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Post subject: Gunnery Mechanics
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Here is an alternate gunnnery mechanic i've fiddled with.
1. Use eight sided dice instead of six.
2. When attacking ships, use the target shio's hull number as the success number.
3. Roll dice. Each result less than or equal to the target's hull number is a success. Compare successes to the target's armor and vital armor to determine hits.
Othe die rolls would adapt to a d8 to avoid needing multiple dice types. The Ace in a d8 sytem would take the place of the 6 in a d6 game. The Ace could be worth 2 or 3 successes.
If there's interest i can mashup a full fledged alternative. _________________ Eric
- "Think you used enough dynamite there Butch?" |
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Thu Nov 05, 2009 3:52 am |
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 Illuminated Insanity

Posts: 4537

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Not a bad idea, kind of like it. But not in the mood to do something that big of a change. But you can easily make it your own rule, I think quite a few of us have made our little additions to play the game differently, whether it be to make easy or a bit more "realistic"
I my self in addition to 1/2400 and 1/6000 minis also using paper/cardboard miniatures. For bigger games and when I have time to paint I use minis.
But for something quick and wider selection and for easy traveling I use my paper minis.
There is a slight change in some of the gun rulings
only the standard broad side stats are given.
Example 12/11/10/8
when that ship is to sire from the front or rear it would subtract 2 dice from that column to a minimum of 1.
so when that ship were to fire in its front or rear arc it would be 10/9/8/6
by no means perfect, but it is just a little travel/easy edition I am making
Black Circle - Very Large
red circle - Large guns
Green circle - Medium
Yellow - Small
Black triangle Torps
White triangle AA
Yellow square ASW
White Shield Armor
Black Shield Vital
White Arrow speed
hull point icon - TBD
Yellow number points, may be put on back with name, nation and SAs _________________ Always Flying. Always Fighting. RIP JIMMY.
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Fri Nov 06, 2009 1:45 am |
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Posts: 755

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Considering the rules are in an alpha state this is indeed the proper time to discuss changes. _________________ Eric
- "Think you used enough dynamite there Butch?" |
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Fri Nov 06, 2009 2:48 am |
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 Illuminated Insanity

Posts: 4537

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| ehenry0623 wrote: | | Considering the rules are in an alpha state this is indeed the proper time to discuss changes. |
It is, but don't know if many people would want to go back and change a near year and a half of work, does not add up to that much with large breaks between the game, but getting people to change it will not be easy.
Like I said, you can do what you want with it.
Nothing is official about this game. _________________ Always Flying. Always Fighting. RIP JIMMY.
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Fri Nov 06, 2009 3:14 am |
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Posts: 2185

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I agree ehenry, now is the time to talk of such things, but I also agree with Jesse, getting people to agree to it would be a whole other ball game. I like your idea though but I think I would take it one step further and maybe use D 10's instead od D 8's. My reasoning, off the cuff, would be in WaS, the best chance one has in rolling a single D6 at getting one or more hits is 50-50, with a D8 system the chance of hitting a hull 6 ship would be 75 %, while with a D 10 system it would be 60 %, much closer to the original 50 % of WaS.
I think your idea has its merits, I just don't want to be the one to try and sell it. _________________ Gaming for 36 Years.
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Tue Nov 17, 2009 3:08 pm |
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Posts: 755

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Thanks man. I don't want to be too wedded to WaS. Otherwise why play DR? Just play WaS.
Instead i'm interested in historical accuracy. Were ships capable of being hit 50% of the time? Bigger ships maybe. Smaller ship? I don't think so.
If a d10 makes the gunnery model more accurate i'm all for it.
I toyed with d12 but thought perhaps it made small ships too hard to hit. Perhaps that's reasonable... _________________ Eric
- "Think you used enough dynamite there Butch?" |
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Wed Nov 18, 2009 2:28 am |
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BTW, I just noticed your quote Ehenry, I just watched Butch Cassidy and the Sundance Kid the other day. _________________ Gaming for 36 Years.
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Wed Nov 18, 2009 3:59 pm |
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Posts: 755

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awesome movie. and the line is very versatile.
I'm still digging that d12 thing. I incorrectly suggested our dice rolls should reflect hit probability. I don't think that's accurate.
It would be more precise to say our attack rolls should reflect Hurt probabilities. That is, will our attack successfully damage a target, as opposed to simply hitting it.
Battles have shown that some hits were negligible, duds, or shot through the hull.
Using a d12 and comparing to target hull size adequately shows hitting a small target is difficult without punishing larget ships or adding unneccesary rule language.
Lastly with d12s i would allow an Ace, or 1, to cause three successes vice only two. _________________ Eric
- "Think you used enough dynamite there Butch?" |
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Thu Nov 19, 2009 1:21 am |
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Posts: 2185

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You are right, it represents "Hurt probability". I am going to test your system with D 10's. Let you know. You test with D12's, and let me know. _________________ Gaming for 36 Years.
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Thu Nov 19, 2009 5:05 pm |
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Posts: 755

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sure. make _me_ buy the d12.
I've been using d8 in my home games. Big ships are obviously easier to hit but Aces, which cause two successes, are harder to come by. I'm uncertain how the probability works out.
Game play works well. Meaning i've never forgotten to apply the damn rule about battleships vs destroyers becasue i no longer need to.
Note we also apply this rule with bombing.
Lastly, to keep things consistant, all of the success numbers have been inverted. In the case of d8s a success would be 4, 3, 2, and Ace, which counts as two.
Obviously d10 would be Ace-5 and d12 would be Ace-6.
And please call me Eric _________________ Eric
- "Think you used enough dynamite there Butch?" |
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Thu Nov 19, 2009 8:03 pm |
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Posts: 2185

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I understand about the inversing. Lets test it out. _________________ Gaming for 36 Years.
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Thu Nov 19, 2009 9:47 pm |
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