Victory at Sea Playtesting - Basic Rules

Discuss the Victory at Sea range of naval games.

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msprange
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Victory at Sea Playtesting - Basic Rules

Postby msprange » Mon Apr 16, 2018 1:45 pm

Good afternoon, fellow Admirals!

We have spoken before about the mythical second edition of Victory at Sea. Well, you can now see a draft of the first few chapters, right here:

http://www.mongoosepublishing.com/pdf/VaSPlaytest.zip

This includes everything you need to get going, with a couple of fleet lists and scenarios, and we would be very happy to hear any comments (good or bad!). A few things to bear in mind as you go through these documents:

* The Advanced Rules (along with MTBs, aircraft, coastal invasions (really cool!), submersibles and others) are not yet included. Still doing work on them. However, you will find them referenced in these documents. Ignore them for now.

* The points costs in the fleet lists will almost certainly change. Don't get caught up about which ship is more powerful than another at this stage.

* The Victory at Sea scenario is... experimental and, perversely, has had the least amount of internal testing despite it being the titled scenario!

* You will find the refits in the fleet lists to be extensive (and hopefully very accurate - the Official Naval Boffins went to town on this bit!). However, we are unsure exactly how to present them, or even if they are worthwhile. One concern is that the rulebook already passes the 300 page mark...


By all means make comments in this thread, we will keep an eye on it, and update you later on with the advanced rules.
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com
Garydee
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Re: Victory at Sea Playtesting - Basic Rules

Postby Garydee » Mon Apr 16, 2018 7:03 pm

You da man, Matt!
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Re: Victory at Sea Playtesting - Basic Rules

Postby Garydee » Mon Apr 16, 2018 8:47 pm

Does radar still let you subtract long and extreme ranges by 1? It'd be helpful to know that.
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Re: Victory at Sea Playtesting - Basic Rules

Postby Garydee » Tue Apr 17, 2018 4:23 am

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.
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Re: Victory at Sea Playtesting - Basic Rules

Postby msprange » Tue Apr 17, 2018 9:06 am

Torps are certainly something that need an eye kept on.

Radar is one of the mechanics we are taking a close look at - at the moment, they work but are a tad complex.
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com
msprange
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Re: Victory at Sea Playtesting - Basic Rules

Postby msprange » Tue Apr 17, 2018 9:20 am

Speaking of Torpedoes, you might find this excerpt from the Advanced Rules chapter of interest:

Evading Torpedoes
When under attack from torpedo, a ship’s crew can attempt to spot the incoming wake and take evasive action to minimise the chances of being hit.

Immediately make an Opposed Crew Quality check (see pXX) between the attacking ship and its target. Assume aircraft-launching torpedoes have a Crew Quality of 5 in this case. If the target ship succeeds in the check, an additional –1 penalty is imposed on the Attack Dice of the torpedoes. If multiple enemies are launching torpedoes at the same ship, it must make an Opposed Crew Quality check against every enemy.

Ships that did not move at least 3” in the turn or are performing Special Actions may not attempt to evade torpedoes.
Matthew Sprange

Mongoose Publishing
http://www.mongoosepublishing.com
Garydee
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Re: Victory at Sea Playtesting - Basic Rules

Postby Garydee » Tue Apr 17, 2018 3:30 pm

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.
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Re: Victory at Sea Playtesting - Basic Rules

Postby evilsam » Fri Apr 20, 2018 4:26 pm

Hi Matt, thanks for posting this! I have a question on turning. After reading the Movement Phase doc, it doesn't mention much about turning except the limit of 45 degrees. I seem to remember from version one there was some kind of template that was used for turning and that turning was based on the stern of the ship model.
Does this still apply or is there a new method? Is there anyway to get a preview of the missing graphic?

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