Search found 15 matches
- Sun Apr 08, 2007 2:34 am
- Forum: Victory at Sea
- Topic: How many subs can I try to detect?
- Replies: 10
- Views: 2572
And they see nothing unless they roll a 6. "Well, they didn't DETECT anything, so they must be safe....mwahahahaaaaah!!" :twisted: no need for the evil laugh - only one ship in the rule book can detect subs this way. I'm pretty sure any time a Fletcher fails its long-range detection roll, the evil ...
- Sun Apr 08, 2007 2:11 am
- Forum: Victory at Sea
- Topic: At All Costs victory condition
- Replies: 17
- Views: 3683
Thanks to all for the input and official answer! Some things I will remember for the next At All Costs game: 1. Always take subs. 2. Always take a good amount of anti-sub capability and play them very defensively. 3. Make eliminating the opponent's anti-sub units top priority. 4. Once this is done, ...
- Sat Apr 07, 2007 5:17 pm
- Forum: Victory at Sea
- Topic: At All Costs victory condition
- Replies: 17
- Views: 3683
Well if you meet up with a mate for a game and then proceed to get wiped off the surface but manage to keep one sub tralling around the board and then claim that as some sort fo draw I think your mate has the right to punch you... or at least verbally abuse you. :wink: We have had a couple of AAC g...
- Sat Apr 07, 2007 4:59 pm
- Forum: Victory at Sea
- Topic: At All Costs victory condition
- Replies: 17
- Views: 3683
I just keep one sub submerged on the table and I cannot possibly lose. ...... Frank in L.A. You could lose on a combo of time and points Only if you instituted a house rule of 'whoever is ahead on points after x minutes wins'. The victory condition per the rules is "This battle will continue until ...
- Sat Apr 07, 2007 4:53 pm
- Forum: Victory at Sea
- Topic: How many subs can I try to detect?
- Replies: 10
- Views: 2572
- Sat Apr 07, 2007 4:34 pm
- Forum: Victory at Sea
- Topic: At All Costs victory condition
- Replies: 17
- Views: 3683
It seemed to me that subs are ships. In the fleet lists, the rulebook refers to subs as ships (e.g., "Ships of this class are..."). That being the case, once I eliminate the enemy anti-sub capability (if any), I just keep one sub submerged on the table and I cannot possibly lose. That's so odd I sta...
- Sat Apr 07, 2007 4:23 pm
- Forum: Victory at Sea
- Topic: How many subs can I try to detect?
- Replies: 10
- Views: 2572
Subs can be detected by any ship, see the top of P.18. I'd guess each ship can make one detection roll for each sub within 8" of it. LBH P.18 says, "A single die is rolled before the ship declares its attacks." I took this literally that each ship may make one single detection roll at the beginning...
- Fri Apr 06, 2007 9:15 pm
- Forum: Victory at Sea
- Topic: At All Costs victory condition
- Replies: 17
- Views: 3683
At All Costs victory condition
Do subs count as "ships" for this scenario, or surface ships only? If subs count, once one side has eliminated the other's depth charge units, they can't lose, which doesn't seem right.
Frank in L.A.
Frank in L.A.
- Fri Apr 06, 2007 3:48 pm
- Forum: Victory at Sea
- Topic: Yamato & Kongo vs. KGV & Queen Elizabeth (Short Vers
- Replies: 32
- Views: 6007
Re: Yamato & Kongo vs. KGV & Queen Elizabeth (Short
Exactly. The original reason for suggesting these battles and tehrefore this this thread was the question "Given tournement play why would anyone ever choose a Kongo over a Nagato?" Of course, I figured this out after basing and painting a Kongo AND a Kirishima! Doh! :roll: Oh, well. You can never ...
- Thu Apr 05, 2007 5:45 pm
- Forum: Victory at Sea
- Topic: Yamato & Kongo vs. KGV & Queen Elizabeth (Short Vers
- Replies: 32
- Views: 6007
Re: Yamato & Kongo vs. KGV & Queen Elizabeth (Short
Armor: 4 on large vessels really blows. Amen to that! Played against Germans the other night who used Improved Rangefinders & radar locks to drop long-range shots on my Kongo with ease. The fact that they weren't AP hardly mattered against the lousy Armor 4. Gah! :evil: Good report! Frank in L.A.
- Thu Apr 05, 2007 5:09 pm
- Forum: Victory at Sea
- Topic: Baseing
- Replies: 21
- Views: 4905
Here are a couple of my Japs & the Tirpitz for Kreigsmarine I'm painting for a friend. (I'll go back & put some nice labels on them all when I'm done painting.) Plasticard base with Elmer's wood glue texture, paint, Woodland Scenics Realistic Water brushed on as varnish. The bottle warns "DO NOT BRU...
- Thu Apr 05, 2007 4:03 pm
- Forum: Victory at Sea
- Topic: More rules questions
- Replies: 1
- Views: 816
More rules questions
Hello, all. Well, our VaS group is growing and everyone is busily ordering and gluing up their GHQ fleets. A few more questions have come up we could use some help with: 1. On p.17, it says ships detected by radar may be attacked at any range up to maximum, regardless of visibility conditions for Sm...
- Mon Mar 26, 2007 4:30 am
- Forum: Victory at Sea
- Topic: Bomber reload?
- Replies: 19
- Views: 3706
Well parking you plane over a ship until it gets shot down is a little stupid, it can't do anything once its attacked once... Since all bombers have one-shot weapons, and no way of reloading even if the did return to the carrier, they basically become useless after their one attack run... Nick Yes,...
- Sun Mar 25, 2007 5:51 pm
- Forum: Victory at Sea
- Topic: Bomber reload?
- Replies: 19
- Views: 3706
Thanks for the replies. I like DM's refuel/rearm track. I was just reading the tournament report here and the player mentioned his tactic of launching all his flights then bottling out the carriers, so I guess he isn't worried about reloading! :P My group is never going to accept the magic-bomber-wh...
- Sun Mar 25, 2007 8:33 am
- Forum: Victory at Sea
- Topic: Bomber reload?
- Replies: 19
- Views: 3706
Bomber reload?
Must carrier-based bombers return to reload between bombings? I say no, since I don't see that mentioned in the rules. My friends say yes, since planes continously bombing with unlimited ammo would be silly, and the book does mention carriers "recovering" planes. If you don't have to recover them to...