Treaty Battleship battle - KGVs vs NorCals

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dacis2
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Treaty Battleship battle - KGVs vs NorCals

Postby dacis2 » Sat Dec 01, 2018 12:28 pm

Just concluded a battle of 3 KGVs vs 2 Norcals, plus assorted screen. The heavies mainly duelled each other while the screen tangled with each other. At the end of it, all players (screen and battle line commanders on both sides) felt that the Heavy rule is rather overpowered, or at least is pretty unsatisfying.

With the large number of damage dice that BBs can generate, they can very rapidly reach critical saturation on the enemy BB. On averages broadside to broadside at long range (4+ to hit) the NorCals would generate 18 AD, of which 9 would hit generating 27 DD, of which 9 will crit. Assuming these are evenly spread in the critical hit tables (3 crew, 3 engine, 3 weapon), the ship will then suffer an additional 4 automatic critical hits. Crew +2 from engines 3 and weapons 3, weapons +1 from crew 3, and engines +1 from crew 5.

The target is now practically crippled, having a damaged turret, a destroyed turret, -3 to speed, and two escalate conditions present simultaneously.

We still had plenty of fun with screen actions, but for the battlewagons having a pair of ships with Heavy guns being able to delete a whole 7+ armour battleship in one turn with an above average roll was rather unsettling.
Greg Smith
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Re: Treaty Battleship battle - KGVs vs NorCals

Postby Greg Smith » Mon Dec 03, 2018 3:19 pm

We found that cruisers vs cruisers is a lot more fun than battleships vs battleships.

Heavy is usually a lot of points for double critical hits. It isn't always worth it, but when fighting a big BB it is a huge advantage.
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dacis2
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Re: Treaty Battleship battle - KGVs vs NorCals

Postby dacis2 » Wed Dec 05, 2018 7:04 am

We'll probably houserule it to be a +1 AP or something instead. Cruiser clashes are fun, but having the big BBs duke it out helps to draw in new players.

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