Topic-iconWorklist for update 1.5

Naval War HQ replied the topic: Worklist for update 1.5

5 months 3 weeks ago

habaya wrote: 1. In the QRS it is written "disruption tokens=order tokens". It may be misleading, maybe better would be "disruption tokens=opponent order tokens"

Fixed! Thank you.

habaya wrote: 2. Maybe it is just my laptop, but Fleet Builder xls does not work correctly in Excel 2013 under Windows. The drop down menu is not shown, only when holding down the left mouse button on the very left edge of the cell. I saw there are compatibility issues under Mac. Has anyone else experienced this?

I can look at this but I don’t think I can help you with it as I do not own a Mac to test it…..

habaya wrote: 3. What is the idea behind making landing capacity of carriers unlimited in 1.5? Seems strange that only launching is limited by capacity. Or do I misunderstand the new rules?

The launch/land capacity was always a bit clunky because it required bookkeeping. The goal was the need to spread out different waves of aircraft to prohibit strikes every other turn. Since the 1.5 air rules have a 3-turn cycle for an air attack instead of the former 2-turn cycle the land capacity has become redundant and I scrapped it. Less bookkeeping!

habaya wrote: 4. Is it on purpose that there is no launch/land restrictions for crippled carriers?

There isn’t?? Oversight… Added it. Thank you.

habaya wrote: 5. In section "conduct AA fire" on page 20 in the Rulebook you mention AA dmg rating multiple times. Afaik AAs have no dmg rating - did you mean pwr?

Interesting, AA damage has always been 1, but the way AA worked in past versions did not require an armor roll. It does look silly without it. I'll add it when I find the time. In the sections you quoted the dmg rating should indeed be the pwr rating. Edited.

habaya wrote: 6. Do aerial torpedos suffer from ships "turning away" from them? Conventional torpedos suffer when they hit from the direction of front or back of the ship. Shouldn't be the same for aerial torpedos?

In real life they could probably benefit, but the margin of time is much smaller than with normal torpedoes (smaller distance, quick aircraft). Also, aircraft can pick their attack angle in the game anyway so it would require many extra rules to make it work. I’d go for evasive maneuvers if you want to dodge aerial torpedoes.

habaya wrote: In general I really like your changes in 1.5 very nuch - great work! They worked well during a few games we tried.


Thank you again, and for the feedback! The edited rulebook and QRS are available in the onedrive folder.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 5 months 3 weeks ago by Naval War HQ.
The following user(s) said Thank You: habaya

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

habaya replied the topic: Worklist for update 1.5

5 months 3 weeks ago

habaya wrote: 2. Maybe it is just my laptop, but Fleet Builder xls does not work correctly in Excel 2013 under Windows. The drop down menu is not shown, only when holding down the left mouse button on the very left edge of the cell. I saw there are compatibility issues under Mac. Has anyone else experienced this?

Naval War HQ wrote: I can look at this but I don’t think I can help you with it as I do not own a Mac to test it…..

I actually have a Win 10 laptop, not a Mac. I run Excel 2013. But do not worry about it very much, I just wondered if others have similar issues. I will try to look into the problem myself and provide you with debug details if I find something.

habaya wrote: 3. What is the idea behind making landing capacity of carriers unlimited in 1.5? Seems strange that only launching is limited by capacity. Or do I misunderstand the new rules?

Naval War HQ wrote: The launch/land capacity was always a bit clunky because it required bookkeeping. The goal was the need to spread out different waves of aircraft to prohibit strikes every other turn. Since the 1.5 air rules have a 3-turn cycle for an air attack instead of the former 2-turn cycle the land capacity has become redundant and I scrapped it. Less bookkeeping!

Makes sense, we will test this more intensely. Did you also change the capacity values of the carriers in 1.5? Like halve the values? Or you left the values as they were and just renamed the feature?

habaya wrote: 6. Do aerial torpedos suffer from ships "turning away" from them? Conventional torpedos suffer when they hit from the direction of front or back of the ship. Shouldn't be the same for aerial torpedos?

Naval War HQ wrote: In real life they could probably benefit, but the margin of time is much smaller than with normal torpedoes (smaller distance, quick aircraft). Also, aircraft can pick their attack angle in the game anyway so it would require many extra rules to make it work. I’d go for evasive maneuvers if you want to dodge aerial torpedoes.

You are right about it - it is not worth the fuss. Aircraft positioning in this case would unnecessarily complicate the rules.

Two more small details about version 1.5:
7. In the QRS the first line of Torpedo attack is checking for legal target (range and LoS). I think its not necessary, because as you mentioned earlier torpedos can be fired without a legal target - so as I understand there is no need for any checks about the target.
8. In QRS "Form air group" activation missing. Its maybe better to have it so players do not forget about this activation. Maybe you can squeeze it in :)

Last edit: 5 months 3 weeks ago by habaya.

