GF3 Critical hits

Naval warfare from 1890 through 1940

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buffrockjaw
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GF3 Critical hits

Postby buffrockjaw » Thu Oct 01, 2015 1:56 am

Do FIRE and FLOOD markers stack? It says to ignore if there is already a FIRE and/or FLOOD marker, but it implies there could be more than one marker in effect.

mj12games
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Re: GF3 Critical hits

Postby mj12games » Tue Oct 06, 2015 8:18 pm

No. If you roll a FIRE or FLOOD critical hit, and the ship already has the associated marker, ignore the result.
Daniel Kast
Majestic Twelve Games
www.mj12games.com

Wilf
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Re: GF3 Critical hits

Postby Wilf » Thu Apr 07, 2016 12:54 pm

Hi,

I have a couple of questions regarding damage & criticals that came up during a game the other night.

Using the Alternative Damage resolution system as per the new supplements, how does one account for torpedo damage?
I stuck a ship with one torpedo resulting in a loss of enough hull boxes to trigger a damage check.
Reviewing the damage options (being mostly gun-related) don't seem to chime with a below waterline hit?
Would the damage resolution be applied normally, justifying a loss of weapon system caused by below the waterline damage (magazine supply/turret/mechanism damage etc.)
Ignore the gun-related hits, so only a 5 or 6 for torpedo & speed-related damage?
Revert to the original method?
Ignore, as the torpedo re-roll of natural sixes abstract critical damage?

When the Alternative Damage critical/s are rolled, does one also apply the doubled/trebled result for the accumulated damage as well as the critical damage? I housed ruled the critical took precedence, as both together seemed an overkill and thematically didn't correlate, i.e. gun battery damage with a bridge or engine hit.

Cheers!
Wilf

mj12games
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Re: GF3 Critical hits

Postby mj12games » Thu Apr 07, 2016 2:50 pm

The damage checks are meant to simulate the effects of the accumulation of damage over the course of the game; you shouldn't perceive that the gun damage and/or critical hit results are the consequence of any single event.

That being said, if the only damage inflicted was due to a torpedo, and the first damage check results in the loss of the main gun turrets, I can see it might cause some mental jarring. :)

As the rules are currently written, I'd encourage you to go with "justifying a loss of weapon system caused by below the waterline damage (magazine supply/turret/mechanism damage etc.)". But I'm open to discussion on house rules to more accurately distinguish between gun/torpedo/bomb damage.

Also, the critical hits are applied in addition to the "normal" results of the double/triple dice.
Daniel Kast
Majestic Twelve Games
www.mj12games.com

Wilf
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Re: GF3 Critical hits

Postby Wilf » Fri Apr 08, 2016 11:54 am

Daniel,
Thanks for the clarifications, which shall apply from the next game.
Cheers,
Wilf


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