Hitting on 7+

Ben2

Mongoose
I've found that destroyers cannot be hit at long ranges (you require a 7+) and that targets moving 7" or faster also add -1 to hit.
I'm correct in thinking if you need a 7+ you cannot hit it aren't I?
 
yes

Although the universal outcry from gamers that couldn't stand not being able to hit means many people have houseruled various rules for "hitting in a 7+". We just play the game as it however and have found it to not be a problem.
 
I'm currently looking for a way around this. Our Japanese Navy player says, and I tend to agree, that this needs to be fixed without it becoming a 'lucky hit' or a 6 backed by 4+ rule, but as it stands now I cannot hit his destroyers turn 1 as they blaze forward, then turn and unleash torpedos all over my fleet.
 
Not being able to hit destroyers at long range I'm ok with, but I can see situations where you can't hit something at point blank range.
If it isn't in the rules it isn't, but I can see room for abuse.
 
Most destroyers that have torpedos can only fire them to port or starboard. So on the turn they fire them they generally have to be abeam of you meaning they can be hit (in an normal game) even if going at flank speed. And once they have fired their torpedos they are generally useless... We had a destroyer follow a cruiser around the table in a game last night and I think it did 1 or 2 points of damage in 4-5 turns.

So If you can't hit them... the chances are they are not in range or arc to hit you. And if they are attacking you chances are you can attack them back.

And if the IJN uses long lances from over 10" chances are you can still fire back AND you can go evasive on your next turn. And if destroyers are getting close to your prize ships think ahead and go evasive. They might decided to not fire this turn giving you more time to deal with them.
 
It was notoriously difficult to hit a destroyer moving at speed with the unwieldy primary armament.

In ACTA patrol choices were almost useless in Battle level games and above. (I know there are exceptions but this is a VaS forum so I'm keeping it simple). I find the fact that fielding destroyers in VaS is almost obligatory in these larger games. While this is mainly for protection from subs The one shot punch their torpedo tubes give is an added threat. (I am comteplating a trial game, 4 Kageros verses a single Iowa - equal on paper).

This attack may be unrealistically effective but I am all for keeping the basic to hit as it is.

IMO the more easily aimed secondary armament should be immune to the -1 for hitting fast moving targets to help balance this. Also some sort of crew quality check might also be in order before they make their attack runs because I beleive that such attacks were, in practice, a tad suicidal. (Historians please feel free to contradict this assertion).
 
A possible sneaky tactic. A Japanese sub (I think its the Hi-gato) has a 6+ target number and a surface speed of 5". It has front firing tubes (not long lance though) so can all ahead 7.5" bow on and launch from its front. It can always crash dive if things get hairy.
 
Keith said:
A possible sneaky tactic. A Japanese sub (I think its the Hi-gato) has a 6+ target number and a surface speed of 5". It has front firing tubes (not long lance though) so can all ahead 7.5" bow on and launch from its front. It can always crash dive if things get hairy.

Or it fails the Command Check that has a target 10 IIRC.

LBH
 
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