A Few VaS Rules Questions

vreetech

Mongoose
Hey

I have been re-reading the VoS rulebook and previously untouched Order of Battle book in anticipation of a few games with a friend over Christmas and I have a question or two if you don't mind. Ill point out that I have only played the game a few times although played B5 ACTA for years.

Movement. You need to move at least 1 inch per turn (unless reduced to 0). Correct?

Turning. You need to move half your current speed in order make a turn. What is your "current" speed? Is this your ships current max + or - any modifiers for damage, orders etc? Or is this the speed you are moving this turn. e.g. if I plan on moving 4 I can turn at 2?

Torpedo Attacks. Do these follow the same rules for "other ships do not block attacks"?

Observation Aircraft. Pretty much remove them except for ASW?

Sorry for the bombardment of questions and I may have some more later but I hate it when you learn what you think are the rules and then discover that you are doing it wrong :D

Regards,
Andrew
 
vreetech said:
Hey
I have been re-reading the VoS rulebook and previously untouched Order of Battle book in anticipation of a few games with a friend over Christmas and I have a question or two if you don't mind. Ill point out that I have only played the game a few times although played B5 ACTA for years.
Glad your getting back into playing.

vreetech said:
Movement. You need to move at least 1 inch per turn (unless reduced to 0). Correct?
Yes

vreetech said:
Turning. You need to move half your current speed in order make a turn. What is your "current" speed? Is this your ships current max + or - any modifiers for damage, orders etc? Or is this the speed you are moving this turn. e.g. if I plan on moving 4 I can turn at 2?
Yes if you declare you are moving 4" then this is your current speed.

vreetech said:
Torpedo Attacks. Do these follow the same rules for "other ships do not block attacks"?

I play it needs a clear line of site, if ships are in the way then it cant shoot through them because they are in the water. Shells in the air do not have this problem. In the rules Im not sure there's a rule that covers this specificly because it assumes ships are always moving and each inch of water the ship accually occupies is smaller than the area it moves in.
vreetech said:
Observation Aircraft. Pretty much remove them except for ASW?
[/quote]
Yes, or spotting if you want to use the rules.
 
Thanks for the reply rcbecker1, much appreciated! I have a few more questions if that's ok.

Damage: It says if a ships crew is reduced to zero it cannot move for the rest of the game... yet says nothing about firing :D Is this where we apply common sense and say nothing at all can be done, they are all dead Dave?

Agile: This gives 1 move at half and 1 move at max. With the changes in the OoB book I take it we now say half current and end of current?

AA: It says AA is fired automatically at the beginning of the attack phase if air units are in range. Does it mean AA fires automatic and then can do so again when you activate the ship?

Dogfighting & Ammo: You only ammo enough for 2 turns of dogfighting. What if, through some strange events, you both run out of ammo? Surely you dont stay locked in dogfighting shooting profanities for all eternity?

Radar: This one I am having trouble understanding and it also seems a bit clunky. For every ship the opponent has I have to roll to see if I detect it to get the bonuses? Do I get to roll only at the start of the game or every turn? Do I not at some point automatically detect the ship on radar? On top of all of this am I expected to record every ship I have detected for every radar equipped ship I own?!?

Torp Belts: In OoB its says for every hit I must roll. If 4 or more the belt is hit and "the Attack Dice be re-rolled"... Is this can be re-rolled or are re-rolled? I cant see a reason you want to not re-roll it but I just wanted to clarify. Does it work by artificially making the torp "miss". e.g. they hit with torp, you get 4+ on dice, they re-roll hit and miss this time? Obviously if they hit again then that just unlucky, prepare for boom :D

Again sorry for the bombardment of questions. We are playing a game tomorrow with everything in it (aircraft, subs, carriers, obv normal boats etc) to all get the rules down so want to make sure we get them down right.

Thanks,
Andrew
 
vreetech said:
Thanks for the reply rcbecker1, much appreciated! I have a few more questions if that's ok.

Damage: It says if a ships crew is reduced to zero it cannot move for the rest of the game... yet says nothing about firing :D Is this where we apply common sense and say nothing at all can be done, they are all dead Dave?
All dead Dave

vreetech said:
Agile: This gives 1 move at half and 1 move at max. With the changes in the OoB book I take it we now say half current and end of current?
(Verifing exact rule) We play agile, just gives you one extra turn at the end of the move. using rules: The first turn must take place once the ship has moved half of its Speed in a straight line.

vreetech said:
AA: It says AA is fired automatically at the beginning of the attack phase if air units are in range. Does it mean AA fires automatic and then can do so again when you activate the ship?
AAA just fires before all other fire. so only once.

vreetech said:
Dogfighting & Ammo: You only ammo enough for 2 turns of dogfighting. What if, through some strange events, you both run out of ammo? Surely you dont stay locked in dogfighting shooting profanities for all eternity?
no reason to continue dog fight. If one plane has ammo and the other is out its assumed the first guy is running and the second is persuing but when both are out they could not continue fight.

vreetech said:
Radar: This one I am having trouble understanding and it also seems a bit clunky. For every ship the opponent has I have to roll to see if I detect it to get the bonuses? Do I get to roll only at the start of the game or every turn? Do I not at some point automatically detect the ship on radar? On top of all of this am I expected to record every ship I have detected for every radar equipped ship I own?!?

