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Q&A
Apr 8, 2020 9:41:13 GMT -6
via mobile
Post by sandersan on Apr 8, 2020 9:41:13 GMT -6
Q9: Why in advanced rules, the spotting range is affected not only by the scale of target, but also by the scale of observer? (p.13)
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Q&A
Apr 8, 2020 10:56:36 GMT -6
Post by williammiller on Apr 8, 2020 10:56:36 GMT -6
Q4: In basic game besides the modifiers on p.12, should the modifiers on p.15 also be considered when resolve the gunnery combat? Cause there is no speed rating related modifier on p.12, while to the bottom of p.12 it does say "in the basic game, a unit's speed rating affects its odds of being hit by certain weapons". williammiller Oh, I understood. The "certain weapons" may refer to torpedo attack. So it's okay if speed rating doesn't count for the resolution of gunfire. Right?
The Basic Game rules are simplified to speed play up, so some modifiers were omitted for that tier of play. However, if you wish to apply the speed modifiers (or other modifiers) from the Advanced Game rules then that would be fine.
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Q&A
Apr 8, 2020 11:07:39 GMT -6
Post by williammiller on Apr 8, 2020 11:07:39 GMT -6
Q5: Basic game. How to understand "each mount/attack is a separate attack"? For example, Fubuki has a torp rating of 3-3-6, which means, if I desire to fire 5 torps in total, then the separate attacks can be 1/3/1, or 1/2/2, or 2/3/0, or any other combination, each factor of which no more than 3, but has a total at 5? In other words, we should designate for each mount the number of torps fired? It's not allowed to resolve all the torps fired as a single attack right? Or can I resolve the torps one by one? (fire a torp in a mount, then fire another torp in the same mount) 1) You can, if you wish, fire off less than the indicated number of torps the ship carries in an attack, but obviously you would need to record how many torps the ship has left.
2) You can allocate torpedoes fired to targets as you wish - say 4 torps to ship A, 1 torp to ship B, etc. However, you would roll only once on the torpedo attack table for each targeted ship, using the total number of torps fired at that target for the attack. So, for example, if you target an enemy ship with a total of 7 torpedoes in a game turn, you would roll a single torpedo attack using 7 torps as the number of attacking torpedoes on the 'Torpedo Hit/Damage Table'.
Note however that if you are firing torps with different damage ratings at the same target, you will need in that case to group all torps with the same damage into separate attacks...for example if you fire 3 torps of damage 5 and 2 torps of damage 6 at a target you would need to roll two separate torp attacks, one for the 3 torps of 5 damage and one for the 2 torps of 6 damage.
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Q&A
Apr 8, 2020 11:09:54 GMT -6
Post by williammiller on Apr 8, 2020 11:09:54 GMT -6
Q6: Does spotted division in the last turn need to be spotted again in this turn? Or does it stay spotted in the following turns once it is spotted? (BTW, there is no "spotted" marker among the counters.) I understood now. The spotted division in the last turn should be spotted again in this turn, otherwise the smoke becomes useless. Correct? 😁
You are correct, the spotted division must be spotted again the next turn.
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Q&A
Apr 8, 2020 11:12:31 GMT -6
Post by williammiller on Apr 8, 2020 11:12:31 GMT -6
Q7: Is unit, which launched torpedoes but didn't fired its guns, also considered as "fired" in the next turn for spotting? No - Torpedo launches had a very small launch signature and the 'fired' modifier does not apply, unless that ship also fires its guns that turn.
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Q&A
Apr 8, 2020 11:13:59 GMT -6
Post by williammiller on Apr 8, 2020 11:13:59 GMT -6
Q8: If a division succeeded in closing to short range and some units in it attacked enemies in step 3 on p.11, are the units, which have already attacked, still able to execute another attack in step 4? And what about the other units, which didn't attack in that division? In other words, I think any unit is allowed to execute only one round of attack every turn? Units are only allowed to attack (use their gun firepower and/or launch torps) only once each game turn, yes.
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Q&A
Apr 8, 2020 11:16:55 GMT -6
Post by williammiller on Apr 8, 2020 11:16:55 GMT -6
Q9: Why in advanced rules, the spotting range is affected not only by the scale of target, but also by the scale of observer? (p.13) The reason why the size of the observer matters is that larger ships have higher observation points available, which increases the spotting range. A WW2 destroyer would typically have spotters about 30 feet up, while a BB could have spotters as high as 100-120 feet up.
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Q&A
Apr 8, 2020 11:29:11 GMT -6
via mobile
Post by sandersan on Apr 8, 2020 11:29:11 GMT -6
Q5: Basic game. How to understand "each mount/attack is a separate attack"? For example, Fubuki has a torp rating of 3-3-6, which means, if I desire to fire 5 torps in total, then the separate attacks can be 1/3/1, or 1/2/2, or 2/3/0, or any other combination, each factor of which no more than 3, but has a total at 5? In other words, we should designate for each mount the number of torps fired? It's not allowed to resolve all the torps fired as a single attack right? Or can I resolve the torps one by one? (fire a torp in a mount, then fire another torp in the same mount) 1) You can, if you wish, fire off less than the indicated number of torps the ship carries in an attack, but obviously you would need to record how many torps the ship has left.
