Ricepa said:
I seem to keep getting lost in the shuffle. Could we also get the priority of the ships in S&P 53. The priorities must have been overlooked. Also, you have special traits listed that are not covered in your documents, VAS, or OOB. Could we have a list of special traits that you are using that are not covered by VAS and OOB. Thank you for your time.
Your not being overlooked...and neither are the priorities. I didn't rate 'em. They don't exist.
Why? Well, there are soooo many ships of such differing abilities that it be a never ending debate about which ship belongs in which class. How many torpedo boats is a Virginia class ironclad worth? How many river rams equal a Pook turtle? I had a finite amount of time - the tactical rules is where I focused my time. This worked for me as I'm from the 'old school' of gaming that leans towards more historical matchups than 'point balanced' games.
There's nothing wrong with point balanced games (heck I play a lot of SST, VaS and BF:E using the point systems) but I didn't sink a lot of time into something that I didn't see a need to use. I tell you what - I'll start a thread and we can kick around what ship belongs at which level and see how it goes.
Second question - new special traits
High level descriptions (as I hope it gets covered in later S&P)
Monitor - no modifier if shot at in broadside. Also see ramming damage.
High Pressure Engines - dangerous steam engines. Might explode if push too far. (see special actions like full speed ahead or ramming speed).
Ram - ship has a ram bow
Tinclad - ignore hits from weak guns
Timberclad Ignore all hits from weak guns
Unarmored Hull: Do not subtract the armor value of this ship when resolving ramming damage against it.
Raider cannot be engaged until range to enemy is under 20"
Super Heavy Armor Ignore all hits caused by a heavy or medium smoothbore or any light gun.
Super Armored Hull: Additional protection from rams and torpedoes. -2 to all damage rolls caused by torpedoes or ramming attacks.
Heavy Armor Ignore all hits caused by a medium smoothbore or any light gun.
Chains: A wooden ship has placed anchor chains along the critical areas of the broadsides. Increase the armor score of the ship by +1 for any fire received through the port or starboard aspect. This trait may only be used by wooden ships.
Double-Ender: The vessel has multiple bridge controls, rudders and machinery designed to allow it to move at full speed in either direction. Double-Ender vessels ignore the movement limitations of the All Back! special action. They may move and maneuver as normal when issued an All Back! Special Action. Once a Double-Ender has successfully issued the All Back! Special Action, the stern becomes the bow and the vessel maneuvers normally without need to issue the All Back! Order in future turns (unless it wishes to reverse direction again).
That's most of the new traits.
(Let's wait for part 4 to see what we get).