(VaS) civilian ship speeds!

gazman

Mongoose
Are the civilian ships speeds correct in VaS??
They don't correlate in any way to any other ship speeds in the book.
Are they limited to 1" for any reason?

regards
S
 
With no answer forthcoming we played the game with the 1" movement. With the convoy scenario the civilian ships would take a minimum of 48 turns to get off the board, so we allowed them to use the new Flank Speed rule of +2".
This gives them a nice speed boost of plus 200% and a resultant speed of 3". This means a minimum of 16 turns to safety. A long game.
My entire ten ship convoy was sunk by turn six.
Si
 
so how come they get a 200% speed boost by using the flank speed 2" rule??

The fastest destroyers only get a 24% speed boost at Flank...
Si
 
Currently you are correct, but your recently issued tournament updates change this to adding 2".
I'm assuming this change comes out in OOB to remove the fast moving modifier from the 5" movement ships.

This change to 2" makes the convoy scenario almost playable.
If you stick to 50% then your convoy will take at least 32 turns to cover the 48" that leads to victory points....anyone ever win this one with the convoy in playtesting??
SI
 
Errr im not sure where you get that the Flank Speed is a +2" addition from.

The tournament pack I downloaded states that its only a +1"

Admirals of the High Seas II said:
Flank Speed!
This Special Action increases a ship’s movement by 1”. There is no modifier to Attack Dice on ships that have executed a Flank Speed! Special Action.
 
Well shiver me timbers you're absolutely spot on - I've got the wrong end of the stick there..
Just a 100% improvement in speed for your convoy ships then.

Looks like my next convoy is doomed!
 
We've played the convoy scenario 3x now and after the first time we changed all civilian ships to the 1" per 5kts of speed used by all the naval ships. It let them move 2" to 3" along with the extra +1 for flank speed.

I have to admit, my twin-linked cruisers and lots of destroyers for escorts have won it as defenders the last 2 games running, albeit with some luck involved.
 
Mackster
Did you win by sinking the enemy or getting your ships off??
Also what was the composition of the enemy fleet?
I'm up against nine U boats next time.....
 
gazman said:
Mackster
Did you win by sinking the enemy or getting your ships off??
Also what was the composition of the enemy fleet?
I'm up against nine U boats next time.....

Opponent was using 4pts raid to attack my convoy. We weren't sure from the scenario description is he should have 3pts or 5 pts so we split the diference and gave him 4. I believe (from memory) that he used 6 subs, 3 destroyers, and a cruiser (all German) against my defending Brits.
I used a pair of twin-linked (weak) cruisers and 9 DDs to defend. I wanted the rerolls from the twin-linked guns to help hit his destroyers.

He damaged 3 freighters, crippled 1, and sank 1 (and sank 5 of my DDs) but my destroyer heavy force hammered his closer subs and we were slowly outrunning his farther ones when I sank his last surface ship for the win.

Now, mind you, if he'd taken 3 subs and the Scharnhorst I think I would have been screwed as only my torpedoes could have hurt it. Weak guns tend to bounce off 6 armour except for your narrow window of plunging fire at long range, eh?
 
Aah, ok, you wiped out the other side entirely.
I think that has to be the case, it will be a looooong game to actually get the freighters off the end.
The attacking fleet only gets 3 points.
He used a whole point on the cruiser. My opponent has gone for nine U boats!
I'm looking for at least 12 destroyers, maybe 15.
I wonder if this game needs more merchants and less ordinance. Maybe 1.5 points vs 2.5 points.?

Looking to take on the wolfpack again next week.
Si
 
Maybe thats the idea of having slow freighters, to keep them on the table and give a reasonable length game, rather than zipping off table in but a few turns
 
Davesaint said:
msprange said:
Liberty ships were _slow_!

12 knots or so is not that slow. If the speed ratings you are using is 1" per 5 knots of speed, then 1" of movement is too slow.
Indeed, the VAS real life speed to in-game speed ratio varies between 4.6 (Nelson : 23kts -> 5") and 5.5 (King George V : 27.5kts -> 5"). So one would assume the formula used was, take the kts value, divide by 5 and round. However the Tramp and Liberty have speeds of 10 and 11 kts respectvely... they should both have 2" movement, not 1. Oddly the Victory cargo ship's speed of 17 kts correctly resolves to 3" in-game.
 
Maybe thats the idea of having slow freighters, to keep them on the table and give a reasonable length game

I'd consider a 48 turn game a very long one. Most of our games are around ten turns.

Si
 
Back
Top