how does the rudder damage work? It shouldn’t mean that just because the ship is crippled that the rudder is jammed.
Hit location & damage effects table.
1-2 How about adding in addition to the torpedo special the same effect if planes are onboard, destroying one flight and the same effect as the torpedos?
Engine Room and Weapon Systems add bombers with accurate also reduce armour as if target is hit from long range.
Forming air groups outside carrier range. Can this only be done during direct activations?
Aircraft Fuel. I’m not sure about this. 2 turns is only just enough time. I have tried to limit the availability of the aircraft, ie certain number of planes are only available for one attack? Or adjusting the roll to bring them on table.
Air attacks. Is the maximum attack range 20cms or does the fact that you can target other ships 10cms from the main target give you the extra range?
I think Hybrid carriers should be treated more like seaplane tenders, same with Tone, Chikuma & Oyodo.
Special Rules
Accurate, include bombers reduce the armour by 1 as if shooting from long range.
Armoured flight deck. Ignore the armour reduction from accurate bombers.
Insignificant. A couple of Guadalcanal attacks only involve PT boats. How would you generate any tokens? Also is there a way of making them harder to hit?
Missing Loiter rule.
Do Scouts exist anymore?
Hidden deployment. When can you voluntarily reveal a token? Are there any restrictions and do you still get the bonus CAP of 2 flights?
QRS. Include the scouting segment? Add page numbers to activation headings?
Kido Butai is for only carrier per turn now?
Is that enough for now???

Last edit: 1 year 1 week ago by andrewcooke71.
The following user(s) said Thank You: Naval War HQ

Please Log in or Create an account to join the conversation.

andrewcooke71 replied the topic: Worklist for update 1.5

1 year 1 week ago

Nope some of the Images were misaligned still. Maybe it's my version of excel corrupting the placement?

Please Log in or Create an account to join the conversation.

Naval War HQ replied the topic: Worklist for update 1.5

1 year 1 week ago

andrewcooke71 wrote: When I did the replay of Phillipine Sea, neither side ran out of orders, though when you have 50-60+ flights you don't need to worry about that. I noticed that you got rid of generating an order token for a fleet flagship and reduced the number of orders generated by high ranking leaders. I will check the spreadsheet. Here are some prelimary notes from that game.

andrewcooke71 wrote: Does the loss of the Fleet Flagship also mean the loss of the Officer?

Yes it does currently. That’s why I am hesitant to put to much weight into the fleet flagship.

andrewcooke71 wrote: Page 8. 2nd paragraph, last sentence. Remove “of 2+”

Good catch!

andrewcooke71 wrote: Generating tokens. You removed the bonus for a Fleet Flagship and carriers. Carriers I get because of the extra aircraft generated tokens.

See above, the officer now has multiple tactical tokens, and giving another order token to the fleet flagship would put even more weight on the fleet flagship than there already is.

andrewcooke71 wrote: Generating Disruption tokens. Do the Tactical order count in this?

Nope, tactical orders are excluded. Added text to clarify that.

andrewcooke71 wrote: Damage control. What about giving extra dice to medium and large ships. Small ships get one die to fight fires or control flooding, medium 2 & large either 2 or 3? The same rules apply. Thoughts?

Interesting, it would reflect the larger crew on the bigger ships being able to attend multiple sources of damage at the same time. I’ll ponder this one. It might add additional complexity where none is needed, I have not experienced much trouble doing damage control on bigger ships vs smaller ships yet.

andrewcooke71 wrote: Page 18. Ship Crippled. The first sentence should be “(shown in Black)”
Also I think the other way you had when a ship is considered crippled was better. Once you cross off the last black hull point should mean the ship is crippled. Some small ships don’t have more than 1 red hull point so would never cripple only sink.

Interesting, this part hasn’t been changed since 1.3, so the crippled issue is not from recent changes. You make a good point however, I changed the wording to reflect it.

andrewcooke71 wrote: Ship sunk should read “(red)” not black.

Again, good catch.

andrewcooke71 wrote: I think I have been applying damage wrong. For example Engines, is it 3 hits and it is disabled or should the red box be marked off too, making 4 hits to disable? Same with other parts of the ship?

If you cross out the first green box, the next orange box is the current value, so after 3 crosses, the red box is the remaining value, leaving you with no movement left. So for the engines, 3 hits to disable.

andrewcooke71 wrote: Also when a ship becomes crippled how does the rudder damage work? It shouldn’t mean that just because the ship is crippled that the rudder is jammed.

The rudder is unaffected, the text says that only the weapon systems, torpedoes and the engine become damaged.

andrewcooke71 wrote: Hit location & damage effects table.
1-2 How about adding in addition to the torpedo special the same effect if planes are onboard, destroying one flight and the same effect as the torpedoes?

Cool idea! I’ll check how I can fit this in the table!

andrewcooke71 wrote: Engine Room and Weapon Systems add bombers with accurate also reduce armor as if target is hit from long range.

This used to be in the rules, I don’t really know why it went, maybe because it would gut carriers even more then they already do. I’ll check my notes.

andrewcooke71 wrote: Forming air groups outside carrier range. Can this only be done during direct activations?

Yes, forming air group and air attack are both activations, so you can first form up, and then initiate an air strike.

andrewcooke71 wrote: Aircraft Fuel. I’m not sure about this. 2 turns is only just enough time. I have tried to limit the availability of the aircraft, ie certain number of planes are only available for one attack? Or adjusting the roll to bring them on table.

I’m not exactly sure what you mean by this. The suggestion to be able to disrupt the opposing support roll has been implemented. I’ve found no problems with the two turn limit. As a reflection of historical precedents, we see that attacks launched at the very edge of range, like those at Midway had less time to form up and fly as a solid attack wave than those launched at closer range. It also prohibits very unrealistic loitering of air groups over multiple turns.

andrewcooke71 wrote: Air attacks. Is the maximum attack range 20cms or does the fact that you can target other ships 10cms from the main target give you the extra range?

The max range is 20cm. Ships within 10cm of the target are also valid targets, but they still need to be within the 20cm range band.

andrewcooke71 wrote: I think Hybrid carriers should be treated more like seaplane tenders, same with Tone, Chikuma & Oyodo.

Agreed, working on this. Main chokepoint is that I need to change all the OOB fleet lists with Tone and Chikuma to enable them to add a flight of Jakes or other floatplanes.

andrewcooke71 wrote: Accurate, include bombers reduce the armour by 1 as if shooting from long range.
Armoured flight deck. Ignore the armour reduction from accurate bombers.

Addressed above. This one is under consideration.

andrewcooke71 wrote: Insignificant. A couple of Guadalcanal attacks only involve PT boats. How would you generate any tokens? Also is there a way of making them harder to hit?

For the tokens, this could be complicated, or not. As air groups now generate order tokens for 5+ flights, we could have TP boats generate a token at 4+ ships in the squadron. Other option is special scenario rules (no OOB allows for a PT-only fleet) or a dedicated officer with extra order token generation.
Making them harder to hit is reflected in the 5+ lucky save. But I have to admit that I don’t know if this is enough, I haven’t done much testing with it. We could consider upping it to 4+ for small craft.

andrewcooke71 wrote: Missing Loiter rule.

No you don’t


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
The following user(s) said Thank You: andrewcooke71

Please Log in or Create an account to join the conversation.

Powered by Kunena Forum