Hello,
i am currently playing with the rules WW2 Micronauts. I wish to play some convoy battles with german submarines. I saw that i should use the reduced scale. Should i only use the "speed" chart or do i have to adjust other values, too? In the rules there is only one value for torpedo speed. I believe the figures should be *4, or?
And how do i use the chart for ASW. I made a near miss on an Uboat, which would be a half point damage. I had thrown a 16 and the hit location was the engine room. What does this mean? Damage on the hull, yes or no? Engine room out of order or half marked due to only half point of damage?
Further the example to sonar search has an error. It´s written that i only can conduct a sonar search if the ship is not faster then ten knots. But in the example on page 45 for the attack of submerged submarines the attacker moved 12 knots. But you can only attack a submarine if you did a sonar search...
Thank you in advance!
Regards
neti
Playing with submarines
Moderators: dnichols, GHQ, Mk 1
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Re: Playing with submarines
netbuster21 wrote:Hello,
i am currently playing with the rules WW2 Micronauts. I wish to play some convoy battles with german submarines. I saw that i should use the reduced scale. Should i only use the "speed" chart or do i have to adjust other values, too? In the rules there is only one value for torpedo speed. I believe the figures should be *4, or?
Yes all ranges should be adjusted as well. Multiply by 4 as you stated.
And how do i use the chart for ASW. I made a near miss on an Uboat, which would be a half point damage. I had thrown a 16 and the hit location was the engine room. What does this mean? Damage on the hull, yes or no? Engine room out of order or half marked due to only half point of damage?
No hull damage just 1/2 damage to the engine. The game does not indicate what the effect of this hit may be. I have treated as an engineering hit on a surface vessel and reduced the speed of the sub by half. If it was a full point hit, I would reduce speed to zero. A point of detail to consider would be is it the diesel or battery that is hit? You could roll and assign a probability to each.
Further the example to sonar search has an error. It´s written that i only can conduct a sonar search if the ship is not faster then ten knots. But in the example on page 45 for the attack of submerged submarines the attacker moved 12 knots. But you can only attack a submarine if you did a sonar search...
Since the sonar search was conducted in the detection phase before movement I have always used the speed from the prior turn when conducting the search. I have also modified the search tables to allow for a search up to 20th but at reduced ranges. I also modifier to the ASW attack table of -4 if conducting an attack against an undetected target. I did this because it bothered me that the ru, especially allowed for attacks against undetected targets with no penalty. Your attack would be as accurate as if you made a successful sonar detection.
Thank you in advance!
Regards
neti
Tom
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i have to disagree a little bit. The ASW attack is made in the same step as the asw search, or? So there can´t be a diffrent speed.Since the sonar search was conducted in the detection phase before movement I have always used the speed from the prior turn when conducting the search. I have also modified the search tables to allow for a search up to 20th but at reduced ranges. I also modifier to the ASW attack table of -4 if conducting an attack against an undetected target. I did this because it bothered me that the ru, especially allowed for attacks against undetected targets with no penalty. Your attack would be as accurate as if you made a successful sonar detection.
The house rule of a serach at higher speed looks interesting. I have to look deeper at it.
Another question: what is the turn radius of a submarine? It´s not mentioned. Which radius do you use?
KR
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- Joined: Wed Jan 09, 2008 11:07 pm
- Location: Clarksville TN
ASW Attack
The ASW attack occurs in the Gunnery Combat Phase. This is found on page 15 of the rule book. Having it occur in this phase would keep it consistent with surface ships or subs having to survive gunnery combat (or at least have their tubes undamaged) to fire torpedoes in the next phase.
I did make a turn gage for the 1" = 250 yards scale used in sub actions, I think I took the DD turn radius and expanded by 4 times to keep it consistent with all ranges and speeds were multiplied by 4 at this scale.
I did make a turn gage for the 1" = 250 yards scale used in sub actions, I think I took the DD turn radius and expanded by 4 times to keep it consistent with all ranges and speeds were multiplied by 4 at this scale.
Tom