Search found 69 matches

by Garydee
Fri Aug 31, 2018 10:36 pm
Forum: Victory at Sea Open Playtest
Topic: US Vs Kamikaze 1000pts
Replies: 1
Views: 927

Re: US Vs Kamikaze 1000pts

Greg Smith wrote:
Fri Aug 31, 2018 9:57 pm


Reduce Devastating to inflicting two levels of critical. Or maybe inflicting crits on 6 only.
Devastating probably needs a nerf. Dive-Bombers are crazy right now.
by Garydee
Fri Aug 31, 2018 7:47 pm
Forum: Victory at Sea Open Playtest
Topic: Critical hits
Replies: 1
Views: 844

Critical hits

Any chance to go back to the old critical hit style of 1e and B5? I just haven't warmed up to the critical hit system that has been used in the last few games because so much of it doesn't make sense. Why do secondaries have to get hit first before the main guns? Perhaps the Crew hit critical locati...
by Garydee
Mon Aug 27, 2018 3:15 pm
Forum: Victory at Sea Open Playtest
Topic: 800 points US vs Japanese
Replies: 2
Views: 1163

Re: 800 points US vs Japanese

Suggestions on another thread include allowing Wakeless torpedoes a +1 to hit on the evasive reroll and reducing the range, allowing the fan salvo to represent long range. Another idea I came up with is a special trait called Reload for ships carrying the 93s. Instead of the Japanese having infinit...
by Garydee
Thu Aug 23, 2018 5:47 pm
Forum: Victory at Sea
Topic: The 3 book slipcase
Replies: 2
Views: 1088

The 3 book slipcase

I have a question for you, Matt. As we know VAS 2 will be in a 3 hardback books in a slipcase type of format. How are you going to get the rulebook(book 1) into the size of a hardback since the game is rules light?
by Garydee
Tue Aug 21, 2018 5:25 pm
Forum: Victory at Sea Open Playtest
Topic: Zeros and Long Lances
Replies: 4
Views: 1596

Re: Zeros and Long Lances

Here are my further thoughts on the type 93s. I would reduce range to 20". Yes, in real life the type 93 had 3 times the range of the Allies but at extreme range the chance of it hitting was extremely small. If you want to keep the 34" range perhaps create an exception to the way ranges work specifi...
by Garydee
Sun Aug 19, 2018 5:47 pm
Forum: Victory at Sea Open Playtest
Topic: Zeros and Long Lances
Replies: 4
Views: 1596

Re: Zeros and Long Lances

Perhaps to counter the range of the Long Lance maybe the torpedo's wakeless trait should only work at short range?
by Garydee
Fri Aug 17, 2018 10:52 pm
Forum: Victory at Sea Open Playtest
Topic: Zeros and Long Lances
Replies: 4
Views: 1596

Re: Zeros and Long Lances

I agree about the type 93 torpedoes. Their wakeless trait is too brutal as well
by Garydee
Fri Aug 17, 2018 4:17 am
Forum: Victory at Sea Open Playtest
Topic: Radar question
Replies: 1
Views: 946

Radar question

I'm somewhat confused by the radar rules. What happens on a clear day if you can't detect a ship? Can you still fire weapons at the target?
by Garydee
Wed Aug 15, 2018 8:18 pm
Forum: Victory at Sea Open Playtest
Topic: Weak weapons
Replies: 0
Views: 1145

Weak weapons

How about letting weak weapons do some critical hits, particularly Crew and Engine only?
by Garydee
Wed Aug 15, 2018 4:22 pm
Forum: Victory at Sea Open Playtest
Topic: US Navy Points
Replies: 8
Views: 2499

Re: US Navy Points

Slightly off topic but can you put more US destroyers in the game? There are only 4 in the game and there are about 11 others that are missing. I will look into that! Any preferences for what you would like to see as a priority? Sims, Sumner, and the Benson are some of those I would like to see. I ...
by Garydee
Wed Aug 15, 2018 4:16 pm
Forum: Victory at Sea Open Playtest
Topic: US Navy Points
Replies: 8
Views: 2499

Re: US Navy Points

Slightly off topic but can you put more US destroyers in the game? There are only 4 in the game and there are about 11 others that are missing. I will look into that! Any preferences for what you would like to see as a priority? Sims, Gearing, and the Benson are some of those I would like to see. I...
by Garydee
Tue Aug 14, 2018 11:22 pm
Forum: Victory at Sea Open Playtest
Topic: US Navy Points
Replies: 8
Views: 2499

Re: US Navy Points

msprange wrote:
Tue Aug 14, 2018 3:23 pm
Greg Smith wrote:
Sat Aug 11, 2018 10:23 pm

This assumes the Turrets on the Lexington are a big error. :D
They can dream...

Excellent work on these, going through them now.
Slightly off topic but can you put more US destroyers in the game? There are only 4 in the game and there are about 11 others that are missing.
by Garydee
Sun Aug 12, 2018 4:00 pm
Forum: Victory at Sea Open Playtest
Topic: August Playtest Pack
Replies: 5
Views: 1672

Re: August Playtest Pack

I like the fact that light guns can't damage hulls of the larger armored ships. I think that's realistic. However, I believe there should be a way for them to do minor damage to the decks. Start fires, knock out secondaries, etc.. No ship should be completely invulnerable to another ship's guns in t...
by Garydee
Tue Apr 24, 2018 4:18 pm
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

msprange wrote:
Tue Apr 24, 2018 11:21 am
Garydee wrote:
Mon Apr 23, 2018 4:15 pm
Hmm. The thing is even the biggest armored battleships were still vulnerable to shots on the deck. I think keeping armor at 6 works well for me.
Doesn't the plunging fire rule take care of that..?
I forgot about that rule. That will work. :)
by Garydee
Mon Apr 23, 2018 4:15 pm
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

Actually, while I have you chaps... We are giving some serious thought to allowing 7+ armour for the very toughest ships, which will effectively make them immune to small guns (kinda the point of battleships...) by rejigging our armour formulae. If you want to give the following a whirl, I would be...
by Garydee
Tue Apr 17, 2018 3:30 pm
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

One thing I would like you to do is that on a natural 6 to hit, roll another 6. On this second roll a 4 is 7, 5 is 8 and a 6 is 9. You wouldn't have to worry about invincible ships again for the most part. I think it It would help the game. We already reroll a 6 for crits.
by Garydee
Tue Apr 17, 2018 3:20 pm
Forum: Victory at Sea
Topic: Dragonmeet - First Preview of Victory at Sea 2.0
Replies: 38
Views: 13622

Re: Dragonmeet - First Preview of Victory at Sea 2.0

Btw, is there a chance we could see flooding and severe ship list in the critical hit sections, Matthew? I love those in the Naval Thunder game. Glad to see my Naval Thunder still getting some love around here. LOL Excited to see VaS 2.0 moving forward! Excellent game. I hope to see future NT suppl...
by Garydee
Tue Apr 17, 2018 4:23 am
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

I still think it's too easy to be invulnerable at times. Fire a torpedo and all the target has to do is evade. The target can't be hit unless it's at point blank range. Of course this might be done on purpose because torps are really powerful.
by Garydee
Mon Apr 16, 2018 8:47 pm
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

Does radar still let you subtract long and extreme ranges by 1? It'd be helpful to know that.
by Garydee
Mon Apr 16, 2018 7:03 pm
Forum: Victory at Sea
Topic: Victory at Sea Playtesting - Basic Rules
Replies: 19
Views: 6363

Re: Victory at Sea Playtesting - Basic Rules

You da man, Matt!