Author Topic: Channel Clash  (Read 2469 times)

Lord Cameron

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Re: Channel Clash
« Reply #15 on: February 19, 2010, 11:46:04 PM »
What were the game effects for that round, any?

Sounds like a big fat miss... :D

Yes it should be as Ardent

Move sent.

pianobar

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Re: Channel Clash
« Reply #16 on: February 20, 2010, 01:10:32 AM »
My move will be different depending on just what is damaged, so I'm needing the clarification, sorry for any delay.

Tonbo Karasu

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Re: Channel Clash
« Reply #17 on: February 20, 2010, 06:12:48 AM »
What were the game effects for that round, any?

Courser: Broadside at Green, Blue, Blue:
[3 3 4][1]  10 < 13
[3 2 1][4]  6 < 16
[1 1 5][1]  7 < 13

Chasse:  Bow.  1 at Blue, Blue, Black.  2 at Green, Blue, Black
[6 4 3]-1[5]  12 < 16
[2 2 8]-1[4]  11 < 15
[3 1 2]-1[5]  5 < 16

As for the damage effects from before, apparently my eyes went squint.  You're right, I've amended the previous text and game effects to show that the Starboard Trim Tanks on the Chasse have gone.
Karasu



Lord Cameron

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Re: Channel Clash
« Reply #18 on: February 21, 2010, 05:45:03 AM »
What were the game effects for that round, any?

Courser: Broadside at Green, Blue, Blue:
[3 3 4][1]  10 < 13
[3 2 1][4]  6 < 16
[1 1 5][1]  7 < 13

Chasse:  Bow.  1 at Blue, Blue, Black.  2 at Green, Blue, Black
[6 4 3]-1[5]  12 < 16
[2 2 8]-1[4]  11 < 15
[3 1 2]-1[5]  5 < 16

As for the damage effects from before, apparently my eyes went squint.  You're right, I've amended the previous text and game effects to show that the Starboard Trim Tanks on the Chasse have gone.

Hold on a moment, was that done correctly? It looks like all gun dice should be green, not blue as rolled?

Tonbo Karasu

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Re: Channel Clash
« Reply #19 on: February 21, 2010, 01:36:17 PM »
At range 5 the Ardent-a-like's big gun is in short range for a blue, but the other ones are still greens.  The Faucon has blue crew for the front.

The Courser, meanwhile is working on a broadside of three greens with a blue for the crew.

Roderick
Karasu



Tonbo Karasu

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Re: Channel Clash
« Reply #20 on: February 21, 2010, 03:59:06 PM »
You know what, we're all reasonable people.  I'll show you my problem and let you help me decide:



As you can see, the HML Courser's sudden deceleration caught the Chasse by surprise, and he overshot, but also overlapped.

By my guidelines, the Courser should be moved back, because it's the ship further back in the overlap.  However, even backing Courser up by the entirity of her move leaves the overlap in place.

The only other option is to back up the Chasse, but to get the Chasse into a position where there's no overlap requires going back 3 hexes and 4 MP, fully half of the move.  The net result is that Chasse gets the advantageous positions which, no offence to Lord Cameron, I don't think is right this turn.

Do either of you (or anyone else) have a suggestion?  Is there a rule for stacking in the more advanced rules.  Are you happy to play on?

Karasu
« Last Edit: February 21, 2010, 04:00:58 PM by Tonbo Karasu »
Karasu



trboturtle

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Re: Channel Clash
« Reply #21 on: February 21, 2010, 04:10:43 PM »
How about....*Crash!*

It would seem to me that you have a collision here....

Thoughts? Ruling fro the Sky Admaral? Geico??  ;D

Craig
("So,  Captain, how did you mange to hit the only bloody other thing in the sky for twenty miles??")


pianobar

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Re: Channel Clash
« Reply #22 on: February 21, 2010, 04:55:32 PM »
By my guidelines, the Courser should be moved back, because it's the ship further back in the overlap.  However, even backing Courser up by the entirity of her move leaves the overlap in place.

The only other option is to back up the Chasse, but to get the Chasse into a position where there's no overlap requires going back 3 hexes and 4 MP, fully half of the move.  The net result is that Chasse gets the advantageous positions which, no offence to Lord Cameron, I don't think is right this turn.

Do either of you (or anyone else) have a suggestion?  Is there a rule for stacking in the more advanced rules.  Are you happy to play on?

I'm sure there are more advanced rules that would resolve this, however we're using no-initiative Lieutenant's rules...so, there's no stacking and no ramming in those rules. You as GM can always come up with something yourself however if you rule that it wouldn't be as simple as a movement change.

Even if I don't move, there's no way for the Chasse to continue as planned. I'd figure my movement would continue...and either his move is blocked, or he's cutting a tighter circle, or I'm being pushed a lane to the side.

It's just a game, and it's using modified initiative, movement, and firing rules anyways. I'm ok with whatever you decide, GM.

Worktroll

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Re: Channel Clash
« Reply #23 on: February 21, 2010, 06:36:54 PM »
You sure you guys aren't using Davion helmsmen?

