I posted the following over at TMP, and I'll offer it up here to ponder. I don't think I'll get many problems with my proposed option of crossing the T here (and I do hope you like it!) but the second comment on my alternate use of the silhouette might require some deep thinking and I may well be wrong. Anyway, it seemed logical to me when I thought it over yesterday :lol: .
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As far as the naval tactic of 'crossing the T', there is nothing that keeps you from maneuvering your ship into a position where either the enemy's bow or aft arc is masked from firing at you while you give him your 'full attention' with all of your guns. I agree that there should be some mention of the tactic and its importance, but those who are new to naval gaming will surely gleefully "discover" the tactic all over again when experimenting with their ships. Since the game design is meant toward fast-play, there is no masking of ships. I have come up with an easy option that I will place here for consideration and that is easy to add to the game. I would suggest an "exception the the rule" of no masked fire when the advanced rule of squadrons is used. Since ships must stick together at a separation of no more than 4" when that option is used, I would suggest that players consider the following as an offsetting 'punishment' to the otherwise advantaged use of squadrons allowing for better command and simultaneous movement and fire. When any ship or squadron maneuvers its ships into either a fore or stern arc of the opposing ship(s), any squadron units that could fire under normal circumstances are denied this oppotunity due to the forward units in the squadron masking the bearing arcs of fire. I'll include a diagram for a visual guide below. As to the exposed full silhouette firing bonus, I at first glance thought as you did. There is some point to be made that at least at short range using flat trajectory fire there should be an advantage in targetting a full silhouette. I do believe though at longer ranges the odds go down due to a more "3D" effect of high arcing and plunging fire having a better chance at missing this hull orientation. I am thinking of house-ruling a modification of the silhouette rule to give the targetting bonus to a full silhouette only at under the 20" range bracket. When a ship is over 20" and is showing an opposite profile however, I'll apply the bonus as I think there could be added chances of hits under those circumstances by 'climbing the ladder' on the target with long range shots. At long range the full profile silhouette dissapears as a targetting advantage and the two circumstances flip over on each other. At least that's how I see it, and have also included a chart for consideration. VaS has a place in bringing new gamers into the rich history of naval warfare. I consider it as a 'gateway drug', but one that has a good outcome :wink: .
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As far as the naval tactic of 'crossing the T', there is nothing that keeps you from maneuvering your ship into a position where either the enemy's bow or aft arc is masked from firing at you while you give him your 'full attention' with all of your guns. I agree that there should be some mention of the tactic and its importance, but those who are new to naval gaming will surely gleefully "discover" the tactic all over again when experimenting with their ships. Since the game design is meant toward fast-play, there is no masking of ships. I have come up with an easy option that I will place here for consideration and that is easy to add to the game. I would suggest an "exception the the rule" of no masked fire when the advanced rule of squadrons is used. Since ships must stick together at a separation of no more than 4" when that option is used, I would suggest that players consider the following as an offsetting 'punishment' to the otherwise advantaged use of squadrons allowing for better command and simultaneous movement and fire. When any ship or squadron maneuvers its ships into either a fore or stern arc of the opposing ship(s), any squadron units that could fire under normal circumstances are denied this oppotunity due to the forward units in the squadron masking the bearing arcs of fire. I'll include a diagram for a visual guide below. As to the exposed full silhouette firing bonus, I at first glance thought as you did. There is some point to be made that at least at short range using flat trajectory fire there should be an advantage in targetting a full silhouette. I do believe though at longer ranges the odds go down due to a more "3D" effect of high arcing and plunging fire having a better chance at missing this hull orientation. I am thinking of house-ruling a modification of the silhouette rule to give the targetting bonus to a full silhouette only at under the 20" range bracket. When a ship is over 20" and is showing an opposite profile however, I'll apply the bonus as I think there could be added chances of hits under those circumstances by 'climbing the ladder' on the target with long range shots. At long range the full profile silhouette dissapears as a targetting advantage and the two circumstances flip over on each other. At least that's how I see it, and have also included a chart for consideration. VaS has a place in bringing new gamers into the rich history of naval warfare. I consider it as a 'gateway drug', but one that has a good outcome :wink: .

