76

(2 replies, posted in Miniatures)

So in total, I have:

German Roster
Markgraff class BB x1
Blucher class DDN x2
Koln class CA x2
Emden class CL x1
Karlsruhe class DD x2
TA-27 Torpedo Nef x2
SA15 Escort Nef x1
VA7 Escort Nef x2

British Roster
Benbow class BB x1
Agincourt class BB x1
Albion CV x1
Fighters x12
Rawalpindi class CA x2
Exeter class CA x1
Steadfast Escort Nef x2
Cossack Escort Nef x2
Cygnet class Torpedo Nef x2


I got the first shipment all painted up.  And the second is confirming my first impressions.  The German ships are amazingly easy to put together, paint beautifully and are really, really clean (not a lot of flash at all).  Even the masts aren't THAT bad.  And I'm typically no good at gluing on fiddly stuff like masts.


The British cruisers and escort nefs are tops, too.   big_smile

But while the British BBs are looking great as finished products, they're kinda labor intensive for a guy who ain't really that crafty.  The Benbow and Agincourt have a lot of little round blobs between the guns that I can't touch without gouging the mini, and they don't fit together all that easily.  Maybe mine are flukes.  Example -- the top row of casement guns fit well into their niche on the starboard side.  On the port side, there were all kinds of nodules that were making it impossible. I ended up taking a pair of clippers and trimming the sides of the casement guns as far as I could without warping the things, and they finally fit in to the point that they look like they should be there. 

Don't get me wrong though.  Painted, the things are just WAY flipping cool to look at.  And as I mentioned, smaller British hulls and all the Germans were about flawless, even for a beginner like me.  I'm a lot better at painting than at assembly.  Maybe I'll just collect BBs from fleets besides the Brits. smile

I gotta admit, though.  And this is going to make me sound like a Heathen....I'm not using the flying bases.  I'm just too worried about wrecking the things by taking a Dremmel and bit to the bottom of their hulls, especially now that they're largely done.  Also, my gaming budget is such that I want to spend my rec $$ on actual minis, not $40 on a cordless drill and $25 on the extra bits at the local Wal-Mart.

So right now they sit flat on the playing surface, which is OK since I'm using them in conjunction with the IS conversion stats we drew up here in town.  Trying to think of an alternative means of basing, though, to elevate them a bit.

FYI -- big round of applause to Mike Cannon at Wizard's Workshop (US distributor for this stuff).  He sent shipping notification, and the stuff was in hand two days later.

77

(6 replies, posted in Iron Stars)

Ne'er mind  big_smile

I used the house rules anyway (they're good enough for our small group here) as I got my first batch of Nefs painted and tried them out using the converted stats (polished up the equations).  Folks had a blast yesterday at the local game shop watching the Brits take on a mixed fleet of Austro-Hungarian and German ships.  And the consensus was it felt right. Look for some battle reports later.

So yay for me!

78

(6 replies, posted in Iron Stars)

Thanks to both of ya for looking it over  smile

I'm thinking about D10s versus D12s.  Using a dice server, I did a bunch of testing to see how the conversion approach to gun layout held up to the original Aeronef gun die stats for Charlemagne.

Looking at the <15" band and <10" range bands  the original Aeronef approach caused twice the damage (just about exactly), but the conversion hulls are cut almost in half when it comes to size, so it held up ok.  That didn't take in any to-hit modifiers outside of range (like size or momentum).  I figure optional means optional.

I had a pair of additional ideas I wanted to run by folks as house rules.  Then I'm done.

Bombing
Taking the average of all 24 listed cities in the Iron Stars rules, a speed of 7” and momentum of 4” is what you get.  But as Aeronefs are not orbiting the Earth, trying to bomb a city that's rotating away from them, there is no call to move the bombing template.  Rather, just plunk the circle on the playing area, and assign it a momentum of “4.”  This gives a basic value that tells players just how hard it is for the bombing Nefs or planes to line up that facility in their sites.  Other than that, roll to-hit as normal.

Optional Altitude Rules
Manley on http://www.btinternet.com/~david.manley/wargames/Odds/adnef1.htm  offers some guidelines as to elevation in the Aeronef universe.  I'm trying to do something that's kinda/sorta the same. 

Ahem....

1.) There are three altitude levels (Low, Medium and High).
Assets can fire at targets at altitudes  higher or lower than their own, as long as the range beats the altitude difference by x5". So if a Nef fires at a target one band lower than its own, the target must be at least 5” away.  Same is true if the target is higher.

