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"Torpedoes in Cruel Seas" Topic


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691 hits since 19 Jan 2019
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Personal logo David Manley Supporting Member of TMP19 Jan 2019 11:39 a.m. PST

One of the "game" aspects of Cruel Seas is that torpedo effectiveness has been severely downgraded. My latest blog entry contains some thoughts on a modified damage system for players who are looking for something more authentic in terms of results.

link

epturner Supporting Member of TMP19 Jan 2019 11:50 a.m. PST

David;
I like how you said "nerfed". First time I've seen Nerf used as a verb.

That being said, I do think your analysis is spot on.

We've discussed this within my group. I like your ideas and I may present them. Two weeks ago we ran our second game and my dastardly German S-Boats managed a number of hits on an LST and a Freighter.

We sank the LST, but the freighter limped off. Even given the probabilities being skewed for bad dice rolling, I concur that a torpedo hit should count for more critical damage, especially on a non-military vessel.

Still a fun game, though. Thanks for the posting.

Eric

Wackmole9 Supporting Member of TMP19 Jan 2019 12:13 p.m. PST

Torpedoes in CS suffer from a scaling problem, So I think Torpedoes should suffer even more from dud rates based on the time in the war.


I was also thinking of using the damage point system like Full Thrust. Each ship has a series of threshold, Where each system and crew needs to be check for loss. Basically at a 1/3 of HP roll 1d6 and 5,6 would knock the system/crew out, at 2/3 3-6 for loss . You could also uses crew to do damage control.

Zephyr119 Jan 2019 10:45 p.m. PST

"Torpedoes should suffer even more from dud rates based on the time in the war."

This.

Yellow Admiral Supporting Member of TMP20 Jan 2019 11:26 p.m. PST

I like how you said "nerfed". First time I've seen Nerf used as a verb.
I got a laugh from that too. I'm adding that to my vocabulary.

I was also thinking of using the damage point system like Full Thrust. Each ship has a series of threshold, Where each system and crew needs to be check for loss.
This sounds like a cool idea. It might be simpler to initiate the system checks with each torpedo hit, in addition to damage points, rather than instead of damage point thresholds.

-Ix

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