Topic-iconNighty Night

andrewcooke71 created the topic: Nighty Night

2 weeks 3 days ago

So I did a rerun of Savo Island which I would have put in AAR but a couple of clarifications were required. Like history the Allied forces get their arses handed to them. However the Japanese did not escape without losses. In the opening salvos Canberra takes multiple hits but her armour holds. Her secondary rakes the Chokai forcing her to break off, casuing confusion with the Japanese forces. Canberra then receives multiple torpedo hits and disappears below the waves. Chicago manages to avoid serious damage taking round after round which her armor holds on the whole. The US cruisers proteciting the other side of Savo then come to the attention of the Tenryu and Yunagi which launch torpedoes their way, causing almost crippling damage to all 3 cruisers, which no longer want to take part in the action. The Australia arrives on board bringing Crutchley and his needed command points. The Hobart and San Juan's group also steam towards the action. When we called the game Chicago and Canberra were sunk. The 3 New Orleans class were seriously damaged. On the Japanese side Tenryu, Kako and Yunagi are sunk, Chokai and Furutaka badly damaged, and the Japanese are trying to make their escape past the US picket destroyers. The way I had it set up was as follows. The Japanese were in column. Chokai, alone, leading as flag then 2 groups each of the Kako and Aoba classes followed by a group of Yubari, Tenryu & Yunagi. This gave the Japanese 4 orders. The Allies had Canberra, Chicago, & destroyers on one side of Savo and the New Orleans class group on the other. Under RN command and with no Officer on board yet this only gave them 2 orders. Ralph Talbot, Blue, Australia, & the San Juan group are all off table available for entry, from their respective positions, as close assets once the shooting starts.

The realization that you can roll for each fire & flood meant that Quincy was able to put out all her 4 floods and 1 fire!

A coule of clarifications did arise however.
Starshells. If a ship fires starshells, regardless of which weapon system fires does it count as actually firing, is it now visible out to 60cms? What is your reasoning behind not negate the +1 to hit targets at night for target under the starshell? Is this because of the short time of illumination involved?
Searchlights. Two things. Firstly does using searchlights make both the target and illuminating vessel visible out to 60cms? Secondly do only the target and illuminating vessel ignore the night time +1 or can all ships within 40/60cms get this bonus?

The next thoughts are once again about PT-Boats and their counterparts as I am running 6 upcoming actions involving them.
If I play by the rules then torpedo boats would be visible 15cms short of a torpedo launch, even with a hit of 6 and save of 4+ this might not be enough. A couple of things came to mind.
Torpedo boats have the spotting range at night if movement is no more than 5cms halved to 20cms, & have the minimum movement for the remaining actions phase if they haven't moved the same, however they cannot attack with torpedoes unless moving at full speed. This would represent the fact that that when moving fast their wake was visible and they tended to loiter at low speeds?
The other thing would be allowing them to manouever upt to 180 degrees in a movement phase?

Last edit: 2 weeks 3 days ago by andrewcooke71.
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Naval War HQ replied the topic: Nighty Night

2 weeks 1 day ago

andrewcooke71 wrote: A couple of clarifications did arise however.
Starshells. If a ship fires starshells, regardless of which weapon system fires does it count as actually firing, is it now visible out to 60cms? What is your reasoning behind not negate the +1 to hit targets at night for target under the starshell? Is this because of the short time of illumination involved?


I haven’t got a lot of data for night fighting to be honest. The main goal I think is to differentiate between starshells and searchlights. Why use a searchlight if you can just fire a star-shell for the same effect? Currently there is a risk-reward thing going on. You can fire a starshell, increasing your range, but without the benefit or risk to yourself. Or you can use a searchlight, giving you a benefit to shooting but also making it easier to shoot at you. There isn’t more to it currently.

The night fighting rules can use some polishing, but it wasn’t that high on my list. I still lack a dedicated playtest group that is familiar enough with the rules that I can throw in all those advanced rules… That’s why I value your experience and would love the feedback of your nightfighting games.

andrewcooke71 wrote: Searchlights. Two things. Firstly does using searchlights make both the target and illuminating vessel visible out to 60cms? Secondly do only the target and illuminating vessel ignore the night time +1 or can all ships within 40/60cms get this bonus?


First one, it would be logical to be visible to all ships within 60cm, but it isn’t in the rules. I’ll correct that. Second one, all ships can ignore the +1 to target score on both ships. This can be inferred by the sentence in the ‘visibility’ paragraph in which all instances are named in which the +1 applies. I’ll clear it up though, since it certainly isn’t obvious.

andrewcooke71 wrote: The next thoughts are once again about PT-Boats and their counterparts as I am running 6 upcoming actions involving them.
If I play by the rules then torpedo boats would be visible 15cms short of a torpedo launch, even with a hit of 6 and save of 4+ this might not be enough. A couple of things came to mind.
Torpedo boats have the spotting range at night if movement is no more than 5cms halved to 20cms, & have the minimum movement for the remaining actions phase if they haven't moved the same, however they cannot attack with torpedoes unless moving at full speed. This would represent the fact that that when moving fast their wake was visible and they tended to loiter at low speeds?


I don’t really see the problem in this one. PT boats operate in swarms of at least 4+ ships. If we reduce the spotting range it will be impossible to counter PT boats since they will have the fish in the water with the correct activation order without anything that the opponent can do about it. Remember that ships need to declare targets before shooting, need to split their fire between 4+ targets (if they even have enough weapon systems to manage that), hit on a 6+ (which can be further affected by evasive action) and then the PT boats save on a 4+. That will surely make them a pain to handle for everything but a full squadron of ships, and in that case, PT boats are right to have a hard time attacking an organized enemy. I’d try them out first as they are now (with the change below) before we add more complexity.

andrewcooke71 wrote: The other thing would be allowing them to manouever upt to 180 degrees in a movement phase?


Ow! I like that one, I’ll put it on my list.

Thanks again for your feedback. I’ll try to update the rulebook ASAP with the issues raised. I’ll keep an eye out for the reports on your night actions.


Game designer

"That which hath been is now; and that which is to be hath already been;" -Ecclesiastes-
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andrewcooke71 replied the topic: Nighty Night

2 weeks 23 hours ago

I get the starshell/searchlight difference, I will keep things as is and let you know how they play out. Same with the PT boats, except I will use the 180 maneuver. We'll see if 4 PT boats can do anything against a group including Haruna and Kongo. It'll be a couple of weeks, but I will keep you posted

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Naval War HQ replied the topic: Nighty Night

1 week 3 days ago

Auch, only 4 pt boats? That's like 20 pts vs 200?


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

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andrewcooke71 replied the topic: Nighty Night

1 week 2 days ago

No one ever said things have to be fair... It will be much the same when Gregory and Little fight the Japanese destroyers! There are 2 PT vs Tokyo Express clashes that involve about 12 PT Boats in early '43.

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