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Post by dandare on Feb 14, 2019 9:57:05 GMT
No- I've stopped. I think 27 vessels is quite enough.........
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Post by Zhao Zilong on Feb 14, 2019 13:49:32 GMT
But 30 would make more sense - and a Destroyer would be a good way to finish
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Post by dandare on Feb 14, 2019 13:58:16 GMT
Avaunt, foul fiend!...... Also. The destroyers are £40
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Post by Zhao Zilong on Feb 14, 2019 15:07:40 GMT
I've seen Tribal classes for £30. Although Warlord will probably release a Hunt Class at some point.
How about a submarine then?
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Post by meliadus on Feb 14, 2019 19:26:11 GMT
Yeah wouldn't mind getting a dd for mu Italians, but for some reason they didn't have any
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Post by Zhao Zilong on Feb 14, 2019 20:04:11 GMT
Nobody makes any as far as I know. Had a look on sites that sell model kits and you're really limited to only a few British, German, Japanese and US destroyer types. I saw an Italian cruiser in 1/350 scale but that's about it for them. Although if you need a German carrier you can get both in 1/350, and quite a few Battleships, submarines...
On Warlord's Facebook they are already dropping hints of their next upcoming game - which looks like Napoleonic Naval. Although hopefully they're still going to add to Cruel Seas for a while yet
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Post by dandare on Mar 18, 2019 9:38:18 GMT
2 excellent games yesterday- albeit with unbalanced results. Game 1 Aegean, late war. Axis had to move supplies to an island off Yugoslavia. Visibility 20cm 2 S100 Class, 2 Mas Boats. F lighter, Motozaretta, merchant ship. Escorts regular, lighters and ship, inexperienced
Allies- 2 late Vosper, 2 Fairmile D- veteran Axis never saw the British boats in time, and quickly lost all the escorts and the F lighter
Game 2, North Sea visibility 80cm British. 2 Fairmile B escorts, 2 armed trawlers, 2 merchants. Merchants inexperienced. rest regular Germans. 3 S38s, 1 R Boat
ML666 quickly sank 2 S Boats, before being sunk itself. The rest of the convoy dodged the torpedoes, and sank the remaining German boats
Alan noted that the rules are quite bloody, and boats don't last long- especially with big guns. Might I suggest that we apply the -2 for target obscured if the target is beyond the visibility limit? It doesn't make the guns less deadly, but they won't hit so often.
Thoughts.
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Post by Zhao Zilong on Mar 29, 2019 22:57:41 GMT
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Post by dandare on Mar 30, 2019 10:19:15 GMT
Need? Maybe not. Want, yes.....
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Post by dandare on Jun 3, 2019 9:50:59 GMT
From yesterday's games- 1.Merchant ships, barges (eg F lighters, Siebel Ferries) can only make 1 turn, even if going at full speed. This will make it more difficult to dance round torps 2. Shooting at targets beyond visibility- Skill check to spot , then -2 to hit if successful. Might I suggest a +1 to spotting role skill check if the target fired guns the previous turn? No bonus for torpedoes- they are mainly launched by compressed air, I think
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Post by dicerman on Jun 7, 2019 6:55:16 GMT
I would like to suggest we keep the number of turning circles but reduce the angle merchant ships turn at. We can fiddle with the right angle until we got something reasonable accurate. We should be able to turn our models like the real thing.
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