2) You can allocate torpedoes fired to targets as you wish - say 4 torps to ship A, 1 torp to ship B, etc. However, you would roll only once on the torpedo attack table for each targeted ship, using the total number of torps fired at that target for the attack. So, for example, if you target an enemy ship with a total of 7 torpedoes in a game turn, you would roll a single torpedo attack using 7 torps as the number of attacking torpedoes on the 'Torpedo Hit/Damage Table'.
Note however that if you are firing torps with different damage ratings at the same target, you will need in that case to group all torps with the same damage into separate attacks...for example if you fire 3 torps of damage 5 and 2 torps of damage 6 at a target you would need to roll two separate torp attacks, one for the 3 torps of 5 damage and one for the 2 torps of 6 damage.
From point 2, you mean all the torps aimed at the same target from a single ship should be considered as a single attack? In the example above, we designate a torpedo attack of 2/3/0 at a single target, then we should total the torps (we get 5 torps in total) and resolve once, instead of resolving twice, i.e. the first attack with 2, while the second with 3?
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Q&A
Apr 8, 2020 14:49:53 GMT -6
Post by williammiller on Apr 8, 2020 14:49:53 GMT -6
1) You can, if you wish, fire off less than the indicated number of torps the ship carries in an attack, but obviously you would need to record how many torps the ship has left.
2) You can allocate torpedoes fired to targets as you wish - say 4 torps to ship A, 1 torp to ship B, etc. However, you would roll only once on the torpedo attack table for each targeted ship, using the total number of torps fired at that target for the attack. So, for example, if you target an enemy ship with a total of 7 torpedoes in a game turn, you would roll a single torpedo attack using 7 torps as the number of attacking torpedoes on the 'Torpedo Hit/Damage Table'.
Note however that if you are firing torps with different damage ratings at the same target, you will need in that case to group all torps with the same damage into separate attacks...for example if you fire 3 torps of damage 5 and 2 torps of damage 6 at a target you would need to roll two separate torp attacks, one for the 3 torps of 5 damage and one for the 2 torps of 6 damage.
From point 2, you mean all the torps aimed at the same target from a single ship should be considered as a single attack? In the example above, we designate a torpedo attack of 2/3/0 at a single target, then we should total the torps (we get 5 torps in total) and resolve once, instead of resolving twice, i.e. the first attack with 2, while the second with 3? The most realistic method to resolve torpedo attacks is that for all torps fired at a target ship, from all enemy ships attacking from the same division, to be rolled as a single attack (with the exception of rolling torps with different damage ratings together as separate attacks as mentioned earlier). This generates hit rates most similar to historic rates.
You are of course free to roll separate attacks for each individual ship firing at a target, or for the combined total of all torps fired at a target for the entire turn, but these methods may generate somewhat non-historic hit rates in a few cases.
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Q&A
Apr 9, 2020 7:15:09 GMT -6
via mobile
Post by sandersan on Apr 9, 2020 7:15:09 GMT -6
Q10: Data sheet of fighter CA-13 BOOMERANG. It doesn't have any bomb originally, however it gets bombs when it takes damage?
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Q&A
Apr 9, 2020 10:45:49 GMT -6
Post by williammiller on Apr 9, 2020 10:45:49 GMT -6
Q10: Data sheet of fighter CA-13 BOOMERANG. It doesn't have any bomb originally, however it gets bombs when it takes damage? Its a typo, it should have no damage bomb rating as the CA-13 could only carry a very small bomb center-line, and even then it was just a smoke marker bomb.
I have attached a corrected sheet to this post.
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Q&A
Feb 22, 2021 6:58:44 GMT -6
Post by sandersan on Feb 22, 2021 6:58:44 GMT -6
williammillerJust came back to this game. Q11: There seem some differences between the ruleset and the game charts. Please check the ship-vs-ship spotting rules for the strategic turns. What the rule states is quite differnent from the data in the chart. And the air-vs-air spotting rule in the ruleset is also weird: during the day, bombers get spotted on 1-3 at the range of 1 hex, meanwhile all other aircrafts get spotted on 1-4 at the same range, which means the bombers are even easier to be spotted? I think the chart here is correct,
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Q&A
Feb 22, 2021 10:58:15 GMT -6
Post by williammiller on Feb 22, 2021 10:58:15 GMT -6
For spotting bombers you subtract 1 from the *roll* (as stated on the Spotting table in the Color Tables document) not the chance...so effectively bombers are easier to spot.
In the case of the spotting rules for Strategic game-play you are correct; it appears the text for some values are incorrect - use the values shown on the Spotting chart as they are correct.
Thanks!
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