Topic: And now, for something completely different...

Some Burmese designs

Only three ships in the entire navy.

Sri Ayuthia-class heavy cruiser (111 pts)
Hull: 20
HVP: 3
TR: 5, AV: 3
Primary: 4/d10(x2)
Secondary: 8/d6(x2)
Light: 16/d4(x1)
Equipment:
20 Fire Arrows
2 FACs
[Hull]  [Armour]  [Thrust]  [Primary]  [Secondary]  [Light Guns]
[1-11]  [12]  [13]  [14]  [15-16]  [17-20]
Q Hits inflicted on the 5th, 10th and 15th hull hit

Dhonburi-class light cruiser (23 pts)
Hull: 6
HVP: 2
TR: 7, AV: 1
Primary: 3/d6(x2)
Secondary: --
Light: 6/d4(x1)
Equipment:
6 Mine Factors
[Hull]  [Armour]  [Thrust]  [Primary]  [Secondary]  [Light Guns]
[1-8]  [9]  [10-14]  [15-16]  [--]  [17-20]
Q Hits inflicted on the 2nd and 4th hull hit

Sister ship: Chakri Naruebet

Nareusan-class FAC (7 pts)
TR: 10
Light: 1/d4(x1)
Torpedoes: 1/d6(x5)
2 MGs

Re: And now, for something completely different...

Burma has a 20 hull ship?   :shock:

I better start designing my central Ohio ships.  If Burma has an ether fleet, then Ohio State can't be far behind.

Re: And now, for something completely different...

Hopefully they bought the hull from someone else and refitted it to taste?  It's certainly a decent pocket battleship, for a country that might reasonably be suffering from dreadnaught envy.  smile

The designs themselves seem okay to me, not over the top in terms of cost or equipment or anything.  Not quite sure why they *need* an ether squadron, but whatever.  Foolish military expenditures are a very 1890's kind of thing.

Rich

Re: And now, for something completely different...

However, Im wrong about who they belong to. They belong to Thailand. I always get those two countries mixed up...

Quite a few of the designs are pocket battleships, which I try to base off the ships of the real name. Sri Ayuthia and Dhonburi were the largest warships in the Thai navy in WW2, carrying 4 8 inchers on a hull that really couldn't carry them. Same as the Gustav V and the Vainamoinen--oops, said too much...:D

Re: And now, for something completely different...

Okay, Thailand I could see with these.  And yes, I think you've "etherized" their historical pocket battleships quite nicely.

Shame the game doesn't have rules for oversized guns shaking a ship to pieces, really.  It should be even more of a problem in space...what's worse, a little water coming in, or all your air bleeding out?  smile

Rich

Re: And now, for something completely different...

Hah!

Maybe a rule saying that when all the guns fire at once, the ship loses a hull point? big_smile

Re: And now, for something completely different...

murtalianconfederacy wrote:

Hah!

Maybe a rule saying that when all the guns fire at once, the ship loses a hull point? big_smile

Something like that would make a neat addition to the ship design system.  Allow players to take flawed designs with built-in drawbacks in exchange for a reduction in cost.  I can think of examples, but what the cost (well, rebate) would be I'm not sure:

Overgunned - Every time the ship fires a Keel Bombard or more than 1/2 of its Primaries in one turn, it suffers a x1 damage roll (d20) as it shakes itself to pieces.  Reduce OR contribution of Keel Bombards and Primaries by ?

Clumsy - Ship makes turns as though it were the next size category larger.  Not available for VL hulls.  Reduce DR by ?

Poor Turret Layout - Ship can never fire more than 1/2 of its Primaries at a single target.  Reduce OR contribution of Primaries by ?

Poor Tube Layout - Ship can fire only 1/2 or its Torpedoes in a single turn.  Reduce OR contribution of Torpedoes by ?

Vulnerable Gun Mounts - Some or all of the ship's guns are vulnerable to magazine flashbacks.  Any damage scored against an affected gun wrecks that mount *and* triggers another (d20) damage roll...which can destroy another Vulnerable gun and trigger another damage roll, ad infinitum.  Reduces DR by ?  Or maybe OR contribution of the chosen gun(s)?

Good way to add a little more character, and to reflect the often-shoddy nature of experimental naval architecture.

Rich

Re: And now, for something completely different...

Could work...

I have no idea as to costing, but I think just minor changes would be the best option. Something to make the ship cost slightly less, but not too excessive.

