Chernobyl said:
OK, so my local group had a two on two game last night, IJN vs USN.
some questions:
1) There appears to be no way to disable the torpedo launchers on board a ship. They don't apear on the critical hit chart, and don't get reduced when crippled. Suggest either a) 4+ to wreck when crippled as with turrets or b) reduce half AD when crippled, as with AA/Secondary.
3) There's noting in the rules describing what happens when two or more flights dogfight 1 enemy flight (2 on 1 or 3 on 1, etc...) Currently, we're going with the straight D6 each, but defending flight can only kill 1 max, and hope to live against other flight.
I had my first game today and had the same questions. I found this post after a quick search and didn't see a reply.
I favor the 4+ destruction of torp tubes if crippled and allow for random torp mount destruction if WEAPONS critical #5 Turret Destroyed is rolled up. Just include torp mounts as additional turrets. I would not reduce torp AD by -1. Torp mounts are integrated equipment and represent 'salvo' effects.
We handled multi-flight dog-fights in the same manner as originally posted. All flights roll one die. Hits are applied by defender. In other words... 1 flight Zero vs. 3 flights Wildcats. Zero rolls one die and wins dogfight vs. each of 3 Wildcat dice. One Wildcat flight loses a DP, USN player's choice.
--AB