LadyLexandToga2
|
Zeppelins and Extended RangeJust a thought to point out here...
Maybe instead of just flat out giving ships Extended Range, how bout making an extra unit that would allow a unit to have extended range.
e.g. make a zeppelin a unit for the Germans and a scout plane of some kind for the British.
The reason for this is because in a battle (especially between newer type dreadnaughts [Queen Elizabeth class and Beyern]) their guns could fire farther than they could see sometimes especially in unperfect conditions
e.g. at Jutland Scheer wanted zeppelins up in the air in front of the fleet for scouting so that he could know fleet movements and direct fire more accurately (and he was somewhat worried when he couldn't have zeppelins on May 29 through 31 of 1916)
in a fog or haze a dreadnaught could fire farther than it could see but a zeppelin overhead could see the shells hit (or fail to hit) a target better than a spotter on the ship because they could be above the target
Plus, the zeppelins could radio back positions of the enemy and maneuvers.
the Cluxhaven Raid on December 21 by the British on zeppelin hangers is an example of how much the british feared the zeppelins and their uses at Sea...unfortunately the raid failed but it proves how much a threat zeppelins were to the British Admiralty...
anyway i thought i would bring it up because if you want it to be accurate you can't leave out the zeppelins
P.S. i thought that maybe the SA on a zeppelin might go something like the pinpointer ability on a PBY Catalina or something except that it is extended range...but you would have to denote somehow (through SA on the card or something) which units could recieve extended range from the zeppelin
The card might say (for the ship)
"Extended Range-4: This unit can fire main batteries at range four with the aid of a scout plane"
and the zeppelin:
"Battleship spotting: before gunnery phase you may place this unit up to one space away from an enemy ship which enables attackers to fire with extended range" (ok i know that sounded bad but it was my first try)
anyway that is just a sugestion for a more accurate and a more tactically complicated way for ER
Plus it makes people think about using $$$ to have at least one zeppelin/spotter plane in the deck
Also (last thought) you might want to make this an addittional but not required unit. so it might be under expert/advanced rules type thing where battlefield weather is decided (cloudy, foggy, clear, windy, etc.) by a die roll (or something else) because weather affects WWI a whole lot more than WWII because of Huf-Duf radar etc in WWII that could "see" through clouds
Ok...I'm done now with the lecture (hope it wasn't too long and boring)
|
lotharlutjens
|
Some good ideas, we will get to air units at some point. Thank you for those ideas and if you have any more, please share them with us.
|
NeuralDream
|
I like this idea.
|
LadyLexandToga2
|
yeah i thought about this idea after reading through Massie's Castles of Steel book for a report for one of my classes (12 pages on just the war at sea is not hard to do really) and i thought that with weather affecting the battleships so much (just look at coronel and falklands) that it should be made into the game (and it is the only thing i really can crank about that was left out of WAS) plus the scout plane was built into the WAS cards directly but since DR is more for geeks and buffs and not the average person (for the most part) it would be a nice addittion without complicating the rules too much...
|
NeuralDream
|
If I remember correctly, Lothar had suggested that ER 4 gets -1 on each attack die (or was it -3 dice in total; can't remember). Maybe your suggestion could work on this. ER 4 doesn't get -1 if you have a spotter.
|
LadyLexandToga2
|
that might work...
-1 isn't much of a minus for ER though (against some things at least)
but it might make the rules pretty complicated to explain to someone
|
NeuralDream
|
I imagine this being written among the static S.A.s of all ships in the ruleset:
In the advanced ruleset:
EXTENDED RANGE: Each ship, once per game can make a range-4 Large Gunnery attack with its range-3 attack value. You get -1 on each attack die unless there is a Spotter plane within range-2 of the target.
There will be more of those in the advanced ruleset. E.g. CONFUSED SPOTTING for using two Large Gunnery attacks against the same target.
etc.
|
lotharlutjens
|
Exactly my thoughts when I read his post ND. Take away the -1 modifier at extended range with spotter aircraft. I think it is a solid Idea.
|