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

habaya replied the topic: Worklist for update 1.5

5 months 2 weeks ago

habaya wrote: 2. Maybe it is just my laptop, but Fleet Builder xls does not work correctly in Excel 2013 under Windows. The drop down menu is not shown, only when holding down the left mouse button on the very left edge of the cell. I saw there are compatibility issues under Mac. Has anyone else experienced this?

Naval War HQ wrote: I can look at this but I don’t think I can help you with it as I do not own a Mac to test it…..

habaya wrote: I actually have a Win 10 laptop, not a Mac. I run Excel 2013. But do not worry about it very much, I just wondered if others have similar issues. I will try to look into the problem myself and provide you with debug details if I find something.

About Excel: seems like an Excel 2013 refreshing bug. If I select the cell, the drop down arrow is not shown, but when I click to the place where the drop down arrow should be then the drop down list appears. So, it basically works, I just have to click it where the drop down arrow is supposed to be.

habaya wrote: 3. What is the idea behind making landing capacity of carriers unlimited in 1.5? Seems strange that only launching is limited by capacity. Or do I misunderstand the new rules?

Naval War HQ wrote: The launch/land capacity was always a bit clunky because it required bookkeeping. The goal was the need to spread out different waves of aircraft to prohibit strikes every other turn. Since the 1.5 air rules have a 3-turn cycle for an air attack instead of the former 2-turn cycle the land capacity has become redundant and I scrapped it. Less bookkeeping!

habaya wrote: Makes sense, we will test this more intensely. Did you also change the capacity values of the carriers in 1.5? Like halve the values? Or you left the values as they were and just renamed the feature?


About take off capacity: now I see from the fleet builder Excel that the feature was just renamed, the values remained. We've been doing extensive testing of air war (carriers vs carriers) and saw some issues with it - I will cover this in a separate post.

habaya wrote: Two more small details about version 1.5:
7. In the QRS the first line of Torpedo attack is checking for legal target (range and LoS). I think its not necessary, because as you mentioned earlier torpedos can be fired without a legal target - so as I understand there is no need for any checks about the target.
8. In QRS "Form air group" activation missing. Its maybe better to have it so players do not forget about this activation. Maybe you can squeeze it in :)

Last edit: 5 months 2 weeks ago by habaya.
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

5 months 1 week ago

Currently working to put all the proposed changes and improvements into a new 1.5 beta version. I hope to have it ready somewhere this week.


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: habaya

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

habaya replied the topic: Worklist for update 1.5

5 months 5 days ago

Hello Naval War HQ, thanks for all efforts!

One thing that would help us a lot is to version control the rulebook - change the version to something like version 1.5 beta X every time you make changes. This way we could identify the document when we discuss it.
Also if it's not a big effort, it would help if you could highlight the changes from the previous version - this way we do not have to read through the whole document and try to find changes. Of course these highlights would disappear when you publish it for the final version. Just an idea, if its not too much work.

Thanks, again.

Last edit: 5 months 5 days ago by habaya.

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

Naval War HQ replied the topic: Worklist for update 1.5

5 months 5 days ago

Good idea, I'll keep that in mind for the following updates


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

5 months 3 days ago

I've updated the first post to include the main changes. I've also added the arbitrary version number of 1.5.04 to the current iteration and I've tried to mark everything in the rulebook that I have changed since my last update of the Beta rules.

Fleet builder has also been updated, added Alaska-class and HMS Eagle. Retconned the Launch/Land capacity change.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 5 months 3 days ago by Naval War HQ.
The following user(s) said Thank You: habaya

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

Naval War HQ replied the topic: Worklist for update 1.5

3 months 2 weeks ago

Updated to 1.5.06. Made some changes to the interception rules, and added all the command station orders to the back of the document for quick reference.

I'm also updating all the OOB's since I feel we are quite close to being able to release 1.5. This of course does not mean that everything is in its final state, it never is. But I think the air rules and other changes work good enough to warrant a new release.


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

3 months 1 week ago

Updated to 1.5.07
Small changes and fixes to the command station orders. Added Task Force 1 to the Midway OOB. Very thrilled about that one.

Updated the first post


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
Last edit: 3 months 1 week ago by 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

2 months 2 weeks ago

Updated to 1.5.09.
- I cleaned up some rules, I moved the assignment of scouts to the initiative phase. This keeps all scouting-related stuff together and removes some decisions from the remaining actions phase (where I would tend to forget it, because it only affects the next turn). It also simplifies the rules attached to scouting as you don't have to remember that the consequences happen in the next turn, all effects happen in the current turn instead.
- Movement of air groups can now happen by activating them for a maneuver in the activations phase. Likewise, all flights that have not activated for a maneuver can move in the remaining actions phase. This streamlines the movement of air units to follow the same pattern as surface units, thus again, simplifying gameplay.
- Only DP AA ratings can be used to cover other ships. The ships own AA rating reflects smaller caliber AA, which don't have the range to cover other ships. This should balance out the AA ratings a bit. Command station orders will be introduced to give players access to intensified AA.


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.

Powered by Kunena Forum