"Grand Fleets 3" Topic
9 Posts
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Tim White | 22 Mar 2015 10:43 a.m. PST |
Just released today: link -Tim |
jgibbons | 22 Mar 2015 5:19 p.m. PST |
I liked the original… Thank you |
Tim White | 23 Mar 2015 8:41 a.m. PST |
Well for those interested in checking out a new system, GF3 is about the same level of complexity as Naval Thunder or Victory at Sea (and of course previous versions of Grand Fleets). Despite the name it covers all the periods from Pre-dread to WW2. There are several scenarios in the book with all the ship stats needed to play them. It also has ship conversion rules to do up your own ship stats. -Tim |
Mister Tibbles | 23 Mar 2015 11:57 a.m. PST |
I'm excited about thid for WWI games. |
CampyF | 23 Mar 2015 1:32 p.m. PST |
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Desert Fox | 23 Mar 2015 10:18 p.m. PST |
Is there a review that explains how combat is resolved anywhere? |
mj12games | 24 Mar 2015 12:49 p.m. PST |
Combat is resolved very simply: roll X number of dice, with each 5 or 6 scoring a hit. X is based on the number of guns firing, their rate of fire, and the size of shell, modified for various factors like range, target speed, etc. Each hit checks one hull box off the target's data card. Unlike previous versions of the Grand Fleets rules, there is no armor vs. penetration "saving throw": instead, armor in excess of the firing guns' AP value reduces the number of attack dice. There is a demo version of the rules that provides more detail: mj12gam.es/gf3 |
Tim White | 24 Mar 2015 5:15 p.m. PST |
What's great is that all the "#guns, rate of fire, size of shell etc" is already accounted for in the number of dice shown on the ship data cards. So its mostly just adding up a few modifiers and rolling dice once. Critical hits, degradation of speed/weapons only occurs after certain thresholds are reached – not every time you take damage. I'd recommend anyone even slightly curious download the demo. |
CampyF | 31 Mar 2015 3:49 p.m. PST |
Thank you for pointing out the demo. I missed that. |
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