Was that the actual intent of the answer?
I interpreted the answer as the restriction on having to move half of the speed score before turning will remain constant during the game, even after sustaining engine damage.
So a ship with a starting Speed score of 6 would still have to move three...
Yes.
Ships that have moved faster than 7 inches are at a -1 to hit.
I didn't scan the whole book, but it looks like most cruisers and larger ships have movement rates of 7 or less.
Destroyers have a movement rate of 8.
So if you keep your destroyers moving at top speed they'll be harder to hit...
The idea of distilling a bunch of different armor factors down to one number is perfectly acceptable to me, especially at the level of abstraction that this game is at.
Thanks for the explanation Rich.
Kevin
I'd agree.
I don't have any real knowledge of just how big an area a star shell or shells fired in salvo could illuminate, but strictly for game play purposes a 12 inch diameter circle on the table is a pretty *large* circle.
:D
I think you're on the right track by forcing the firing ship to...
That mechanic works for me, although...
I'm not sure what the ground scale is in VaS, but six inches might be a little large. That's a 12 inch diameter circle. How about a 3 or 4 inch radius from the "point of impact"?
I put something like the above in place for Grand Fleets.
The main difference...
I don't have a problem with destroyers being impossible to hit under certain circumstances either. I also like the searchlight rule, and I believe that any night fighting scenarios should have them.
Kevin
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