Sub Hunters...

Well, thats not quite what I was thinking of (although she will be making an appearance at some stage). I was thinking more of Lochs and DEs :)
 
Gents,

We played a convoy action a couple of days ago.

One of the other guys suggested that instead of the long range detection being simply a roll of 6 for ‘sub hunter’ types we’d account for early era equipment and allow suitably equipped ASW platforms a 7+ die roll for detection ie roll a 6, then roll a 4+. It worked well enough and in fact enabled my subs to be detected. Sort of made sense with ASW ships escorting the convoy.

Also we add +1 to any detection roll of subs when the sub is going to make an attack that turn. The sub player must commit to the shot before enemy attempt to detect. Subs should be more vulnerable when making an attack we thought adn giving them a 1 in 3 chance off remaining hidden seems more than fair enough.

We also have adopted a few amendments to the rules for our next game, based on a number actions we've fought;

Subs may only reload on a command roll of 8 and they only get one reload per game. We may adjust this as required but we found my subs a bit too powerful even when swamped by enemy ASW ships.

Also, torpedoes seem to be not too effective so we’re going to try that when a torpedo hits, on any hits when rolling damage dice if a 4+ is rolled then it counts as a vital system hit. That way they might be not totally effective if they roll low but are more likely to do serious damage when they strike a target and ‘roll up’.

HappyW
 
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