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Subject: Does Spread = Target? rss

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Bret Hekking
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Acton
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Sitrep:
My sub has 2 Mk 10's and 2 standard torpedoes Ready. I have a juicy target in sight, but I can't mix torpedo types in one Spread. (rule states: "Mk 10
torpedoes cannot be used in the same Torpedo Spread as normal or Mk 27 torpedoes.")

Can I fire 2 Spreads at the same target, or is there a 1 Spread per target implication? I can't find a rule about it.

If allowed, it would enable you to fire multiple Spreads of 2 torpedoes at a target, possibly improving your dud chances.
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Dan Beckler
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brethekking wrote:
Sitrep:
My sub has 2 Mk 10's and 2 standard torpedoes Ready. I have a juicy target in sight, but I can't mix torpedo types in one Spread. (rule states: "Mk 10
torpedoes cannot be used in the same Torpedo Spread as normal or Mk 27 torpedoes.")

Can I fire 2 Spreads at the same target, or is there a 1 Spread per target implication? I can't find a rule about it.

If allowed, it would enable you to fire multiple Spreads of 2 torpedoes at a target, possibly improving your dud chances.


Re-reading through the rules, I don't see where this is prohibited. So it looks like you could fire 4 single torpedoes at the same target, fire 2 spreads of 2 at the same target, or a 4-torpedo spread at the target, or any such permutation... the main difference is that singles don't get a spread bonus.
 
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Bret Hekking
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Yeah, I'll give it a try and see what happens.

Another thought: if the Dud rules applied to individual torpedoes (as in Silent Victory: U.S. Submarines in the Pacific, 1941-45), then you'd be free to mix & match anything in a single Spread and this wouldn't be a question.

Sometimes I get the feeling that this game didn't get a ton of play testing...
 
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Ernie Olsen
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brethekking wrote:

Sometimes I get the feeling that this game didn't get a ton of play testing...


It's not so much a lack of testing as it is a lack of clarity of the rules. The rules tell you what is permitted, but don't tell you what is forbidden, so there are a lot of. "Is this permitted"' questions.

My rule of thumb is, house-rule it if you have to, and if it makes the game better for you, keep the rule. In a solitaire game you are the only person you have to please.

I, for one, prefer the optional DVG torpedo rules where every salvo only gets one die roll (skip the dud rule with this, cause you'll get plenty of bad rolls as it is).

I'm ok with getting creative. In addition to "deep dive", I allow the use of "silent running" when attacked. Rather than deep dive, you can attempt to become un-detected by rolling against your evasion rating. If successful you evade the attack (but take the mandatory stress), but the kicker is that if there's more than one escort the next escort immediately tries to re-detect you and attack. My rationale is that it simulates the fact that escorts often lost contact during an attack because the depth charges disturbed the water. I find the game is better for me with more tactical choices.
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