juggler69uk said:
So I guess your answer to my previous post was NO, your comment on accomodating ALL kinds of freak hits, DOES NOT allow for freak hits by ships not having AP unless theres another modifier (eg plunging fire)
Now that I've been prodded into responding, I guess I will go ahead and respond to this, even though I promised myself I wouldn't.
The original topic of "Freak Hits" referred to the expanded d6 roll which allowed for To-Hit numbers higher than 6.
You have now morphed this into a discussion about criticals.
My system also does not allow "freak hits" for things like a Fletcher class destroyer using its 5" guns to blow up the Yamato in a single hit. I think that's a good thing.
This means that those 5" guns also loose the ability to take out radar masts, secondary weapons mountings, AA guns, and the like, which theoretically (in real life) they are capable of doing.
So, already we have a situation where guns aren't able to get "critical" results in the game that they could achieve in real life.
The question simply becomes a matter of opinion on where you draw that line.
To my mind, an 11" gun should not be capable of blowing the most powerful and best protected ships out of the water in one hit. . . even if that means loosing their ability to do some other special results.
You may feel differently.
I will point out, however, that there is EXACTLY 1 ship class in the current Royal Navy fleet list against which 11" guns cannot score criticals.
I see no reason to arbitrarily exclude modifiers such as plunging fire from the discussion of a gun's capabilities. Its a legitimate modifier, just the way AP or Super AP is. It applies in fewer situations, but that just means its a less powerful modifier, the same way AP is a less powerful modifier than SAP.
Truly, when we're discussing 11" guns against battleship armor, I would EXPECT that plunging fire would be necessary to penetrate that level of protection (by hitting the much weaker deck armor).
Finally, from a gameplay standpoint. . . seems like a fun situation to play out to me where the Scharnhorst is manuevering to keep its distance from a Royal Navy battleship to both gain some protection and possibly be able to score a lucky hit on the relatively unprotected deck.
Meanwhile the Brittish battleship is trying to close the distance with the Scharnhorst, knowing that its superior firepower and protection will carry the day, so long as it can get out of the plunging fire danger zone.
I'm still interested in discussing any alternate ideas anyone might have regarding how to handle any of the rules we've been discussing. I haven't yet seen a convincing argument against my proposed damage mod, but would love to hear any ideas on the topic.
OOB will be out soon, so I would think everybody on this forum would want to make it as excellent a rule set as we possibly can, regardless of who came up with what idea. If there's a problem with my ideas or anybody elses, we should all be wanting to discuss them in detail, rather than just say "it was playtested a lot already, just leave it alone."
"That's the way we've always done it" or "That's the way things are now" have never been good reasons not to question something to see if it could be made better.
E Nicely said:
Soulmage, if I were attacking you my posts would have been worded a lot differently. You're putting a lot of effort into discussing something that will remain as your house rules. Thats all.
You know, that may be the case. . . . but to my mind the more discussion of rules that happens prior to OOB being finalized, the better a supplement it will be.