I hope that this will be changed back to War in the future.
Maybe this'll be addressed in the official OOB errata?
I hope that this will be changed back to War in the future.
Leadman said:The problem with the Hood is that the Warspite is available with the same guns and radar plus and armored deck and a target size of 5+. It may not seem like much, but at extreme range, unless the enemy has radar, the Warspite can’t be hit (target 5 + 2 = 7). While the same ship can hit the Hood on a die roll of 6.
Lord David the Denied said:Indeed? Well, I'm no naval scholar. Maybe she belongs at battle level, then?
ebar said:I would have thought going down the route of two 6's = one hit is probably the most simple way of doing thing. It means that only cap ships that throw lots of dice, stand any serious chance of hitting and even they will struggle.
Leadman said:MektonZero said:Leadman said:"This will allow players to use a single Fleet Allocation Point to buy ships of different levels rather than of one Priority Level only."
This allows you to split an FAP between 2 different PLs, but doesn't limit the number of FAPs that can be split.
Dannie
It states that players are allowed to use a SINGLE point to buy ships of different levels.
No, it doesn't.
Dannie
MektonZero said:Leadman said:MektonZero said:It states that players are allowed to use a SINGLE point to buy ships of different levels.
No, it doesn't.
Dannie
"This will allow players to use a SINGLE Fleet Allocation Point to buy ships of different levels rather than of one Priority Level only."
Emphasis mine, but that's a direct quote from the rules. Your denial doesn't change what they state.
Leadman said:ebar said:I would have thought going down the route of two 6's = one hit is probably the most simple way of doing thing. It means that only cap ships that throw lots of dice, stand any serious chance of hitting and even they will struggle.
Long range fire didn’t occur very often during WW2 because of two factors. First, the probability of getting a hit was very, very low. Second, ships carried limited amounts of ammunition. Captains were very reluctant to waste their shells when the probability of a hit was just greater than 1%. VAS doesn’t model this issue. Allowing hits on 7’s or double 6’s is actually moving further from reality. IMO, there are three solutions.
First, leave things the way they are and accept that VAS/OOB doesn’t model ammo limitations and very low hit probabilities. Not great, but better than adding in more chances to hit at long range.
Second, add ammunition stats and require the tracking of ammo expenditure. While probably the solution closest to reality, this solution doesn’t really fit with the quick play nature of VAS.
Third, add a couple of rules that simulate the results of limited ammo and low hit probability. For example: Don’t allow shooting at greater than 26 inches. Change the Long Range category to 15 – 20 inches and the Extreme Range category to 20+ - 26 inches. DM and Rich Bax would know better than I where to set the ranges.
My two cents worth,
Dannie
4%-5% hits
This isn't an issue of denial. It's a matter of correctly interpreting the words that are written. Even with your emphasis, you are just wrong. Arguing this issue with you is pointless for both of us. Enjoy the game.MektonZero wrote:
"This will allow players to use a SINGLE Fleet Allocation Point to buy ships of different levels rather than of one Priority Level only."
Emphasis mine, but that's a direct quote from the rules. Your denial doesn't change what they state.
Actually long range fire was very common in both WWI and WWII. USN tactical doctorine was to engage at extreme ranges. Getting 4%-5% hits was considered good gunnery, as target ranges were 22-30,000 yards in daylight. In night actions, without radar, the ranges were considerably reduced.
Ammo expenditure was a consideration, but most US battleships carried 1200 or more rounds. say it fires 300 in action, at 5% that is still 15 hits. Against deck armour. Very few ships could withstand 15 hits from 16" projectiles and remain combat effective. But, lets say every gun on the Iowa fires 100 times, or 900 shots. This is forty five hits. Even the Yamato would be sunk. and the Iowa would still have 300 shots left.
Ultimately, ammo is expendable, ships are not. So a good captian would stay at extreme range, and fire on his opponent. Hoping to inflict significant damage before his opponent closed.
DM said:LOL, I have avagie recollection of this being suggested before
It came up as a proposal during playtesting of the original VAS rules but didn't make it through the editing process.