[Consim-l] GWAS Med: The spilling of the ink!

Mike NotSpecified blockhead at bresnan.net
Wed Nov 25 18:50:40 EST 2009


Hey thanks for the comments Pat!

I pulled out the Dreadnaughts rules, it reduces the second ship firing at a 
given target by 25%, the 3rd ship 50%, etc.

It will be interesting to see how APL sqaures up all these rules with the next 
edition rulebook which is suppossed to cover both GWAS and SWWAS.


On Thu, 26 Nov 2009 12:03:40 -0600
  "Pat Collins" <tippecanoe8 at sbcglobal.net> wrote:
>> loses speed to "1 Slow".  All of the ships in this action are rated as "1" 
>> for speed, one level better than "1s" so the Italians are immediately 
>> disabused of their hope of holding the Austrians at range 3, to move away 
>> now would be to abandon BB CAIO DUILIO, .
> 
> Its always interesting how one's original plan needs to be altered when a 
>key ship is hit, or one is
> damaged and you need to maneuver around it.
> 
> 
>> This puts two more of their ships within torpedo range of BB CAIO DUILIO, 
>> , but they decline to waste their torpedoes on the obviously crippled 
>> wreck.  This decision was later harshly criticized
> 
> Well, we ALL think of better things to do when the game is over :)
> 
>> attracts a lot of attention, but to the consternation of the Italians 
>> their shells are very evenly distributed over the Austrian ship and while 
>> she is
> 
> Yes, its very hard to see a lot of hits on a ship, and you miss where you 
>really NEED to hit.
> 
>> My understanding is that it was very difficult to spot the fire of shot 
>> when more than one or two of your ships engaged the same target, and it 
>> wasn't a great idea to ignore some of the enemies ships and let them line 
>> up their shots in the comparative security of not being targeted recently. 
>> The game provides no penalty for massing fire against one target, not any 
>> bonus for firing while unengaged.  In
> 
> You know, I was going to write that it DOES have such penalties, when I 
>decided to check
> the orignal vs current GWAS rules.
> 
> Upon further review.....  it seems that SWWAS  rules DO have a penalty for 
>more than one ship firing
> at a ship. You cut in half the added factors firing after the first ship. 
>But not GWAS.
> 
> Also, in SWWAS dead in the water ships can't fire, this does not apply in 
>GWAS.
> 
> It pays to check the rules, on occasion.....
> 
>> this instance I limited both sides to never having more than 2 ships 
>> engage a given target in any gunfire round, but I didn't award a firing 
>> bonus for unengaged ships.  Something to think about for next time.
> 
> I am not sure I would agree with a bonus for unengaged ships, but certainly 
>I like the 50%
> cut after the first ship of SWWAS.
> 
>> There are four gunnery impulses per round, so that's 520 dice per round, 
>> and there are four full rounds in the game.  That's a lot of wristage!
> 
> That's true, and by design. It seems that youger kids like to roll buckets
> of dice.
> 
>> But I'm not finding that to be true.  This little battle took a good 3 
>> hours with all that die rolling, even though I followed the advice to use 
>> multiple sets of colored dice so I could roll the different gun classes 
>> and even provisional damage results in the same throw.
> 
> True, but of course, how fast would you have resolved that size battle in 
>another system?
> 
> And you hit on the key appeal, resolving battles in context of a operational 
>setting.
> 
> Regards, Pat
> Last Played: Strike South, In their Quiet Fields II, Eutaw Springs
> 



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