I would like to run some ideas past you guys to see what you think about the following.
Ship Hull Values – I would like to suggest that the following are the hull values for the different classes of ship:
Frigate = 6
Light Destroyer = 7
Destroyer = 8
Light Cruiser = 9
Cruiser = 10
Heavy Cruiser = 11
Battleship/Aircraft Carrier = 12
I know that these sound high, but if you read on you will see how this works.
Ranging Shots – As we know, most ships when the open fire on another ship with guns, rarely hit the first time (I am assuming here that we are talking WW2 and prior). They would employ ranging fire to determine the fall of shot. My proposal is basically that the longer a ship continues to fire upon an opponent, the greater the chance to hit, Therefore:
Opening Round = +0
1st Round of Firing at Same Target = +2
2nd Round of Firing at Same Target = +4
3rd Round of Firing at Same Target = +6
And so on up to a maximum of +10. Ships would get a reduced bonus if they were splitting their fire between ships, e.g. forward turret firing at one target, rear turret firing at another; the ship would get +1 on the front turret target and +1 on the rear turret target, up to a maximum of +5. Fire cannot be split on an individual turret.
Range Bands – I would propose 4 range bands based on the maximum range of the gun. The range bonuses would be as follows:
Maximum Range = +0
75% of Maximum Range = +1
50% of Maximum Range = +2
25% of Maximum Range = +3
Roll Over of Sixes – When using these rules it would seem that no ship could damage a another ship in the first round, but what about the lucky shot (HMS Hood)? Well, I would propose if you roll a natural six on the dice, you re-roll again and add that resulting number to your total, up to a maximum of 3 consecutive sixes.
So how would this play out? Okay we have two ships, HMS Lucky, Frigate and HMS Nasty Bastard a Battleship. HMS Lucky has a single 6” Gun with a range of 12”, whilst HMS Nasty Bastard has 3 turrets, each sporting 3 x 12” Guns with a range of 20”.
As the ships close, HMS Nasty Bastard (HMS NB) opens up at maximum range and misses with all his dice. Meanwhile HMS Lucky (HMS L) is closing fast and will soon reach her maximum range. The second round; HMS NB fires again, but this time gets a +2 to hit and as both ships are moving towards each other, they have closed a range bracket; giving HMS NB another +1, a total of +3. Amazingly, HMS NB only hits with one round doing damage. Meanwhile, HMS L is now in range and opens fire. She rolls a 6! She isn’t called HMS Lucky for nothing! And then rolls another 6, and finally rolls a 4, giving a total of 16. She hits doing minor damage to HMS NB. However, this is the last of her luck.
The next round, the ships have closed still further and HMS NB calculates his bonus: 2 rounds of firing at the same target, +4; range at 50% of maximum, +2; a total bonus of +6. He opens fire with all nine guns on HMS L and she is blown from the water.
Your comments and ideas would be appreciated,
Digger.
Ship Hull Values – I would like to suggest that the following are the hull values for the different classes of ship:
Frigate = 6
Light Destroyer = 7
Destroyer = 8
Light Cruiser = 9
Cruiser = 10
Heavy Cruiser = 11
Battleship/Aircraft Carrier = 12
I know that these sound high, but if you read on you will see how this works.
Ranging Shots – As we know, most ships when the open fire on another ship with guns, rarely hit the first time (I am assuming here that we are talking WW2 and prior). They would employ ranging fire to determine the fall of shot. My proposal is basically that the longer a ship continues to fire upon an opponent, the greater the chance to hit, Therefore:
Opening Round = +0
1st Round of Firing at Same Target = +2
2nd Round of Firing at Same Target = +4
3rd Round of Firing at Same Target = +6
And so on up to a maximum of +10. Ships would get a reduced bonus if they were splitting their fire between ships, e.g. forward turret firing at one target, rear turret firing at another; the ship would get +1 on the front turret target and +1 on the rear turret target, up to a maximum of +5. Fire cannot be split on an individual turret.
Range Bands – I would propose 4 range bands based on the maximum range of the gun. The range bonuses would be as follows:
Maximum Range = +0
75% of Maximum Range = +1
50% of Maximum Range = +2
25% of Maximum Range = +3
Roll Over of Sixes – When using these rules it would seem that no ship could damage a another ship in the first round, but what about the lucky shot (HMS Hood)? Well, I would propose if you roll a natural six on the dice, you re-roll again and add that resulting number to your total, up to a maximum of 3 consecutive sixes.
So how would this play out? Okay we have two ships, HMS Lucky, Frigate and HMS Nasty Bastard a Battleship. HMS Lucky has a single 6” Gun with a range of 12”, whilst HMS Nasty Bastard has 3 turrets, each sporting 3 x 12” Guns with a range of 20”.
As the ships close, HMS Nasty Bastard (HMS NB) opens up at maximum range and misses with all his dice. Meanwhile HMS Lucky (HMS L) is closing fast and will soon reach her maximum range. The second round; HMS NB fires again, but this time gets a +2 to hit and as both ships are moving towards each other, they have closed a range bracket; giving HMS NB another +1, a total of +3. Amazingly, HMS NB only hits with one round doing damage. Meanwhile, HMS L is now in range and opens fire. She rolls a 6! She isn’t called HMS Lucky for nothing! And then rolls another 6, and finally rolls a 4, giving a total of 16. She hits doing minor damage to HMS NB. However, this is the last of her luck.
The next round, the ships have closed still further and HMS NB calculates his bonus: 2 rounds of firing at the same target, +4; range at 50% of maximum, +2; a total bonus of +6. He opens fire with all nine guns on HMS L and she is blown from the water.
Your comments and ideas would be appreciated,
Digger.