- No record keeping on paper for ship damage
- No detailed 'critical hits'
- No marginal ship types
- No penetration tables
- No detailed weapon types
- High level generic ship types
- Single d6 driven combat
- Use of markers for damage
- 'Combat Power' being reflected by defensive and offensive capabilities
- Hex based - easier to use!
The generic types of ship I am considering using are as follows (these are for the period 1890 to 1918 - I have yet to consider aircraft):
Gunfire will use a single d6 and currently I am considering assigning hits based on the score by which a ships defensive combat power is beaten. When a ship has sustained damage markers equal to its defensive Combat Power then it is sunk and removed from play. At the present time I am considering having the firing ship take its offensive combat power, deduct the target ships defensive combat power to give a d6 modifier to be added or subtracted to or from the roll of a d6. The modified roll determines the scale, if any, of the damage inflicted. This means that a top drawer dreadnought (say for example with an offensive combat power of 10) would be expected to make short work of an old pre dreadnought (as an example with a defensive combat power of 5) as, all things being equal, it starts with a whopping +5 modifier to the roll of a d6. The higher the firing ship can score; the more damage it can inflict. I will include a selection of d6 modifiers for such things as range etc as well as some firing prohibitions. Damage effects will be very simply handled - for each hit sustained a ship has its Combat Powers reduced by one starting with the largest number - when this reaches the same level as another category then that will also be reduced each time a hit is scored.
For example, a dreadnought (HMS Unlikely) has a defensive combat power of 9 and an offensive combat power of the same amount with a secondary power of 4 and a speed of three. It has sustained 3 hits which means that the offensive power is now 6 (as is the defensive power as this was the same number) and the secondary power is untouched. It then receives a real clobbering and suffers a further three hits. This takes the main offensive and defensive power to 3 and so the secondary batteries and speed are now also included in the reduction. A further hit (bearing in mind the ship has a speed of three) will reduce all capabilities by one.
Movement will be alternate and firing simultaneous with speeds up to 6 hexes and gun ranges up to 8. I intend restricting turning for all except destroyers which will hopefully allow them to last longer than is usual in most naval games!
I will include initiative and rules for weather and night combat but I suppose the most important thing is to ensure that the end result stays true to the spirit of Morschauser's original concepts as far as possible - although to the best of my knowledge he never designed a set of naval rules.
Funnily enough, much of what I have written previously with my earlier sets - especially the factors used - can be readily dropped into this set as the only real difference is in the combat system which will be a whole lot simpler.
I have the basic ideas for this already 'scoped' and so will probably be in a position to run a first play test fairly soon. I will of course post the results and I am hoping that when ready, this rule concept will enable me to undertake all of those pet projects I have had lurking in the 'to do' list.
Third time lucky then....;-)