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"A Quick Look at Cruel Seas" Topic


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1,441 hits since 9 Dec 2018
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David Manley09 Dec 2018 2:10 p.m. PST

Some initial thoughts on Warlord's new "Cruel Seas" on my blog:

link

It is something of a curate's egg, but if it is getting new blood into naval wargaming then that has to be a good thing :0

A more detailed look at the rules coming later in the week

Schogun09 Dec 2018 2:36 p.m. PST

"…several pages of notes on various aspects which struck me as odd, unclear, quirky or just inaccurate."

Oh my.

Again, as a friend told me a few days ago -- it's a game. I'm trying to keep that in mind.

Personal logo Editor in Chief Bill The Editor of TMP Fezian09 Dec 2018 6:18 p.m. PST

Should mention that David is designer of an upcoming naval ruleset.

dragon609 Dec 2018 7:06 p.m. PST

Should mention that David is the designer of several naval rulesets with more to follow

David Manley09 Dec 2018 9:33 p.m. PST

Indeed, my WW2 squadron level set is just about ready and my age of sail fleet action set is developing nicely. My own coastal WW2 set which I've been working on for about 10 years was just about there too but I'm putting that on hold for a while for obvious reasons.

But WW2 coastal is something of a passion of mine, my first published set of rules was Schnellboot around the mid 1990s, back in the days when SDD was still going (I made some of their masters), which became Action Stations in its second edition when SDD closed down.Great to see Coastal as the subject for this new game :)

4DJones10 Dec 2018 1:33 a.m. PST

I still play Schnellboot … and it looks as though I'll continue to do so, for a while at least.

Vigilant10 Dec 2018 3:15 a.m. PST

I've played it a couple of times, once at the September open day and again on Saturday when I went to the launch event. It is a fun game, not aimed to be a 100% accurate simulation. It does reward manoeuvre to get the best firing position and punishes bad positioning. There have been changes from the 1st version I played to the published one, in particular prohibiting firing from collisions. I'm to entirely convinced by the damage effects of collisions being the same for both boats, I would expect a boat driving into another to do proportionally more damage than it receives, but that is just an opinion, not backed up by research on my part. Despite the scale of the ships it can be played on a 4ft x 4ft table with no issues. I'm looking forward to getting my boats painted and on the table.

22ndFoot10 Dec 2018 6:15 a.m. PST

Thank you, David. I think I'll be sticking with your rules in 1/600th but great if it brings more people into naval gaming.

21eRegt10 Dec 2018 7:36 a.m. PST

As a side note David, my protection program identifies your blog as a "source for potential malicious software and attacks." Maybe a different blog hosting site?

David Manley10 Dec 2018 10:06 a.m. PST

That's unusual, Blogger doesn't seem to cause issues normally and there's nothing unusual on my page.

David Manley10 Dec 2018 12:27 p.m. PST

Just ran a whole series of security checks and no issues found, so probably your protection programme getting a bit over-enthusiastic :)

codiver11 Dec 2018 8:13 a.m. PST

Just watched Warlord's Cruel Seas Play Through video.

Have they done a video that shows the torpedo mechanics all the way through?

In the aforementioned video, only one torpedo fired actually intersected the target ship (it seems really odd to me the order of activation affects when the torpedoes move, but I leave that for now). It was at a very sharp angle. The die (note: one is "die" and "dice is plural; you can't have "one dice") was rolled, and the torpedo "missed". If I followed it correctly, the sharp angle was not a modifier. However, since the torpedo missed, they didn't continue on with the process.

Can anyone with the rules cover what the rest of the torpedo mechanic would have been, had it "hit"?

Tony S11 Dec 2018 12:09 p.m. PST

I understood that the sharp angle wasn't a modifier to the hit die, but my impression was that the sharp angle would be a modifier to a another roll made after determining if it hit?

Sharp angles should be a modifier, especially for the German torpedoes. Apparently they changed their fuse contact rods from two fingers to four in 1937. Amazingly they only conducted TWO live test firings to decide it was effective and put it into production. With the extra fingers, the centre ones would bend on oblique hits, and not go off.

Vigilant12 Dec 2018 7:23 a.m. PST

If it hit there is another roll to see if it goes off, then there is the damage roll of 16 D6 per torpedo. 6's are re rolled once and the total is the damage applied.

Fitzovich13 Dec 2018 6:27 p.m. PST

I have been reading through the rules and watched the play through video. I believe that 1/300 scale is perfect as all my gaming is in that scale and it is what I prefer. Had this been in 1/600 or something else I would have passed it by very quickly. What I find a problem is the lack of a separate Quick Reference Sheet and now I am busy doing one up myself to avoid flipping through the rule book for every die roll. This in my opinion is huge oversight by Warlord.

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