Christian Sorensen

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  • #184274
    Christian Sorensen
    Participant

    Whilst everyone will have (and will be entitled to) their point of view about the aesthetics and practicality of these bases, I for one am a big fan of them!

    I am currently using two different paint schemas for these, one a Mediterranean with a sea-green wash and blue-green waves, the other more dark-blue to represent the waters of the Home Fleet (and Northern Pacific). Perhaps I will do yet another for South Pacific! All of my friends seem to have a slightly different take on how they want their waves to look, and I believe that this enhances the overall aesthetics of the game.

    By producing models that are a clear “cut above” the quality of most previous offerings in this scale Warlord has created solid reasons to buy their models to play a game that is frankly scale agnostic. I like how their models look on the table-top in fleets opposing each other, and that the playability of the game as a whole will keep us engaged in building up the fleets from their Starter Box origins.

    This is not to say I am opposed to “bulking out” my fleets with 3D printed models and such using home-made bases, it is just that if Warlord consistently produces additional models to their current high standards they will have a ready market for their product here!

    #184049
    Christian Sorensen
    Participant

    IJN Aircraft Box: 1 x Nakajima G8N “Rita”, 4 x Mitsubishi A5M4 “Claude” fighters, 4 Yokosuka MXY-7 “Ohka” Kamikaze.

    #183489
    Christian Sorensen
    Participant

    Fighter attack rolls are not modified.  Not by range, not by beam, not by target speed, not by torpedo.  I know that doesn’t realistically represent tactics such as torpdos going for the beam, and dive bombers flying down the length of the ship.

    Thanks, for whatever its worth perhaps the designers simply figured that the aircraft would always be using the “best approach” for their final attack and that given the game scale, trying to model that on the board wouldn’t make sense.

    The real concern with the Evade! order of course isn’t whether it hurts the evading ship’s AA, its whether it works against aircraft, period!!

    How did you folks play that?

    Thanks, Christian

    #183422
    Christian Sorensen
    Participant

    It would be good to know how the designers and playtesters have resolved these issues, eh?

    #183414
    Christian Sorensen
    Participant

    I’m asking how the game is actually played, and Eumerin’s explanation of how it works for AA fire is certainly plausible and consistent with a reading of the rules.

    However, for Aircraft attacking ships, I see no written rationale for using all of the page 8 modifiers EXCEPT that for torpedoes!  I’d think it would be all or nothing, and then we could debate what happens with the range modifiers!  FWIW, if all of the table is used, a torpedo bomber flight attacking the flank of a non-destroyer would need 5 to hit (original 5 -1 for point blank -1 for side +2 for torpedo).

    And there is still the question of what happens when the ship target is Evading, as the rules for that order say “all enemy Attack Dice which successfully hit this ship this turn must be re-rolled.”   I suppose it might be possible to argue that resolving an attack with Aircraft does not involve rolling Attack Dice, but that seems a little too lawyerly for a set of abridged rules.  Hence my curiousity about what is in the main rules, and how this is intended to be played!

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