Der Kaiser
Mongoose
I recently played my first game of AoD and here are a few issues I have found. Maybe I am just not playing them right, so please let me know:
1. Turn radius: with almost every ship having a turn rating of 3, that means that every ship can turn 180 degrees in a single turn (on full move), and thereby be very agile. In my opinion, this removes too much of the tactical movement aspect of the game, as errors can be corrected within 1 turn. Has anybody found a way to make this more realistic? Maybe decrease the time increments by half, i.e. dividing speed, turn ratings and AD by 2? Also, shouldn't moves/turn have a negative effect on the turning ship's shooting?
2. In the game we played, we came across the situation that one ship (moving first) moved to cut another one off before that one had a chance to move. So one ship moved about 7" while the other could not move at all and seriously got its "T" barred. Any way to handle this sort of situations? Can ships move "over" other ships, as long as they don't stop on other ships (to represent simulatneous moves)?
3. For every category of ships, the quality ranges from poor to good, i.e. there are very poor cruisers and very good cruisers, so unless one wants to play historical (and therefore usually imbalanced) scenarios, it is hard to get a good matchup. Has anybody devised a good point system for the various ships?
1. Turn radius: with almost every ship having a turn rating of 3, that means that every ship can turn 180 degrees in a single turn (on full move), and thereby be very agile. In my opinion, this removes too much of the tactical movement aspect of the game, as errors can be corrected within 1 turn. Has anybody found a way to make this more realistic? Maybe decrease the time increments by half, i.e. dividing speed, turn ratings and AD by 2? Also, shouldn't moves/turn have a negative effect on the turning ship's shooting?
2. In the game we played, we came across the situation that one ship (moving first) moved to cut another one off before that one had a chance to move. So one ship moved about 7" while the other could not move at all and seriously got its "T" barred. Any way to handle this sort of situations? Can ships move "over" other ships, as long as they don't stop on other ships (to represent simulatneous moves)?
3. For every category of ships, the quality ranges from poor to good, i.e. there are very poor cruisers and very good cruisers, so unless one wants to play historical (and therefore usually imbalanced) scenarios, it is hard to get a good matchup. Has anybody devised a good point system for the various ships?