cricket wrote:Is losing a turret the only critical hit consequence? (Not a criticism -- just making sure I understand.)
Hi,
As described in the post above, losing a main turret and the associated number of gun dice is the only CH consequence for BB and German BC.
All other ship types roll 1D10 again if a critical hit is scored; on a roll of 10, the ship suffers a magazine explosion and blows up; otherwise the CH is the reduction of a target.
This is kept deliberately simple in the sprit of the GA system, but lets us simulate the design flaws of British BC up until the battle of Jutland, and also allows for turrets being knocked out and so on for some "flavour". We played with other CH options but it just slowed the game down too much with lots of ships... so we settled on turret destroyed or ship blows up as our only options so far.
We are experimenting with 2 ways of showing this on the tabletop. The first is a top-down deck diagram of each ship with hull boxes underneath and the gun tables for each ship. The gun dice value of each turret is recorded on the turret in the picture. As a turret is destroyed it is crossed out and the recorded gun dice are lost.
Our second method is to place the damage next to our ship models on the table-top. As hull points are destroyed, a counter with that number showing is placed next to the damaged ship. When the ship is crippled a smoke and fire stand is placed next to the ship to reflect this damaged state. As a turret is destroyed, a counter is placed showing this as well. This is placed on the model's stand so it moves with the ships. We have been using old damage counters from Avalon Hill naval games - the X counter is used for turret hits and the damaged counters are used for hull hits.
All in all, a good bit of fun