A number of issues have been raised in the "Hitting on a 7+" thread. As a result I suggested a test game. This was a single Iowa Class Battleship versus 4 Imperial Japanese navy Kagero class destroyers.
I fouth such an engaement on Friday using the Victory at Sea scenario and feel its battle report requires a new thread because of the other issues it raises.
Battle Synopsis - Phase 1
We were plyaing to the rule that 7+ to hit rolls are impossible so it is of little surprise that the opening stages of the battle resulted in the forces closing and the making of the first torpedo runs (made and resolved over 2 turns).
The Iowa was unfortunate, not gaining any hits on the destroyers in the first of these turns. It was forced to go evasive so was also unable to hit on the second.
The Kageros were far luckier, causing significant damage and a magazine explosion (preventing it from firing for 3 turns).
Battle Synopsis - Phase 2
The Iowa steam away at full steam hiding behind its own smoke to give its guns a chance to recover from the critical hit. The Kagero's were orced to turn and regroup for a scond run. It was turn 6 before the battleship was caught (still not being able to fire).
Battle Synopsis - Phase 3
Two of the Kageros were able to unleash an unopposed second torpedo run, which again resulted in significant damage and another lucky critical leaving the Iowa dead in the water.
One of the second pair of kageros was not so fortunate when it made its attack run in the following turn. Two hits from the Iowa's main armament turned it into drift wood before it could loose its torpeodes.
Despite another turn in which the Iowa failed to roll the appropriate dice to get a hit (except to do one point of damage with its secondaries) on the attacking destroyers a final volly of torpedoes sank the battleship in turn 9.
Conclusions
Although, in this case the Kageros won out it was genearlly felt that the fight was even. The lucky crticals (achived only by rolling 4,5 or 6 after a natural 6 damage roll) and the fact that all the destroyers survived their first attack run were major factors in the final result.
I fouth such an engaement on Friday using the Victory at Sea scenario and feel its battle report requires a new thread because of the other issues it raises.
Battle Synopsis - Phase 1
We were plyaing to the rule that 7+ to hit rolls are impossible so it is of little surprise that the opening stages of the battle resulted in the forces closing and the making of the first torpedo runs (made and resolved over 2 turns).
The Iowa was unfortunate, not gaining any hits on the destroyers in the first of these turns. It was forced to go evasive so was also unable to hit on the second.
The Kageros were far luckier, causing significant damage and a magazine explosion (preventing it from firing for 3 turns).
Battle Synopsis - Phase 2
The Iowa steam away at full steam hiding behind its own smoke to give its guns a chance to recover from the critical hit. The Kagero's were orced to turn and regroup for a scond run. It was turn 6 before the battleship was caught (still not being able to fire).
Battle Synopsis - Phase 3
Two of the Kageros were able to unleash an unopposed second torpedo run, which again resulted in significant damage and another lucky critical leaving the Iowa dead in the water.
One of the second pair of kageros was not so fortunate when it made its attack run in the following turn. Two hits from the Iowa's main armament turned it into drift wood before it could loose its torpeodes.
Despite another turn in which the Iowa failed to roll the appropriate dice to get a hit (except to do one point of damage with its secondaries) on the attacking destroyers a final volly of torpedoes sank the battleship in turn 9.
Conclusions
Although, in this case the Kageros won out it was genearlly felt that the fight was even. The lucky crticals (achived only by rolling 4,5 or 6 after a natural 6 damage roll) and the fact that all the destroyers survived their first attack run were major factors in the final result.