Confused on Micronaut Sub Rules

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hussar62
Posts: 50
Joined: Wed Jan 09, 2008 11:07 pm
Location: Clarksville TN

Confused on Micronaut Sub Rules

Post by hussar62 »

I don't think I'm understanding how part of these rules should work. Specifically:

13.1.2 (except) "Any marker may be attacked, whether it has been dectected or not. Attacks on false targets have no effect..."

Now if any marker can be attacked, what is the point of the Sonar Detection Table? On this table it seems the only thing I'm trying to accomplish is to roll a 1 or less given the modifiers listed so I can identify a CERTSUB. If I roll less than the modified contact number I get no benefit (except if I roll low enough for a CERTSUB), and if I fail the role I can still attack as stated in 13.1.2

What am I missing??


14.3 states "Before a submerged submarine can be attacked effectively, it must first be located and a firing solution calculated". So I'm thinking that attacks should be allowed only on a detected target as determined by the roll on the Sonar Detection Table. If you rolled 1 or less you get the +4 CERTSUB attack bonus, or if it was a false contact you get to remove the sub marker. Fail the roll on the Sonar Detection Table, no firing solution, therefore, no attack.
Tom

nuts4ships
Posts: 38
Joined: Tue Nov 23, 2004 4:02 am
Location: Salt lake City, Utah

Micronaut Sub/ASW rules

Post by nuts4ships »

Tom,

You are getting it. Any sub marker can be attacked by any ship equiped with ASW weapons (including RN cruisers and Japanese BBs) using the tables in 14.4, with a very slim chance of hitting or damage.

Use of the Sonar Detection Table allows you the opportunity to idenity the marker as being a dummy or the real thing without having to expend all your ASW ammo attacking each and every marker on the table.
Russ Jensen - Salt Lake City
Co-Author of Micronauts: The Game

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