Given the nature of the Lt's rules, I'd modify the "no initiative" - make one side go first, and have the second ship stop at the point it would collide. Just my thoughts.

pianobar

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Re: Channel Clash
« Reply #24 on: February 21, 2010, 06:59:11 PM »
Well, the thing is no matter who goes first there would be a collision. In a normal Lt. game, he couldn't decide to move through and then stop partially in my hexes. Though, if it was a normal game he wouldn't have chosen that path to begin with probably. -shrug-

Lord Cameron

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Re: Channel Clash
« Reply #25 on: February 21, 2010, 07:24:48 PM »
I did ask this question earlier because I suspected it would come up.  :-\

I also had a similar opinion to the Admiral's, if there is an overlap situation using hidden rules, flip a coin, the loser moves first. The person who moves second stops short if there will be overlap. That is the risk of having a low-move turn, that the other ship could come up right on your tail.

However, since we are experimenting with new rules, GM Tonbo could flip  a coin, heads the move is done as WT suggests, or tails we both re-plot.

Or Tonbo could just have us automatically re-plot. (But both players keep in mind that the rule will be as WT suggested, so bear the risk if it happens again)

I'm not sure how else the rule could be worked, as the French ship is making a loop to the side/rear, and the British ship can't be "pushed back""

Lord Cameron

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Re: Channel Clash
« Reply #26 on: February 21, 2010, 07:36:42 PM »
Quote from: trboturtle
("So,  Captain, how did you mange to hit the only bloody other thing in the sky for twenty miles??")

Ever hear the story of the Queen Mary & the HMS Curacoa in WWII?

The cruiser escorting the QM, both zigzaging?

Helmsman quick, turn left! No, MY LEFT!!!! Oh, ****!!!!!

(Do you suppose that an 80,000 ton ocean liner would leave a dent in the cruiser if it T-boned it at 28 knots?  :P

Lord Cameron

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Re: Channel Clash
« Reply #27 on: February 21, 2010, 07:41:17 PM »

It's just a game, and it's using modified initiative, movement, and firing rules anyways. I'm ok with whatever you decide, GM.

Yes fine with me too, have the French ship stop short, or re=plot the move or whatever you decide

Lord Cameron

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Re: Channel Clash
« Reply #28 on: February 22, 2010, 11:20:03 AM »

I believe the Chasse is a Faucon-Class, do is it using the same slots as the Ardent?
Slot 2 would be a 14, still miss. Slot 3 would be a 13, still miss. Slot 4 would have been 15, a breach on Tesla Coil Trim Tank effecting future weapon shots...not a gun, at least per my James Excerpt. Did you mean Slot 5 instead, as that would have been a 16 w/ Gun Destroyed. Please doublecheck and let us know.

Pianobar, was there not also an error with the guns?
Tonbo is witing the firing from the previous diagram, so the firing in post #11 is actually from the diagram in post #8?

So the British ship is only 3 hexes away from the French ship for it's side guns, and the French ship is 3 hexes away for it's bow guns, with the French broadside guns 4 hexes away from the British ship.

Therefore all gun dice should be green for both ships, not blue as rolled.

Am I mistaken?


Game effects
The Courser fired its broadside at the Chasse, rolling Blue for the gun, Blue for the crew and Black for the target.  Rolls:
[3 2 7][Slot 2] 12 < 14, no effect.
[1 1 2][Slot 3] 6 < 13, no effect.
[2 5 9][Slot 4] 16 = 15, breach: Trim Tank destroyed.

Chasse gets a broadside and the bow guns involved.  All guns have a Blue gun die and a Black target die, but the bow guns get a Blue crew die compared to the Green die on the broadside. Rolls
[3 2 9][Slot 1] 14 > 12, breach: Gun destroyed
[5 3 3][Slot 4] 11 < 15, no effect.
[5 2 5][Slot 3] 12 < 13, no effect.
[3 3 5][Slot 3] 11 < 13, no effect.
[3 1 4][Slot 1][Reroll 4] 8 < 14, no effect.
[2 1 6][Slot 5] 9 < 16, no effect.



pianobar

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Re: Channel Clash
« Reply #29 on: February 22, 2010, 11:27:44 AM »
Pianobar, was there not also an error with the guns?
Tonbo is witing the firing from the previous diagram, so the firing in post #11 is actually from the diagram in post #8?

So the British ship is only 3 hexes away from the French ship for it's side guns, and the French ship is 3 hexes away for it's bow guns, with the French broadside guns 4 hexes away from the British ship.

Therefore all gun dice should be green for both ships, not blue as rolled.

Am I mistaken?

You're right on the ranges.
Range 3: Courser's side weapons are 4-dblue/8-dgreen, so they would be Blues as rolled.
Range 3: Faucon-class bow weapons are 3-dblue/5-dgreen and 5-dblue/10-dgreen, so they would be Blues as rolled.
Range 4: Faucon-class side weapons 4-dblue/8-dgreen, so those would be Blues as rolled.