FACs and very small hulls can climb any number of altitude levels, but it reduces the distance they can move forward by 5” per step.

Small and medium hulls can climb two bands, with the same limitations.

Large hulls can only climb one band.

All hulls can dive any number of bands.  It slows their forward progress by 2” per band. 

2.) You can also apply altitude modifiers to bombing runs.  Simply increase the target's momentum value by 1 if attacked from low altitude, and decrease it by 1 if attacked from high altitude.

3.) Last, rack-equipped assets can now bomb Nefs.  The basic to-hit procedure remains the same as published in The Southern Front supplement. The attacking model must be in base-to-base contact, but marked as being at a higher altitude.  Compare momentum and respective headings:
·    Opposites  (through front or rear firing arc): -1 penalty
·    Approaching through starboard or port firing arc: nothing
·    Matching heading (front arc in target's front/rear arc): +1

Then make the to-hit roll.  The base target #s are 3+ for large hulls, 4+ for medium hulls and    5+ for small hulls.  Very small targets are off limits.

The bombs then roll against deck armor, which is one step lower than the ship's listed value.

For example, a flight of bombers (high) is placed in base-base-contact with Charlemagne (low).  The base to-hit target is 3+.  But the bombers, while matching momentum fairly well, are on an opposite heading.  So the final target is 4+.  Each hit then has to beat the Charlemagne's deck armor rating of 2.  Each hit rolls a single point of damage. 


Everything else (rule wise) from Iron Stars I'm leaving untouched.  Searchlights, starshells, turning rules, etc etc.....so really, once you get the ships converted, the only thing that affects the IS books is the optional stuff above.


Crap?  OK? 

I'm typing this up into a word file.  If folks want it, they can have it.

79

(6 replies, posted in Iron Stars)

I finally ordered some nef minis.  And I wanted to adapt them to the Iron Stars rules because .....I wanted to.  I own both sets of rules.  I've watched a few Aeronef games and like the models.  I just feel the rules are too basic.  And a friend let me look at the stats for some of his Russians, and it was enough for me to buy some Austrians -- which should arrive any day now  big_smile

Anyone who wants to offer some feedback, please do so.  I picked two designs as examples of how it could work, because they're listed in the Captain's Handbook, and their pics are on the Brigade site.

The first is the Charlemagne class BC.  Stats are available in the Captain's Handbook, and a pic of the mini is online.

Step 1 (Hull to Hull)
I multiply the published Aeronef stats by .6   This puts most light cruisers and destroyers in the “Small Category,” Gunboats in the “Very Small,” published freighters at the TMW size of 12 hulls (“Medium”) and the Charlemagne BC at “Large." 

IE – Charlemagne is 28 x .6 = 17 Hull (Large)

Le Brouchet class Frigate is 13 X.6 = 8 (Small)

I trimmed down on hull sizes just to make the game a little faster and more lethal than would be provided by a 1-1 conversion.  Aeronef hits all come out of structural integrity, which ain't the case in Iron Stars.

Step 2 (Speed to Thrust)
Multiply the Aeronef value by x.4 and round to the nearest number.  Might seem harsh until you release IS has momentum, and the turning allowed by Aeronef is a little gracious, even with the advanced turning options of IS. For example, Charlemagne can Turn 2 hex facings (120 degrees, while in Iron Stars a Large class hull can turn up to 90 degrees).  That, plus the fact that the whole momentum rule in IS means you can effectively move double your listed Thrust rating, is why I did that.

Charlemagne has 5 Thrust. 

Le Brouchet has has 7 Thrust.

Step 3 (Armor)
Use the default value per size classication. 

Charlemagne has an Armor of 3

Le Brouchet has an Armor of 1

Step 4 (Guns)

This was kind of tricky, but I found a website by D. Manley that helped put things kinda/sorta in perspective.

He qualifies Nef guns in basic categories which I've used as a starting point for the conversion.

IS equivalent d4(x1) is worth .5 Nef gun die
IS equivalent d8(x2) or d6(x2) is worth 1 Nef gun die
IS equivalent d12(x3) is worth 2 Nef gun die

Breaking it down further, I decided D12s would be the primaries assigned to large warships, D8s to medium hulls, Frigates and Destroyers would get D6s and anything smaller just plain light guns.

