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May 6, 2019 at 6:02 pm #161279
Blipvert
Participant1. The original points were 25/75/100. With the new base of 65 they should be 65/135/155 as it’s a Large ship.
2. Agreed. Either a typo or math error. Would like to get clarification.
3. Both the stat line and card say Small. But it’s half the size of Small PT boats. But to be fair, even the Japanese suicide boats are even smaller. It’s just that the fleet box they came in provided tiny wake markers. Possibly a mispack?
4. Top of page 97 says all boats and ships, except tiny, have 2 MGs for free. Based on that and the stat lines I’m getting the Higgins with 4 and the Elco with 2.
Side note: The LCM 3 has 2 MGs listed on the stat card but not there rulebook entry this arguing those are free MGs. This argues they should be Small as Tiny don’t get free MGs.
May 6, 2019 at 1:44 am #161208Blipvert
ParticipantUpdated my rules with the latest errata and a few more questions came up.
1. The US LCI(L) is now 65 points. How much is the vessel with an inexperienced crew? Is it 65? How much is the vessel with a veteran crew? Is it 140?
I ask because the initial points costs on the card are seriously out of line.2. USN Sub Chaser is listed as 115 (170). The optional rockets add +60 points. Shouldn’t the cost be 115 (175)?
3. US LCM 3 landing craft is listed as Small. Shouldn’t it be Tiny? The fleet box they came in had tiny wake markers and none of the other vessels use them. They are also dramatically smaller than the Small PT boats.
4. All US PT boats (Higgins and Elco) have 4 MGs listed on their cards.
A. Shouldn’t the Higgins have 4 (the 2 listed in the stat line plus the 2 free ones)?
B. And shouldn’t the Elco have just 2 MGs? (Just the 2 free ones).
January 2, 2019 at 12:40 am #152659Blipvert
ParticipantElcee, I agree.
December 31, 2018 at 11:15 pm #152645Blipvert
ParticipantGeorge, that’s the issue. My tramp steamer moving at full speed, a dramatically bigger vessel, is -2 while my bouncing cork of a PT boat moving at twice the speed, but still not full speed, is minus nothing?
December 31, 2018 at 7:00 pm #152639Blipvert
ParticipantLarger caliber guns produce plumes that can aid in targeting.
Can you fire those weapons first, so the rest of the weapons on the same boat can potentially benefit? Or is all shooting simultaneous?
If you are shooting and your vessel is at Full Speed (a -1 modifier) and it’s over 30cm (a -2 modifier), do both modifiers apply? Or only just one? I’ve heard arguments both ways.
In the meantime, what I’m painting today.
December 30, 2018 at 1:01 pm #152586Blipvert
ParticipantI can’t answer to the technical issues, I lack that level of knowledge. I know that range finding via observing splashes was done for the bigger ships. And I know machine gunners walk their rounds up onto a target to range in. But neither answers the rules question.
December 28, 2018 at 3:44 pm #152553Blipvert
ParticipantTroy Hill, your argument makes sense except shooting isn’t actually simultaneous as you can shoot at each point you can turn.
So you can move, have the opportunity to turn, fire, then continue moving and have the opportunity to fire. Now, you can only fire each weapon once per activation but firing isn’t simultaneous. While this does allow weapons to fire when that battery is with arc, it changes the dynamic.
So your 37mm with a 360 degree arc fires first, missed, thus adding a plume marker, and you then move, now unmasking your 270 degree arc 20mm, can it now benefit from the plume marker? By your definition it can’t. But by the rules clearly allow weapons to fire in turn as the guns come into a firing position.
“In the real world” arguments don’t translate well to games. You give up degrees of authenticity depending on the level of detail you want. Too many plume markers become a negative negative, a point not addressed as the maximum number of plumes is 3. Beaufighters armed with torpedoes? No.
Troy Hill, your point about portability is spot on. I played with two different groups in the same weekend and got two different arguments. Each argument on its own was sound, hence my questions.
December 28, 2018 at 12:33 am #152530Blipvert
ParticipantDr Dave and Invisible Officer, your questions are fidelity of simulation questions.
I’m asking a rules question.
Paul G Overend, one argument against your position is that the rest of the modifiers are either/or. You are either slow or stationary. You either are a veteran or inexperienced crew.
The one example I cited is, I think, the only one where two separate conditions can exist at the same time.
From a logic standpoint, I find it hard to believe my full speed tramp steamer moving at 12CM is a -2 while my nippy torpedo boat hauls ass at 24CM, while in Combat speed, has no modifiers.
This may be intentional to keep vessels from moving at full speed all the time or just to give the torpedo boats a chance to avoid being hit by bigger, slower, vessels.
December 20, 2018 at 4:23 am #152218Blipvert
ParticipantNope, you’re not missing anything. There’s no chart.
October 29, 2018 at 9:23 pm #149289Blipvert
ParticipantI’m sorry, your statement isn’t very clear.
Which pilot is playing the card? The ace who’s skill provide the card? Or the pilot making the attack?
In Set them Up, the Ace is setting up another pilot for a good shot. The Ace must be in range of the pilot doing the shooting but the Ace has no part in the attack.
October 29, 2018 at 12:19 am #149237Blipvert
ParticipantArmies of Imperial Japan, suicide anti-tank team. The rule says if the model makes contact with the tank then
“immediately resolve a hit against the vehicle with a Penetration of +8.”Does “resolve a bit” mean:
A. It automatically hits so you are just rolling for damage
or
B. Roll to hit and then roll to damage
I think A as it says resolve a “hit” not roll to hit.
There doesn’t seem to be any official answer. It’s certainly not in the FAQ.
October 29, 2018 at 12:02 am #149236Blipvert
ParticipantIf an ace uses the Set them Up card, who’s pilot skill is used to return the card to the deck, the pilot that shot or the ace that provided the card?
Also, I still don’t understand tailing. Is there any requirement that the arrow point directly at the target’s stem? Because the rules don’t actually say that.
July 2, 2018 at 1:01 pm #140249Blipvert
ParticipantIs this an RPG or a skirmish game?
May 29, 2018 at 4:06 am #136462Blipvert
ParticipantThe rest of the tailing rules are:
Tailing reduces the enemy plane to a Disadvantaged state immediately. There is no ongoing effect from tailing, and it only comes into play when a plane ends it move and before it takes its pilot action (so you cannot Climb for Advantage and then claim a tailing position).
A plane can only claim to be tailing one enemy plane per turn.
Tailing is most commonly used to set up an immediate shooting attack.
A plane cannot claim to be tailing an enemy if it is Disadvantaged* itself, or if it is in the front arc of a Neutral or Advantaged enemy plane within 6”. We call this “The Wingman Effect.”No where does it say the direction arrow must point at the target’s stem.
May 29, 2018 at 1:24 am #136459Blipvert
ParticipantThe tailing rule:
A plane counts as tailing an enemy when it finishes its movement with its facing arrow pointing directly towards the rear arc of an enemy plane, and within the range templateʼs length.
Several videos indicated that there is an additional requirement; specifically that the attacker’s direction arrow points directly at the targets stem.
Which is correct?
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