Every turn but once locked it stays. Can only check for one ship during turn. We play each ship can only lock on one ship at a time but the lock can be dropped and added to a new ship. I use dry erase markers and record it on my sheets covered in plastic. No auto bonus, ships seen are different than radar locked.

vreetech said:
Torp Belts: In OoB its says for every hit I must roll. If 4 or more the belt is hit and "the Attack Dice be re-rolled"... Is this can be re-rolled or are re-rolled? I cant see a reason you want to not re-roll it but I just wanted to clarify. Does it work by artificially making the torp "miss". e.g. they hit with torp, you get 4+ on dice, they re-roll hit and miss this time? Obviously if they hit again then that just unlucky, prepare for boom :D
Yes hoping the die roll is worse on the second attempt to hit.

vreetech said:
Again sorry for the bombardment of questions. We are playing a game tomorrow with everything in it (aircraft, subs, carriers, obv normal boats etc) to all get the rules down so want to make sure we get them down right.

Thanks,
Andrew
 
Thanks again rcbecker1 for clearing that up :) I actually just read the FAQ and it covers radar as well.

Just a few more I promise :D

Dogfighting ammo: You only have 2 turns of "dogfighting ammo". Does this apply to all aircraft including bombers etc. E.g. if they manage to fend off planes for 2 turns they will still have bombs / torps but no ammo for dogfighting?

Aircraft bombs & Torps: The OoB book aircraft replaces the original in VaS. These aircraft do not have any slow loading traits for their torps and bombs?!? I can see the rules about carrier operations and rearming / refueling but no ware can I find a rule for "expending" bombs / torps. Do we instead use their torpedo / bomb attack dice scores similar to the ASW depth charges?

Thanks! I Owe you a pint I think for all of these hehe. Also is it just me is are there a lot of holes, or should I say assumptions in the rules? Not that I mind a great deal however as I like the ruleset, I just think maybe a few sentences clarifying things may have helped. I guess that one reason 2.0 is being worked on eh :D
 
vreetech said:
Thanks again rcbecker1 for clearing that up :) I actually just read the FAQ and it covers radar as well.

Just a few more I promise :D

Dogfighting ammo: You only have 2 turns of "dogfighting ammo". Does this apply to all aircraft including bombers etc. E.g. if they manage to fend off planes for 2 turns they will still have bombs / torps but no ammo for dogfighting?
Correct, No bullets, just bombs and torps

vreetech said:
Aircraft bombs & Torps: The OoB book aircraft replaces the original in VaS. These aircraft do not have any slow loading traits for their torps and bombs?!? I can see the rules about carrier operations and rearming / refueling but no ware can I find a rule for "expending" bombs / torps. Do we instead use their torpedo / bomb attack dice scores similar to the ASW depth charges?
No slow loading traits for planes, bombs and torp are one shot then go home to reload.
Torpedo / bomb attack dice score is what you expend in your one shot attack.

vreetech said:
Thanks! I Owe you a pint I think for all of these hehe. Also is it just me is are there a lot of holes, or should I say assumptions in the rules? Not that I mind a great deal however as I like the ruleset, I just think maybe a few sentences clarifying things may have helped. I guess that one reason 2.0 is being worked on eh :D

Yes and we are working hard to correct this and full support will be active after the rules come out.
Where do you host from I may stop by for a game and a beer, Ill bring the pizza. :D :D :D
 
rcbecker1 said:
vreetech said:
Thanks again rcbecker1 for clearing that up :) I actually just read the FAQ and it covers radar as well.

Just a few more I promise :D

Dogfighting ammo: You only have 2 turns of "dogfighting ammo". Does this apply to all aircraft including bombers etc. E.g. if they manage to fend off planes for 2 turns they will still have bombs / torps but no ammo for dogfighting?
Correct, No bullets, just bombs and torps

vreetech said:
Aircraft bombs & Torps: The OoB book aircraft replaces the original in VaS. These aircraft do not have any slow loading traits for their torps and bombs?!? I can see the rules about carrier operations and rearming / refueling but no ware can I find a rule for "expending" bombs / torps. Do we instead use their torpedo / bomb attack dice scores similar to the ASW depth charges?
No slow loading traits for planes, bombs and torp are one shot then go home to reload.
Torpedo / bomb attack dice score is what you expend in your one shot attack.

vreetech said:
Thanks! I Owe you a pint I think for all of these hehe. Also is it just me is are there a lot of holes, or should I say assumptions in the rules? Not that I mind a great deal however as I like the ruleset, I just think maybe a few sentences clarifying things may have helped. I guess that one reason 2.0 is being worked on eh :D

Yes and we are working hard to correct this and full support will be active after the rules come out.
Where do you host from I may stop by for a game and a beer, Ill bring the pizza. :D :D :D

Thanks again :)

Its strange that aerial depth charges use an "ammo" counter and bombs do not. I would have though it would just be one shot like the rest, oh well :)

We are playing tomorrow and hopefully will get a few friends into it. Feel free to pop round with that pizza rcbecker... shame im in England hehe.

Thanks again.
 
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