I didn't TRY to do all this at random.  The range for weapons in Aeronef is 30 cm (or 12").  Which means that each die has a 1-in-6 chance of causing damage at a distance of 12".

So in my conversion, if the default gun for a BB is d12, and the default armor is 3, then that ship's main weapon has the same odds of causing damage at 12" (6+3+2 =11+ on a d12). 

Cruisers, medium in size, would have an armor value of 2 and d8 guns.  4+2+2= 8+ at 12".  A 12.5% chance, which ain't far off.

Small destroyers and frigates, with Armor of 1, would get D6s.  3+1+2 = 6+ at 12".  Right on.

Now, ya look at the pic of the Charlemagne, and it has two primary turrets with only one barrel apiece, and six secondaries (4 wing mounts and two broadside pieces).  That's 10 gun dice.  The two leftovers are used to purchase four light guns.

Charlemagne shapes up like this:

17 Hull, 5 Thrust, 3 Armor, 2d12(x3) primaries, 6d6(x2) secondaries, 4d4 (x1) light guns.

Le Brouchet comes up as:

8 Hull, 7 Thrust, 1 Armor, 2d6(x2) primaries -- forward only, no secondaries.

Step 5 (Extra Kit)
Bomb Dice in Nef are divided by 3 and rounded to the closest number to give you their equivalent number of bomb racks in IS.

Charlemagne has 2 bomb dice = 1 bomb rack.

Air Torpedoes have a maximum range of 30cm (12") and roll 5 dice, needing a 6+ to hit.  This, to me, makes them equal to Congreve Rockets in most respects.  Rockets need a 6+ to hit, and have a range of 12", and are bought in packets of five.

But then, Rockets in IS also have to roll against armor, which means they don't even have a 1-in-6 chance of damaging most targets.  So I would suggest Hale Rockets instead. 

The French have air torpedoes, and a maximum allotment is allowed in each hull according to size, but none of my friends play the French, and none can tell me if they're considered default kit.  The finalized conversion stats below have plenty of room left over for Hales Rockets if that's the case.

Flights of fighters, in my mind, translate just into single FACs.  A flight of Nef fighters would convert into 2 IS hull points, which FACs don't have.  But Iron Stars FACs enjoy that range rule, which makes them hard to hit.

The base fighter flight stat would be
1 Hull, 10 Thrust, 2 Light Guns or 4 MGs (player's pick)

Bombers would have
1 Hull, 9 Thrust, 1 Bomb Rack

The French allow air torpedoes on their planes, with a 6" max range, which roll 4 dice to try and damage you.  I equate this to a D8(X4) torpedo.  At about 6", a D8 torp would need a 8+ to damage an armor 3 ship, 4+2+2 = 8. It also just varies stuff.

So a Torpedo Plane Flight
1 Hull, 9 Thrust, 1d8(x4) torpedo

Crew
Individual vessels in Aeronef have crew ratings used in boarding actions.  I'd suggest going on a 1-1 basis using packs of IS boarding parties.  The ranges for boarding actions aren't that far off between the two rule sets, and in Aeronef, crew casualties can in theory cause you to surrender, which would make it seem that whole aspect of combat is a lot more lethal than it is in IS. 

Le Brouchet and Charlemagne each get 2 packs of boarders.

Martian Lightning Guns
In Aeronef they have half the range, but a better chance of causing damage.

So I have them treated as Iron Stars Heat Rays -- reducing armor, but bump them down a die size.  So a large Martian hull would have D10 heat ray primaries instead of D12s.

Gas Firers
Straight Poison Gas shells per the IS rules. 

Anyway, the finalized stats for the two ships are as follows:
Charlemagne class BC -- 69 points
17 (L/2)
3 Armor
5 Thrust
2d12(x3) primaries
6d6(x2) secondaries
4d4(x1) secondaries
Boarding Parties x10
Bomb Rack x1

Le Brouchet class Torpedo Frigate -- 15 pts
8 (S/1)
1 Armor
7 Thrust
2d6(x2) primaries
Boarding Parties x10


Now, if you run out of room in the ship's hull, drop the damage values of your guns, starting with the primaries and moving back.  D12(x3) guns could become D12(x2) instead.

Please, tear this to shreds if you wanna.  But I've been puzzling over this for more than a week now and the local reaction has been pretty positive.

