- 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....;-)
Your ideas make a lot of sense, and are not dissimilar to my own tentative ideas ... so we are both thinking along similar lines.
I suspect that you will be ahead of me when it comes to developing a set of Morschauser-based naval wargame rules, but I hope that I am not too far behind you.
I look forward to comparing our ideas.
All the best,
Sounds like a plan! I hope to have a first draft cobbled together over the weekend (as mentioned, an awful lot of the spadework is already in place and can be used more or less as is) and I would like to be able to run a Black Sea based playtest fairly soon.
As your tentative ideas are running along similar lines to mine then that can only be a good thing and augers well for the future - I like to think that means that we must be doing something right!.
All the best,
Looks like you're well on your way - I agree with Bob that's there's a lot of good ideas in there. Looking forward to more.
Many thanks for the support! There is a lot of 'stuff' I already have ready in respect of ship specs etc from my previous rules efforts and I must admit I did smile to myself when I realised that much of it can be readily ported into the Portable set.
I hope to have the first draft ready soon with a view to playtesting as early as next weekend.
I will keep progress on this reported on the blog so lets see how it pans out.
All the best,
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