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Second World War at Sea» Forums » General

Subject: Variant tactical combat rss

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Nathaniel GOUSSET
France
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I was looking for less bloody variant and haven't a lot of success finding some.

Here is what I will try :

- Remove the +1 to hit large target.
- Primary gun factor cant be used to fire on DD/DE.

Comments ?
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Rodrigo Olagaray
Spain
Zaragoza
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Parece una buena idea. Así los DD,s propios tendrían un papel mas importante escoltando a los BB,s y estarían más activos durante el combate.

Yo añadiría +1 si un barco repite fuego sobre el mismo blanco que el impulso anterior.
 
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Jim S.
United States
CA, TX
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Hi Nathaniel,

I strongly suggest trying it without substitute damage (7.5) and excess damage (7.6). Those two rules lead to very bloody combat and in my view unrealistic loss rates, particular for light ships.

When doing so, though, I also recommend you do apply the disengagement rule (6.47), to avoid prolonged battles to the death. I'd further suggest only making the disengagement roll if both sides are at maximum sighting range, and also giving the player with the higher overall task force speed an addition +1 on their roll. While this rule does sometimes result in seemingly cheating a player with overwhelming force from an easy victory, there are historical precedents for this happening.

-Jim
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Jim S.
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Re: Variant tactical combat - transports
Forgot a key part of that variant:

For colliers, oilers and transports, any primary or secondary gunnery hits should be considered hull hits.

Otherwise transports become frustratingly difficult to kill (which doesn't feel right).

I tend not to apply this exception to AMCs, figuring they have some additional toughness being cleared for battle and with damage control parties on hand.

-Jim
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