Ship requests

Naval warfare from 1890 through 1940

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Marauder
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Re: Ship requests

Postby Marauder » Thu Apr 07, 2011 8:43 pm

I believe you are correct in regards to subs engaging during a surface battle (as it would have been difficult to distinguish your own ships), but there was certainly lots of escort vs. subs during convoy raiding.

I realize its not really required for historic surface action scenarios - but it sure would be fun in pick-up games.

One way subs could be modeled is just as a "one shot" resource. You have them off the table, and then at some point you are allowed to bring them on to attack - rules for allowable placement based on enemy anti-sub ships would be key. If it survives that, then it takes its torp shots and disappears. Its much easier than tracking hidden movement for the whole game and constantly having to check for sonar etc.

mj12games
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Re: Ship requests

Postby mj12games » Thu Apr 07, 2011 9:06 pm

Marauder wrote:One way subs could be modeled is just as a "one shot" resource. You have them off the table, and then at some point you are allowed to bring them on to attack - rules for allowable placement based on enemy anti-sub ships would be key. If it survives that, then it takes its torp shots and disappears. Its much easier than tracking hidden movement for the whole game and constantly having to check for sonar etc.

I'm thinking this would work for air assets, as well.
Daniel Kast
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Marauder
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Re: Ship requests

Postby Marauder » Thu Apr 07, 2011 9:27 pm

cricket wrote:I'm thinking this would work for air assets, as well.


Yes, I think it would - especially for land-based aircraft - with carrier-based possibly having more than one sortie, or perhaps just a better way of controlling "when they show up".

-Tim

Marauder
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Re: Ship requests

Postby Marauder » Mon Apr 18, 2011 6:39 pm

Any further thoughts on this cricket? I think having 15 minute turns is actually a blessing for implementing aircraft. How was air handled in GF1 and what are the implications of AA values being WAY higher for WWII ships?

Another thought was that in GF2 torps automatically penetrate. This is probably okay for WWI, but for WWII its probably going to cause problems given all the torpedo bombers and the fact that many battleships had significant torpedo belts.

-Tim

von Klinkerhoffen
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Re: Ship requests

Postby von Klinkerhoffen » Wed Oct 26, 2011 6:27 pm

MadSeason wrote:I think pre-dreadnought (including RJW) would be interesting -- but WW2 would be far more popular. The pre-dreadnought would be easier to do with the existing rules, so might be a faster turn-around. But if you have rules modifications ready to go for GA, then WW2 is the obvious expansion.

Same goes for GF2, as well.


I'm with MadSeason on this one.
von Klinkerhoffen

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Whiteylegs
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Re: Ship requests

Postby Whiteylegs » Sat Nov 05, 2011 12:30 pm

Hi Dan,

Any news on a WWII Atlantic War supplement for Grand Admiral?

Also, how about releasing some German and Royal Navy ship stats for WWII, or at least some gun and penetration tables so that we can do the rest? 8-) In particular, since I am asking, how about stats for the Bismarck, Scharnhorst, Admiral Graf Spee and Prinz Eugen (please, pretty please)?????

Thanks for an awesome game system,

Whiteylegs


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