Even before I playtest my recently drafted rules, I decided that the gunfire results needed a bit of tweaking.
Currently that section of the rules read as follows:
- Results:
- Dice score = 6: Major ‘hit’: target ship loses 2 FP.
- Dice score = 4 or 5: Minor ‘hit’: target ship loses 1 FP.
- Dice score = 1, 2, or 3: Gunfire has been ineffective.
I have changed this to the following:
- Results:
- Dice score = 6: Major ‘hit’: target ship loses 1 FP plus throw another D6 die.
- Dice score = 6: target ship’s bridge is hit and the target ship must maintain its current course and may not fire for three turns.
- Dice score = 5: one of the target ship’s main turrets is hit and destroyed.
- Dice score = 4: the target ship’s engines are damaged and her movement is reduced to 1 grid area per turn.
- Dice score = 3: that part of the target ship’s secondary armament that is closest to the firing ship is hit and destroyed.
- Dice score = 2: the target ship catches. At the start of each subsequent turn, the target ship throws a D6 die. If the score is 5 or 6, the fire is extinguished; if the score is 2, 3, or 4, the fire continues to burn; if the score is 6, the fire has reached the ship’s magazine and the ship explodes.
- Dice score = 1: target ship loses another FP.
- Dice score = 4 or 5: : Minor ‘hit’: target ship loses 1 FP.
- Dice score = 1, 2, or 3 = Gunfire has been ineffective.
I think that this is a distinct improvement and will result in a much better battle.
Makes gunfire damage intersting - I've done similar
ReplyDeleteHappy New year Bob! We have been playing around with different battle methods for naval wargames, last couple years. Play testing against family and friends. It’s fun trying out different examples and options. We have also used all kinds of scales and grids from small monopoly type battleships to home made wooden toy ships. Quinn
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