Matt</r>

80

(5 replies, posted in Iron Stars)

No, the Brits weren't having any initiative trouble.  Really, there was no way for him to open dictate the range, regardless of whether or not he won initiative, as the Italian BB was able to move 2" further (1 point Thrust advantage).  And the fact that it was night time meant the Brit player wasn't trying to open things up anyway, once we got intermingled.  Honestly, the furthest you can consistently see, even with searchlights is 12 or 13", and at that distance the Italian would have been able to land 1 or 2 hits a turn, regardless.

None of those designs had mines.  Of the ships I've built, the Turks are heavy on mines (especially the new ones).  But the Italians, not so much, and I'm not responsible for 95% of the Brits.

Really, the British player just had a lot to overcome.

Ande Ugly fight?  Everything went the way I wanted, so me thinks it was a thing of beauty.   big_smile

81

(5 replies, posted in Iron Stars)

As mentioned earlier, I was gonna throw up a quick AAR of a game featuring the RNES versus the Nero Marina, once we were done, and here it is.....

And the Brits suffered their most decisive defeat in decades, as the Italians just HANDED them their asses in a "night time" battle fought over the dark side of the moon.

Curious about Spanish settlements on the lunar surface, both militaries had dispatched fleets to snoop around and report their findings.  We honestly didn't know it was going to be a battle fought in the dark until we rolled for battlefield conditions using rules published in The Merchant War.  And that one toss of the dice, more than any tactical acumen on my part, defeated the opposition on the spot.

The Royal Navy Ether Squadron fielded the following:
Cornwallis class BB with x4 FACs
Gauntlet class BC
Southam class CA
Anglesey (Southam class CA)

While the Nero Marina showed up with:
Dante Alighieri class BB (new design for upcoming Janes-ish type supplement)
Tomaso Albinoni class CH
Guittone d'Arezzo class CA
Masolino (d'Arezzo class CA)


The British should have had a decided range advantage over the Italian fleet.  The lightning projectors on the Cornwallis ignore everything but size and range -- and it was going to be gunning for the Alighieri.  To help expand on this advantage,  the Southam class carries keel bombards.  By buying two such ships, my opponent was planning to mass his fire on a single target and win the battle before I could even come to grips with him.

But he gambled by buying those designs before we tossed for visibility.  And in the dark, the edge offered by LPs and bombards is pretty much tossed out the window.  The Nero Marina hulls are faster. The Alighieri is a VL ship with a Thrust Rating of 6 and 10 D12 guns; ,the d'Arezzo class cruisers have a Thrust Rating of 7 and are decidely dangerous at short to medium range.

So ouch for him.

As we approached he launched his FACs in an early attempt to whittle me down early on, but got some lousy rolls with his torpedo carrying attack craft.  Targeting Tomaso Albinoni, he managed to drive two torpedoes home, but those four hull hits (d8 (x2) torps) really didn't sway the outcome of the battle, and he lost 30 VPs worth of attack craft in quick order for only 12 VPs scored on me.

The Brits also attempted to light me up with starshells fired from their secondaries, but their rolls were only mediocre, so the templates were small.  And star shells are area weapons that light up a patch of space you're hoping the opposition will end up in during the subsequent turn.  The Italians were fast enough that he couldn't illuminate us until everyone was within reach of searchlights.  Those snapped on all over the place and the effect was pretty cool for those folks watching  lol

Those came into play immediately after everything mentioned above.  Albinoni and Gauntlet illuminated each other at 8", and immediately started wailing away.  And the Nero Marina heavy cruiser won an immediate advantage by rolling an impossibly NICE broadside -- scoring hits with 3 of its d8(x3) primaries when it needed "8"s to hit.   8) Nine points of damage rolled on the Gauntlet's damage track, when the British ship was unable to score a hit with any of its 4 primaries, saw it lose a handful of hull points, one point of armor, two points of thrust and one of its main guns.  While this was happening, Albinoni was missed by a keel bombard shot from Anglesey.

In return, Albinoni was close enough to Anglesey to take part in one of the Italians' favorite tactics.  While ships will typically single out individual targets for their gun fire, all those Hale Rockets carried by Nero Marina hulls will be used to swamp a single identified target.  By (hopefully) eliminating a single enemy hull as quickly as possible, sort of a bum rush, they create a gap in the enemy fleet that their superior speed will help them exploit.

