I agree with most of your points Fitzwalrus. It is certainly not my intention to apply non-sensical or arbitrary rules to the game. I was merely bringing in some real world experience to the discussion.
As far as what's written in the VAS rulebook, how you inteperet the movement rules all depend on what your defeniftion of a ships "speed score" is. It could mean...
1) The ships original unmodified speed score.
2) The ships current speed score after being adjusted by damage.
3) The distance that a player decided to move the ship this turn.
The book isn't clear and each definition alters the gameplay.
For what its worth here's how we are going to play out the movement phase in our games.
1) Nominate a ship to move.
2) Decide if that ship is going to attempt to execute a special action this turn and roll for it (if required).
3) Decide how fast the ship will move this turn. The minimum speed is 1" and the maximum is the current (ie:adjusted by damage) speed score of the ship. This becomes the ships set speed for the turn.
4) Move the ship 1/2 of its set speed in a straight line.
5) Conduct any turns if desired.
6) Move the ship its remaining distance in a straight line.
This will allow undamaged ship to slow down and turn just as tightly as damaged ones. I believe this is the intention of the rules. I don't think it's the most realistic treatment possible, but it is simple, clean and consistant. After all, VAS is not trying to be a hyper-realistic naval simulation (there are plenty of other games out there for that).
As far as what's written in the VAS rulebook, how you inteperet the movement rules all depend on what your defeniftion of a ships "speed score" is. It could mean...
1) The ships original unmodified speed score.
2) The ships current speed score after being adjusted by damage.
3) The distance that a player decided to move the ship this turn.
The book isn't clear and each definition alters the gameplay.
For what its worth here's how we are going to play out the movement phase in our games.
1) Nominate a ship to move.
2) Decide if that ship is going to attempt to execute a special action this turn and roll for it (if required).
3) Decide how fast the ship will move this turn. The minimum speed is 1" and the maximum is the current (ie:adjusted by damage) speed score of the ship. This becomes the ships set speed for the turn.
4) Move the ship 1/2 of its set speed in a straight line.
5) Conduct any turns if desired.
6) Move the ship its remaining distance in a straight line.
This will allow undamaged ship to slow down and turn just as tightly as damaged ones. I believe this is the intention of the rules. I don't think it's the most realistic treatment possible, but it is simple, clean and consistant. After all, VAS is not trying to be a hyper-realistic naval simulation (there are plenty of other games out there for that).