VaS: Torpedo Belt re-rolls

gbierl

Mongoose
I have a question as to how the “Torpedo Belt” special trait is used. The text reads that any damage dice that affect the target ship with this trait may be rerolled at the owning players discretion. Let’s say I hit the target with one torpedo and that the torpedo in question has 4 damage dice. I roll the following, a 1, 3,5,6. If the player with the “Torpedo Belt” trait decides to force a re-roll, do we re-roll all the dice or just the dice chosen by the defending player? Can he force the re-roll of the “6” result only?

Having fun with the game, keep up the good work.

Greg
 
Bit of a silly rule this one because there is no way you are going to force a reroll for shots that are already misses. A better system would have been for the defender to decide whether it is worth the risk to reroll or not. For instance. He has 1 hit and 3 misses against him does he risk forcing a reroll of all the shots or none at all biting the bullet so to speak. On the other hand Scoring 3 hits and 1 miss against you it would be worth the risk. A little more tactical thinking don't you think. Just a thought, not saying there is too much wrong but could have been better. The fact is that if you are attacking a BB it will invariably have Torpedo belts so you would almost be inclined not to use your torps at capital ships. Again a suggestion that might work as a house rule, a hit is a hit and torp belts should just give you a +1 modifier to you armour class, in effect nullifying 1 ap of your torp. We have tried this at our club and it works giving more chance of damage, speeding up gameplay (less dice rolls)and helping get a result in a 3 hr evening game using capital ships
 
right now we're leaning towards a house rule that requires a re-roll the DD of the first 6 or so torpedo hits that hit the ship on each broadside. we were looking at the first 1 or 2 counters but not all torpedo spreads are the same (some as few as 1 AD) so this seemed best. also, belts won't protect the bow or stern of a ship.

Chern
 
In the second example there wouldn't be any rerolls at all as having a +1 modifier for penetration means it is already factored in to the DD having to reroll hits misses or any other type of reroll just smacks of gamesworkshop and Flames of War. I Love Flames of War but one of its failings is the amount of rerolls for hits misses and so forth it slows the game down immenselyI just hate the fact that you have already thrown dice for effect and now you have to throw more dice to wipe them from the game. It also doesn't seem right you hit something with your dice now take that hit away. Factor the final result into the one die throw and voila you have a faster game with the same basic damage resulty at the end of it. As I said we have tried the second option as a house rule and it works a treat.
 
Back
Top