In this case, it was Anglesey's turn.  The British cruisers had advanced in line abreast formation to make the best use of their keel bombards, while the two Italian cruisers had come up in line ahead, arriving off Anglesey's port bow.  While Anglesey was able to fire first that turn (the British fleet had been active), its guns only did light damage to Masolino (primarily to the Italian ship's thrust and secondaries) while Southam contributed almost nothing against d'ArezzoMasolino then opened up on Anglesey from relatively close range (5") , and hurt it a bit with its d6 guns. 

The real pain, however, came from the 30 Hale Rockets slashing in from three different Italian ships.  Eight of those warheads drove in to cause damage -- amounting to 10 points total.  Something a 9 hull ship just isn't built to take gracefully.  Anglesey was reduced to four hull points and lost a big chunk of its weaponry, eventually succumbing to Masolino's and d'Arezzo's gun fire AND three squads of boarders who applied the coup de grace by killing off the remainder of its crew  big_smile  big_smile  big_smile .....we felt free to close the gap because the Southam class doesn't come with torpedoes.

Meanwhile, Cornwallis and Dante Alighieri were following roughly parallel courses and causing oodles of damage with their respective hardware.  The first exchange went to Cornwallis, which inflicted eight points from its D10 lightning projectors at 7" -- compared to the four points of damage inflicted by the Alighieri's 10 D12 guns and a pair of Hale Rockets.  The exchanges were largely even, though, with the British relying on the quality of their hardware, while the Italians hoped to win through the sheer number of guns they could bring to bear. Two very different schools of thought. 

But this was really the only thing approaching a "bright side" for the RNES.  The Albinoni managed to kill Gauntlet in a running duel in which it was free to dictate the range and its heavier broadsides regularly stove in the British ship's reduced armor belt.  By keeping the duel within the +1 range band, the Italian heavy cruiser was able to roll 6 d8 dice -- now needing only a "7" to get through, while the Gauntlet could only roll 3 d8 dice needing an "8" to hit.

Just as an example,  Albinoni managed a 3,8,8,1,6 and 4 in a typical turn, and that meant six more points of damage.  Within a handful of turns, it was all over.

And while the d'Azzero cruisers were battered from their exchanges with their British counterparts, they had managed to roll up the British left by polishing off  Southam, as well. 

While Cornwallis was staying neck and neck with Alighieri, it was down to about half strength and was in no shape to now deal with the heavy cruiser closing in on its damaged hull.  The British player called for an end to the battle, and we allowed his BB to slip off into the inky depths of the void.  Good thing, really, as Alighieri was suffering, too.  Lightning Projectors are just frigging deadly against big ships, and the only saving grace for the Italian design was that it trades armor for speed and firepower.  So some of the benefit of that advanced Brit tech is lost.  Its got so MANY primaries, though, that its primaries degrade kinda quickly. 

Final Tally
Two battered d'Arezzos
One damaged Alighieri (about 1/2 strength but having lost a lot of its primaries)
One slightly damaged Albinoni


Versus
Two KIA Southams
One KIA Gauntlet
Four KIA FACs

We didn't even bother to count up the points.  Whitehall suffered a serious blow to its fleet roster this day, and the Italians went home for some well deserved R&R.

And that was that....really, like I said, we benefitted a lot from the nighttime conditions, as I think things could have gone a lot differently if he had been able to employ those Lightning Projectors, keel bombards and FACs from long range.  But that's just one more reason I love this game.  There are a lot of tactical wrinkles you have to consider for a fastplay set of rules.

Hope folks enjoyed it.  Sorry for the length.
Matt</r>

82

(31 replies, posted in Iron Stars)

The Italians had a real life BB named after a poet -- the Dante.  Just like a lot of other games, though, I couldn't come up with original names for every hull.

Almost all of  me Italian designs, though, are named after poets, artists, philosophers, etc.....

Matt
PS -- really, the Italians named a lot of their ships after historical personalities.  This guy had a BB named after him Camillo Benso, conte di Cavour

Giulio Cesare was a real life battleship named after Juilus Cesare

So I had precedent  big_smile

83

(31 replies, posted in Iron Stars)

Then don't include them.   big_smile

Tracking item losses and critical hits just sounds like a lot of paperwork.

84

(31 replies, posted in Iron Stars)

and the crickets chirp....

