Soulmage
Mongoose
Just got through reading the rules updates in the tournament pack. Interesting. . . .
Here are a few thoughts I have. . .
Flank speed: Tournament pack version provides less of a benefit than my version (1" vs. 2") but also has no restriction on turning. Power-wise I think its probably a wash. . . but I think I prefer my version since it makes using flank speed a much more tactical decision.
We also felt that you shouldn't be able to flank if you had engine criticals or were crippled. Doesn't appear to have that restriction in the tournament pack version.
Attacking:Implemented DM's house rule (which I also stole) about +1 to hit within 10" and secondaries not taking the -1 for fast moving targets. I like this and think it made sense. I gave the 10" +1 benefit only to secondaries, but this way does make it simpler. Good change here.
Torpedo Belts:Addressed the issue of torpedo belts not working from forward or aft. Not a huge concern for me, but O.K.. The roll a die for each hit and apply torpedo belt effects on a 4+ seems a little cumbersome to me though. I think I will adopt the forward and aft rule. . . but just stick with my -1 to torp DD rule instead.
WeakNow allow weak weapons to critical more lightly armored ships. Again though, seems like the rule is a little harder to keep track of. I am all about simplicity whenever it improves ease of gameplay w/o sacrificing fun.
We've playtested my house rule on this pretty extensively at this point and it seems to be working very well. I think we will stick with mine. My house rule does require a slight change to the way damage is calaculated, but it works very well.
Torp ReloadsSure. I guess this prevents circling destroyers from infinite torp damage. Never have found it to be much of a problem. . . especially with my modification to Flank Speed. But O.K. I am all for closing rules loopholes that allow exploitation.
Observation AircraftExcellent. Observation aircraft on the table were a big pain to take care of. My own rules proposed an "off board" system as well and I think this is definitely the way to go. Simplicity, simplicity, simplicity. I'll be interested in seeing what they came up with. Maybe they will just use my rules.
SmokeNot sure I understand this rule. How can smoke apply range penalties when it blocks line of sight? You can either shoot, or not. I must be missing something here.
Night FightingSeems a little on the complicated side to me. I do like the star shell rule. Radar I'm not sure what to make of it. Do only ships that have in service dates of 1943 or later get the advantage. . . or does every ship with radar get the advantage so long as the game date is 1943 or later (they were upgraded with the new radar systems.) Overall I think I will adopt the starshell rules. . . maybe the spotlights. . . but stick with my base rules for night fighting to eliminate spotting rolls and such. Well. . . maybe. . . have to give this some more thought.
Here are a few thoughts I have. . .
Flank speed: Tournament pack version provides less of a benefit than my version (1" vs. 2") but also has no restriction on turning. Power-wise I think its probably a wash. . . but I think I prefer my version since it makes using flank speed a much more tactical decision.
We also felt that you shouldn't be able to flank if you had engine criticals or were crippled. Doesn't appear to have that restriction in the tournament pack version.
Attacking:Implemented DM's house rule (which I also stole) about +1 to hit within 10" and secondaries not taking the -1 for fast moving targets. I like this and think it made sense. I gave the 10" +1 benefit only to secondaries, but this way does make it simpler. Good change here.
Torpedo Belts:Addressed the issue of torpedo belts not working from forward or aft. Not a huge concern for me, but O.K.. The roll a die for each hit and apply torpedo belt effects on a 4+ seems a little cumbersome to me though. I think I will adopt the forward and aft rule. . . but just stick with my -1 to torp DD rule instead.
WeakNow allow weak weapons to critical more lightly armored ships. Again though, seems like the rule is a little harder to keep track of. I am all about simplicity whenever it improves ease of gameplay w/o sacrificing fun.
We've playtested my house rule on this pretty extensively at this point and it seems to be working very well. I think we will stick with mine. My house rule does require a slight change to the way damage is calaculated, but it works very well.
Torp ReloadsSure. I guess this prevents circling destroyers from infinite torp damage. Never have found it to be much of a problem. . . especially with my modification to Flank Speed. But O.K. I am all for closing rules loopholes that allow exploitation.
Observation AircraftExcellent. Observation aircraft on the table were a big pain to take care of. My own rules proposed an "off board" system as well and I think this is definitely the way to go. Simplicity, simplicity, simplicity. I'll be interested in seeing what they came up with. Maybe they will just use my rules.

SmokeNot sure I understand this rule. How can smoke apply range penalties when it blocks line of sight? You can either shoot, or not. I must be missing something here.
Night FightingSeems a little on the complicated side to me. I do like the star shell rule. Radar I'm not sure what to make of it. Do only ships that have in service dates of 1943 or later get the advantage. . . or does every ship with radar get the advantage so long as the game date is 1943 or later (they were upgraded with the new radar systems.) Overall I think I will adopt the starshell rules. . . maybe the spotlights. . . but stick with my base rules for night fighting to eliminate spotting rolls and such. Well. . . maybe. . . have to give this some more thought.