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"Critical hit or chance cards" Topic


5 Posts

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166 hits since 7 Nov 2009
©1994-2009 Bill Armintrout
Comments or corrections?

Robbie707 Nov 2009 6:31 a.m. PST

I am expanding the aeronef rules I use from Wessex Games and I want to have a deck of cards that players take (to help / hinder them. It might be that they take one at the start of the game or when they roll a natural 8 on the firing dice.

The cards would be events, further damage or repairs.
EG secondary explosions cause another 10% damage.
Any two of your ships within 6cm of each other misjudge their courses and collide.
The self sacrifice of one of your officers prevents a magazine explosion reduce damage done by 5%

What suggestions (based on real events in the navies of the world of this period) would you put on critical hit/chance cards

thankyou

RudyNelson Supporting Member of TMP07 Nov 2009 7:19 a.m. PST

Simtac several decades ago had critical hit cards for use with skirmish gaming. So I would see how it could work for vehicles as well.

Personal logo streetline Supporting Member of TMP07 Nov 2009 4:24 p.m. PST

What suggestions (based on real events in the navies of the world of this period) would you put on critical hit/chance cards

Given the mechanics involved, I'd look at reducing gun dice, reducing turns, maybe trailing smoke. It's not a system that lends itself to granular effects.

Robbie708 Nov 2009 2:12 a.m. PST

I was thinking more of actual one off events.

eg
Any two of your ships within 6cm of each other misjudge their courses and collide is based on the accident when two admirals refused to give way and rammed each other.

E Murray11 Nov 2009 5:30 a.m. PST

I'm not familiar with Aeronef, so I don't know how ships are grouped into larger units. I use "formation" in my suggestions--you can substitute something more appropriate.

Events requiring a turn could be two different cards (one for port and one for starboard), or if that's too much, each card could randomize port or starboard with a die roll.

Events that persist for multiple turns could either be a fixed number (like "2") you've chosen with an eye to balance when writing the card, or a randomized range (like 1D6). I've just called the number of turns "N".

So, based on innumerable false periscope sightings:
Periscope Reported
A periscope has been "sighted" to port/starboard. All ships in one formation must turn together 90 degrees to starboard/port and then move straight for N turns.

Inspired by Goeben's escape to Turkey:
Heroic Stokers
One ship still capable of its original full speed may exceed that speed by 2kts for N consecutive turns.

There's the colossal signal error at Dogger Bank:
Signal Confusion
All ships in a formation must concentrate fire on the single enemy ship nearest the formation for N turns, or until it is destroyed.

How about the BCF's circle at Jutland:
Distracted Admiral
One formation must turn in succession to port/starboard, and continue until it has completed a full circle.

Thanks for asking this--it was fun to think about.

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