RichC

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 46 total)
  • Author
    Posts
  • #165562
    RichC
    Member

    Hi George
    yes correct

    No shooting this activation‘ – if it has already activated and done its shooting then you don’t lose out – it’s up to your opponent to try and get the hit in before your ship activates to get the maximum out of this result. The ship can still carry out the normal movement in this turn of activation but potentially not the next – depending on the skill check.

    The intent is that this shows the confusion during the period of the critical effect.

    If you failed the skill check then you are correct – no firing as no orders can be given.

    In your example then Turn 5 indeed reverts to normal.

    #164685
    RichC
    Member

    2 FREE MG’s are in addition to any marked or listed on their cards.

    Some of the ships being released are actually a specific class/type/mark that differed from the main/generic used in the original rulebook, hence different stats on their data cards.

    I believe the plan in the future will be to release a PDF for each fleet with a clear update on each specific ship alongside the generic vessels.

    #163512
    RichC
    Member

    Historically, we believe the LC could have been fitted with either the 2pdr or Oerlikon – the model will only come with the one option of the Oerlikon.

    #163220
    RichC
    Member

    Sorry Kegan but I can’t give you an answer on the ETA. We want to have models for everything in the book and we want to have data cards for each ship as well. We just have to wait for Studio time now.

    #161683
    RichC
    Member

    Hi Nat

    A good question to prompt discussion.

    From my point of view, I would love to engage more with anything Italian Campaign wise.
    But…
    As a manufacturer, the bottom line is we require income and as a result, have ranges based on what is ‘believed’ to be the most likely to bring in said income.
    This ‘belief’ is based on peoples own experiences (those who make the design choices), what is (not) taught history wise in schools and the theatres our customer base is ‘believed’ to most likely know about and therefore most likely to buy into.

    Rightly or wrongly it means our great range of mini’s grow based on these facts and most European or States-based companies marketing will, therefore, be grounded in Europe

    #159969
    RichC
    Member

    Bill McGill is spot on
    Remember that the 3 speeds are set. Something that can do a full speed of 27 knots (CM) must move at 9 cm slow, 18 combat, 27 fast. You cannot do less than 9 cm or 18 or 27

    #157180
    RichC
    Member

    Torpedoes cause 16D6 damage – any 6’s rolled do not cause critical hits. instead, add up the total of the 16 D6 then reroll any dice that were natural 6’s, add this result as further damage (again no criticals)

    Devastating!

    #157163
    RichC
    Member

    Answer yes, you must move the full distance.
    You can choose to make one turn at the end of each full third of movement you use.
    I.e. a Vosper travelling at a full speed must move the full 36 cm.
    This Vosper may make a (Red) 45-degree turn once it moves 12 cm. A second turn can be made at 24 cm and the last turn once it completes its last 12cm of movement (36 cm).

    Cheers 🙂

    #155689
    RichC
    Member

    It is indeed 1/350th scale, we’re changing the text and picture now! Thanks 🙂

    #153920
    RichC
    Member

    Hi Richard

    Glad you & your son enjoyed it – firstly, we have no problem with you changing it to work better for you. It’s great when we hear people are playing it and doing just that.

    Secondly – the Vosper doing combat speed gets no penalty applied to it when it shoots at something whilst doing combat speed [26knts].

    another scenario example might be:

    An E-boat is the target from a big gun on a merchant – (assume it’s in normal range) 5 base to hit, -2 for inexperienced crew [3], -2 as merchant is at full speed [1], -1 as the e-boat is doing over 24cm = [0] i.e. the merchant cannot hit the E-boat.

    The Merchant is now the target of the E-boat – (assume it’s in normal range) 5 base to hit, regular crew [5], -2 as E-boat is at full speed [3] plus a further -1 as it is travelling over 30cm [2], no modifier for target speed (merchant does 15knots) [2], +1 for target size (Large) = [3] i.e. the E-boat needs a 3 or less on the D10 to hit the Merchant

    Hope that helps. RichC

    #153735
    RichC
    Member

    Hi There

    There are no specific hights that these three advantage states apply to. It’s all about the relationship between the aircraft in combat and how their pilots find themselves at any given time.
    We’ll look forward to seeing your house rules though when you’re ready 😉

    #153639
    RichC
    Member

    Thank you John for your notes, great to hear you’re making the most of it in the club 🙂

    Please contact our Customer service and inform them of which store you bought from – the wakes were most definitely sent to all stores affected. The chaps will sort you out asap.

    The 10 pages of errata is a misnomer – it’s been done in this manner so that those affected can cut the info out and add them to their books.

    This was a quick reaction from our studio once the issue was found.

    Allied crews had a frustrating time with Torpedoes – the rules were written to reflect this reality. It’s a simple 3 step process – roll to hit (representing crews ability to look after and maintain this piece of weaponry), roll to see if it’s a dud (the majority were), roll for damage.
    If you’re happy with your club alternative then we are too 🙂

    The -1 for medium vessels (even though it states they can’t be hit by torps) is included on the torpedo chart to allow you as a group to decide on whether you want to allow this or not.
    It’s all about playing and enjoying each other’s company after all.

    Cheers

    #153630
    RichC
    Member

    Thank you for your valued input.

    Page 26 Weapon Types, explains this. The table bottom left gives you the info you need and is repeated in the quick reference table on page 103

    Cheers 🙂

    #153448
    RichC
    Member

    If you were moving at full speed you must slow in your next activation to Combat speed.

    If a ship ends touching the edge then in some scenarios it is effectively removed from the battle area immediately.
    You could, however, say with agreement from your opponent that if a ship ends it’s move with less than a quarter of the ship off the table then it is still in action.

    #153447
    RichC
    Member

    If you were moving at full speed you must slow in your next activation to Combat speed.

    If a ship ends touching the edge then in some scenarios it is effectively removed from the battle area immediately.
    You could, however, say with agreement from your opponent that if a ship ends it’s move with less than a quarter of the ship off the table then it is still in action.

Viewing 15 posts - 1 through 15 (of 46 total)