Anyway, Kevin's sending his critical hit chart and I'm going to use it in conjunction with the stuff mentioned above.  Friends are going to help me playtest criticals this weekend with the following fleets:

Regia Marina
Dante Alighieri class battleship (new design for upcoming book)
Tomaso Albinoni class heavy cruiser
Guitonne d'Arezzo class cruiser
Masolino (d'Arezzo class)

Royal Navy Ether Squadron
Cornwallis class battleship
Gauntlet class battlecruiser
Southam class cruiser
Anglesey (Southam class)
x4 British FACs

I'll post the results for anyone interested in how it affected play.

85

(8 replies, posted in Discussion)

Like checking RPGnow to see what folks think, and saw that someone was recently plugging away for MJ12 games (at least Starmada and Iron Stars).  It's gotta feel good to get some positive reinforcement!

86

(31 replies, posted in Iron Stars)

that approach doesn't bug me as much, as you won't see most vessels blow up the first time they suffer a hull hit.  It becomes more of a natural result of a ship being pounded on, than OOPS, the first time a shell lands, your BB blows up.

I mean, a 24 hull BB will have to have lost 8 hull points before it sees its first "critical."

Someone has me testing a damage mechanic where special hits are the result of prolonged damage, more than just blind luck....

87

(31 replies, posted in Iron Stars)

Well, then can we just replace the Qs denoting item hits with Critical Hits?  Make it an option for players looking for  a LITTLE more record keeping for their ships.  But I think the Q hits along with Crit hits would just make for too much.

You could follow the same basic formula.  Treat it as three pieces of equipment -- meaning 3/2 = 1.5, rounded up to 2, then +1 =3.  Divide the hull points by 3 and round up.  This number is the first circle that results in a critical hit when crossed off.  So, a 18 hull ship takes its first critical when the 18/3 = 6th circle is crossed off.  Then the 12th. 

This will cut down on the destroyer longevity issue, too. Because if you have a 3 hull destroyer, it's going to suffer a critical on the first hull hit.  And if that critical results in MORE hull damage, well then, it's freakishly long life has been cut, right?
:wink:
Matt

88

(40 replies, posted in Iron Stars)

Dan Maddox, the overall head guru at that site, is apparently digging into what happened to the articles.  I don't think Scott is the minis guy there anymore.  Once I hear about what's goin' on, I'll let folks know.  I just wanted to get the game some addt'l exposure  :roll:

89

(16 replies, posted in Miniatures)

So.....any word on the Austrians?  Anything IS?

90

(31 replies, posted in Iron Stars)

Well then I disagree with both y'all  big_smile

But that's what I'm good at.  Being obnoxious.

I like the GF mechanic FOR Grand Fleets.  And I like the special hits mechanic for another, as yet anonymous wet navy system, because it's not really critical hits you receive, but the results that inevitablyt come with carving up the innards of the targeted ship. 

But crit hits for IS is not my cuppa.  So if it comes about, I'm a hopin' that it's optional.

91

(31 replies, posted in Iron Stars)

And I'm not knocking GF.  Crit hits work in GF.  I just don't see it in IS.  I guess if it's an optional rule, then go for it.

92

(31 replies, posted in Iron Stars)

Whether a game is point based or not probably shouldn't factor in to this.
Eventhough GF is not point based, losing an important ship with one critical hit could still put a serious hurt on that side's chances of winning a scenario. Much as it would in IS.
So I think the effect in both games would be much the same, eventhough one uses points and one doesn't.
Kevin

I'm going to disagree with that.

I do think a system that's built around the possibility of a balanced pickup game, where points are used to ensure the two sides are on equal terms, could be thrown out of kilter by a mechanic where a single hit takes out a 300 point ship.

It's a pretty basic disagreement, though, so we're not gonna see eye to eye on it.

93

(31 replies, posted in Iron Stars)

Pfui on wet navy gamers if a lack of critical hits is a deal killer big_smile I'm a wet navy gamer, and I haven't been clamoring for a mechanic in IS.

I REALLY like the critical hit system in Grand Fleets, myself.  But "one shot" killers are extremely rare, even in that system.  You have a 10% chance per damaging hit, and then to get a magazine hit on top of that is a BIG IF.  For the most part, crit hits degrade engine performance, or a ship's fire control, just a bit quicker than you would get by going the route of the normal damage mechanic.

In IS, regular hits on their own can kill a ship's engines, or degrade its firepower, as well as its structural integrity.  In my mind, having a single hit by an enemy gun reducing my speed DOES equal a critical hit, or at least the end result is the same. 

I guess having a chance for a catastrophic explosion is OK, but it not being there hasn't dissuaded folks from playing it here.

