Okay all, I really like that we're getting some discussion on this.
As Dan will tell you, I've been bugging him for a fleet level game ever since Grand Fleets first came out. A few months ago, he and I actually put together some skeleton ideas for a fleet level game. I certainly don't want to stop any ideas from coming in, but let me discuss what we've come up with to this point.
Here's a link to a few sample ship cards that I've put together.
http://mj12games.com/samples.png
While the data generation may change a little, I'd like to head in the general direction we've started.
So here's how to interpret the card.
Spd: The first number is the undamaged movement point allowance (in hexes), while the number after the slash is the damaged movement point allowance.
Arm: The armor rating of the ship.
Torp: This multi-value shows the number of torpedo dice, the number of torpedo salvos (shots), and the range they can be fired at.
Hull: The boxes before the slash show the number of hits a ship can take before it becomes damaged. The number of boxes after the slash show how many hits a damaged ship can take before it sinks.
Weapons: Each weapon entry will have a gun type, range, penetration value, and five columns of gun dice.
Gun type: Probably self-explanatory.
Range: The number before the slash shows close range (in hexes), while the number after the slash shows long range.
Penetration: The penetration is the gun's ability to penetrate armor, and is compared to the armor value of a target.
Gun Dice: Each gun dice column shows a number of dice that are rolled when a weapon is fired. Assuming no modifiers, the left-most column is used. Positive modifiers will shift the column used to the left, while negative modifiers will shift the column used to the right.
Superscripts: You may have noticed the superscripts on a few of the values. For now, I'm seeing those as optional. But for those who like a little more detail, here's what they mean:
P: This indicates plunging fire capability at long range, and it lowers the target's effective armor value by one.
WT: This indicates wing (turret) gun positions. The ship incurs a -2 column shift when firing to port or starboard.
CL: This indicates centerline turrets. No penalty is incurred when firing to port or starboard, but a -3 column shift is incurred when firing fore or aft (normally a -2 penalty).
GUNFIRE RESOLUTION
The indicated number of dice (d6) in the first (left) gun dice column are rolled, with each result of 5 or 6 scoring a damaging hit on the target.
Here are the proposed modifiers for gunfire.
Each modifier is either a positive shift (left), or a negative shift (right)
PEN < Armor = -1 per level less than
Long Range = -1
Forward/Aft Arc = -2 (Starmada G & L arcs)
Target Speed 0-1 = +1
Target Speed 2-3 = 0
Target Speed 4+ = -1
Target Size 1-4 = -1
Target Size 5-10 = 0
Target Size 11-18 = +1
Out of command = -1
The following are the proposed armor modifications:
Plunging Fire = -1 to Armor (not cumulative with the end armor penalty)
End Armor = -1 to Armor (not cumulative with the plunging armor penalty)
Okay, now having said all of that, here's an example of how gunfire resolution works.
The Konig and Malaya are six hexes away from each other, each moving at speed three, and in each other's broadside arc. Combat is resolved simultaneously. The players decide to resolve Konig's gunfire first.
Konig begins with (9) 12” dice. The 12” guns have a penetration of 4, with the Malaya having an armor value of 4. Therefore, there is no column shift.
However, the 12” guns are at long range. That results in a one column shift to the right, giving Konig (7) 12” dice. The roll results in one 6 and one 5, causing two hull damage.
Next, Konig has (3) 6” dice. The 6” guns have a penetration of 1, which would normally result in a three column shift (pen 1 versus armor 4). The 6” guns are at long range, however, which allows them to plunge fire, decreasing the Malaya's armor value by one. This results in only a otwo column shift due to penetration.
Because they are at long range, another one column shift is applied, which gives a net three column shift. This gives Konig (1) 6” dice, which is rolled and misses.
Konig's light guns are out of range.
The Malaya's gunfire will be resolved after lunch.
Okay, now it's time for the Malaya. As Dan is rolling for Malaya, all dice come up either a one or two, and so all gunfire is ineffective.
Just kidding, of course. But I have seen him roll dice.
Malaya begins with (10) 15” dice. The 15” guns have a penetration of 5, with the Konig having an armor value of 5. The 15” guns are at long range, though, and can plunge fire, which reduces Konig's armor value by one. This results in no shift due to penetration. Because they are at long range there is a one column shift due to range. This results in a net one column shift, giving Malaya (8 ) 15” dice. The roll results in one five, which causes one hull point of damage.
Next, Malaya has (3) 6” dice. The 6” guns have a penetration of 1, which would normally result in a four column shift (pen 1 versus armor 5). The 6” guns are at long range and can plunge fire, which again reduces Konig's armor value by one. This results in a three column shift due to penetration.
But again because they are at long range there is a one column shift due to range. This results in a net four column shift, giving Malaya (1) 6” dice. The roll results in a miss.
Malaya's light guns are out of range.
So there's an example of the proposed gunfire mechanic.
Too complex or fiddly for a fleet level game?
Any thoughts?
Kevin