Re: And now, for something completely different...

hundvig wrote:

Overgunned - Every time the ship fires a Keel Bombard or more than 1/2 of its Primaries in one turn, it suffers a x1 damage roll (d20) as it shakes itself to pieces.  Reduce OR contribution of Keel Bombards and Primaries by ?

Maybe weapons' OR x0.75?

Clumsy - Ship makes turns as though it were the next size category larger.  Not available for VL hulls.  Reduce DR by ?

DR x0.77

Poor Turret Layout - Ship can never fire more than 1/2 of its Primaries at a single target.  Reduce OR contribution of Primaries by ?

Primaries OR x0.67

Poor Tube Layout - Ship can fire only 1/2 or its Torpedoes in a single turn.  Reduce OR contribution of Torpedoes by ?

Don't know that this would really have an impact...

Vulnerable Gun Mounts - Some or all of the ship's guns are vulnerable to magazine flashbacks.  Any damage scored against an affected gun wrecks that mount *and* triggers another (d20) damage roll...which can destroy another Vulnerable gun and trigger another damage roll, ad infinitum.  Reduces DR by ?  Or maybe OR contribution of the chosen gun(s)?

This would depend upon the percent chance of rolling the affected guns on the damage track. i.e., if the guns come up 5 of 20 times, then the DR should be reduced by 20/25.

Good way to add a little more character, and to reflect the often-shoddy nature of experimental naval architecture.

I like the idea... any more suggestions?

Also, would these be chosen by the designer, or might they be tied to certain design choices -- i.e., perhaps the "overgunned" flaw shows up if you have more than X weapons on a size Y ship...

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: And now, for something completely different...

I'd go with them as "chosen by the designer" rather than as an innate aspect of certain combos of weapons and hull size.  That way you can differentiate between a more advanced power that *can* build (for ex) a heavily-gunned ship that works properly, and a second-rate navy that just slaps on the biggest guns it can get without allowing for the side effects.

The numbers you cited sound good to me, but I'm not a pro game designer so what do I know?  smile  Doesn't sound like any of them should produce huge changes in cost, which is as it should be.

You really think restricting torp launch rate is a non-factor?  Our torpedo boats/destroyers always seem to empty their tubes all at once around here, on the assumption that they won't live long enough to get two chances at a good salvo.  Maybe that's just our play style, though.

Rich

Re: And now, for something completely different...

hundvig wrote:

You really think restricting torp launch rate is a non-factor?  Our torpedo boats/destroyers always seem to empty their tubes all at once around here, on the assumption that they won't live long enough to get two chances at a good salvo.  Maybe that's just our play style, though.

Perhaps "non-factor" is an overstatement, but I don't know quite how to quantify it.

Which, in practice, is the same thing. big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: And now, for something completely different...

cricket wrote:
hundvig wrote:

You really think restricting torp launch rate is a non-factor?  Our torpedo boats/destroyers always seem to empty their tubes all at once around here, on the assumption that they won't live long enough to get two chances at a good salvo.  Maybe that's just our play style, though.

Perhaps "non-factor" is an overstatement, but I don't know quite how to quantify it.

Which, in practice, is the same thing. big_smile

Fair enough.  Not that cool an idea anyway.

Thought of more, in a related theme:

Built By Low-Bid Contractor - Increases damage chart "spread" of Hull hits by 50%.  Dan only knows what that does to your DR.

Poor Engine Shielding - Increases damage chart "spread" for Engine hits by 50%.  Same comment applies.

and an alternate idea for Vulnerable Gun Mounts that requires less math - Increases damage chart "spread" for Primary Batteries by 50%.  Changes OR, probably?  Probably not appropriate for Secondaries or Light Guns, since it would actually help shield your Hull quite a bit for very little.

Alternately (and more simply) you could just have any damage to a "vulnerable" location double (or triple?), but you'd have to stick in restrictions so that (for ex) one-hull ships can't claim a discount for taking double hull damage.  No cheese need apply.

Say, should we start a new thread for this, and leave the poor Burmese...err, Thais in peace?  smile

Rich

Re: And now, for something completely different...

Yes, please, the Thais are getting upset...:D

Re: And now, for something completely different...

Just to be pedantic, there is no Thailand circa 1910's- It's called Siam.  :wink:

-Will

Re: And now, for something completely different...

Pedantic? You? Thats unusual...:D