Welcome to the Open Playtest
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- MongooseMatt
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Re: Welcome to the Open Playtest (start here)
This is certainly an area to look at and, agreed, there is a step too many in evading torps.
The one balancing factor on all of this is that I feel we have got the damage of torps right (good chance of sinking a cruiser, and they will ruin a battleships day), and so we need to make them difficult to use - if not, the game will become all about torps and nothing else. As it is, you have to weather the incoming fire of most of the enemy fleet before you get to launch your nastiest weapon. Which works.
The one balancing factor on all of this is that I feel we have got the damage of torps right (good chance of sinking a cruiser, and they will ruin a battleships day), and so we need to make them difficult to use - if not, the game will become all about torps and nothing else. As it is, you have to weather the incoming fire of most of the enemy fleet before you get to launch your nastiest weapon. Which works.
- MongooseMatt
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Re: Welcome to the Open Playtest (start here)
Okay, I have been pondering this...
In the next revision, the Evading Torpedoes mechanic will be removed entirely, for a number of reasons...
1. It was a mechanical step too far, requiring the players to go through too many actions.
2. In a game that is supposed to be simple, deleting rules is a Good Thing.
3. The Evasive action, when applied to torps, works perfectly well.
4. By pushing this onto the Evasive action, players now have to predict when torps may be coming in, and pay a price in the inaccuracy of their own weapons when they get it wrong (still inaccurate when they get it right, but the benefits of causing a torp to miss will far outweigh that!).
By all means try this out in your games now, and let me know how you get on!
In the next revision, the Evading Torpedoes mechanic will be removed entirely, for a number of reasons...
1. It was a mechanical step too far, requiring the players to go through too many actions.
2. In a game that is supposed to be simple, deleting rules is a Good Thing.
3. The Evasive action, when applied to torps, works perfectly well.
4. By pushing this onto the Evasive action, players now have to predict when torps may be coming in, and pay a price in the inaccuracy of their own weapons when they get it wrong (still inaccurate when they get it right, but the benefits of causing a torp to miss will far outweigh that!).
By all means try this out in your games now, and let me know how you get on!
Re: Welcome to the Open Playtest (start here)
Just noticed that Fletcher does not have Agile. Is this a mistake?
- MongooseMatt
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Re: Welcome to the Open Playtest (start here)
Probably not, but I'll look into it.
Re: Welcome to the Open Playtest (start here)
Thanks, it's the only destroyer I've seen that doesn't have it, and it seems odd for them to be less maneuverable than US heavy cruisers which do have the rule.
- MongooseMatt
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Re: Welcome to the Open Playtest (start here)
Okay, I have consulted the Official Naval Boffins on this one, and they sent me a fair bit of text back covering tactical diameters and rudders. The upshot is... it is not Agile because it does not turn very well

Re: Welcome to the Open Playtest (start here)
Thanks for looking into it. If that's what the numbers say then that's that.
Re: Welcome to the Open Playtest
Well, I don't want to be insulting, but when I read all the comments, and all the questions about VAS II, it seems to be an untidy draft copy.
I'll keep on with VAS I and OOB rules which seem to me to run well and to call for no question, just needing common sense. Even if the first rules system is based on luck and is not of great simulation, it's very pleasant and immersive enough to enjoy it.
I'll keep on with VAS I and OOB rules which seem to me to run well and to call for no question, just needing common sense. Even if the first rules system is based on luck and is not of great simulation, it's very pleasant and immersive enough to enjoy it.
- MongooseMatt
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Re: Welcome to the Open Playtest
It is an untidy draft copy - that is all part of the playtesting process

Re: Welcome to the Open Playtest
Matt
am I missing some of the download as I cant see any stats for aircraft anywhere so how are people playtesting them ? I can see the points cost in the fleet list but that's all
I have the aircraft doc but that only gives the barracuda as an example
thanks Pete
am I missing some of the download as I cant see any stats for aircraft anywhere so how are people playtesting them ? I can see the points cost in the fleet list but that's all
I have the aircraft doc but that only gives the barracuda as an example
thanks Pete
- Greg Smith
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Re: Welcome to the Open Playtest
Aircraft are at the end of each fleet document, after all the ships.DSV1 wrote: ↑Thu Jul 12, 2018 4:24 pmMatt
am I missing some of the download as I cant see any stats for aircraft anywhere so how are people playtesting them ? I can see the points cost in the fleet list but that's all
I have the aircraft doc but that only gives the barracuda as an example
thanks Pete
"Bringer of Warmth, Carrier of Carrion, Prophet of Dilgarness, Speaker of all thing Llort!"
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Re: Welcome to the Open Playtest
oh thanks Greg
that will teach me to read all they way to the bottom !
that will teach me to read all they way to the bottom !
- AdmiralGrafSpee
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Re: Welcome to the Open Playtest
Well this is a pleasant surprise! Glad to see VAS2 is back to life.
Downloading now...
Downloading now...
- MongooseMatt
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Re: Welcome to the Open Playtest
Just to let you all know, the latest Playtest Pack is now available for download: http://www.mongoosepublishing.com/pdf/v ... august.zip
Quite a few changes and tweaks in this one, but things are beginning to look ship shape!
In the background, we have been doing a lot of work over the past few weeks on the 'historical fluff' sections of the books, but we continue apace with the rules themselves. The priority this time round is a focus on the current suggested points values of ships - by all means continue to review the rules sections, but let's find those ships that are too powerful or too weak for their cost!
We are due to begin preliminary layout in the next couple of weeks, so expect future playtest packs to look a lot prettier!
Quite a few changes and tweaks in this one, but things are beginning to look ship shape!
In the background, we have been doing a lot of work over the past few weeks on the 'historical fluff' sections of the books, but we continue apace with the rules themselves. The priority this time round is a focus on the current suggested points values of ships - by all means continue to review the rules sections, but let's find those ships that are too powerful or too weak for their cost!
We are due to begin preliminary layout in the next couple of weeks, so expect future playtest packs to look a lot prettier!
Re: Welcome to the Open Playtest
I'm admittedly very late to the PT. I didn't realize it was happening.
I just have one (probably silly) question.
Is the only point of bringing large carriers for the scouting rule? You obviously can't launch 20-30 aircraft only launching one per turn.
I just have one (probably silly) question.
Is the only point of bringing large carriers for the scouting rule? You obviously can't launch 20-30 aircraft only launching one per turn.
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- Greg Smith
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Re: Welcome to the Open Playtest
Not quite. Scout well enough and carriers can start in deep deployment and all those planes start in the air. Scout really well and the carrier can start on the table with all its planes in the air. Which means you have to use some panes to scout - but it is only 2 scouting points to get everything up.
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