Also, I look at it this way.  GF is NOT point based, so if a fluke hit manages to take out my battlecruiser, well, then, them's the breaks.  And players love it in our local sessions because it does mirror the results of some battles you here about. 

But IS is point based.  If I and my opponents both spend 300 pts, our forces are pretty close in their abilities.  And while in IS you have to look at what you're getting for your 300 points (some ships are great against fast movers, but not against BBs, and vice versa), there is balance there. That balance is blown right out of the water if a single lucky hit just happens to kill my 26 hull flagship.

94

(31 replies, posted in Iron Stars)

Gas equipped shells are the best DD killer.  Or black smoke. The DD longevity issue/quirk is the only problem I have with the damage track -- and to me it's a really minor thing.  And I guess I'm really not that disturbed when you look at historical wet navy battles where DEs (even smaller than destroyers) were getting hit by MULTIPLE heavy shells and not sinking .....IE look at what the US destroyers endured during Taffy 3's engagement at Leyte Gulf.  Logic would tell you a single BB main gun hit should have blown those things out of the water -- but overpenetration kept them going far longer than anyone would have expected.  Got a few books that describe that phenomena. AP shells passing clean through the little boats and basically causing only a fraction of the damage that they should have.

Why can't the same be true, to a degree, for ether destroyers?

95

(0 replies, posted in Grand Fleets)

Go to http://incompetech.com/beta/hexGraphPaper/create.pl

Player around with the hex leg length until you get a hex that's equal in length to the base of the mini you're using:

IE, for Figurehead 1/6000 scale BBs, I'm finding .95 on the hex length leg is perfect.

Print it out, and draw lines through one of those hexes so that you're bisecting the facings and in essence recreating a Grand Fleets firing arc chart. 

I laminated my sheet, cut said hex in half along the center line, and bingo, I have a template I can lay against the edge of of my ship miniature's base and see in which arc my target is falling. 

Hurray for me big_smile

I think this could work for the latest incarnation of Starmada, too.

96

(31 replies, posted in Iron Stars)

Haven't heard much complaining, and we play IS a good bit over here.  Is this a new approach you're considering for the next book?

Did you want to treat the next book as  a compendium of sorts (we're going to have new designs, and if you're revamping the damage track, it might be worthwhile to have all the mechanics in one book).

97

(2 replies, posted in Grand Fleets)

When I get a digital camera that's worth anything smile

98

(2 replies, posted in Grand Fleets)

Rock  8)

Holy cow.  I got the Italian WW2 fleet pack and British "old navy" WW2 fleet pack -- which covers everything I would need in the Med up until 1943 -- as an early Christmas present.

I was a bit intimidated at first.  Looking at a Conte di Cavour class battleship when it's only, like, 1.2" long and realizing you want to PAINT it...and make it look worth a damn.....jeesh

But it's working out!  Got the Giulio Cesare painted in about an hour (took a while as it was the first ship to try).   And I actually have it on pretty historical lines.  Finding color photos of 1/700 models on steelnavy.com, I painted its hull and turrets and superstructure grey,  tiger-striping darker gunmetal grey to emulate the camo patterns used by the Regia Marina.  Aft of its rear main guns you have the wooden deck planking.  Around the midship portion you have the armored deck.  And then forward of the other main guns you have the distinctive red and white pattern they were using for aerial ship identification.  Painted the provided base "ocean blue," and the finished product looks a LOT nicer than I originally hoped. 

I got a pair of Condottieri class cruisers done in less time than that, and again, looking solid.  Give yourself a couple of hours, and you can paint everything you need for a historical cruiser action.

These really are nice playing pieces.  And for crying out loud, you get the entire Italian surface navy for about $70.  They're gonna be put to use after Christmas big_smile

Just a recommendation.

99

(40 replies, posted in Iron Stars)

http://www.xtreme-gamer.com/

But the review isn't there.

I dunno....I'm starting to dub it "vaportext." smile

100

(0 replies, posted in Grand Fleets)

Had such mean destroyers in WW2?

Statting them up.....

The Le Fantasque class, Vauquelin and Mogador.

Mean 5" guns, obtainable speeds of nearly 40 knots, and BIG.

If they were really equipped with their best torps (1925) -- they can hit you at 7 hexes and do X6 damage?  OUCH.  Course, maybe the damn things were faulty.

Not like they saw any real combat anyway.