A few things you should remember for Thursday.
1. Smoke is in effect. I'll roll for wind direction on the night but check the smoke rules in GQ2. If firing downwind you add 1 to your straddle roll if a straight line from your forward funnel and parallel to the wind intercepts the target ship at any point.
Add 1 to the straddle roll when a ships LOF passes within 1" of the stern of any coal-fired CA, B, BC, BB or BA.
DD and TBD's can make smoke screens but only 1/3 can lay smoke at the same time.
Players must announce before the movement phase that they intend to lay smoke.
Each section of smoke lasts 2 Turns.
Gunnery and torpedo attacks are not possible through smoke screens.
See page 7 for the smoke rules.
2. Crossing the T of a target ship will allow firing ships to penetrate at one class higher than they would normally be able to at that range. See page 12.
3. British and German ship dispositions will need to be drawn up before any ships are placed on table.
4. British entry is determined by random rolls by the referee as to one of three table edges and how far along each table edge.
5. British and German players will split up and sit on opposite sides. Any communication will take place before the movement phase. Each player will have 15 seconds to write out their communications which are then passed to the referee who determines how much of each message gets through.
6. Note the Goeben in a Moltke class BB. I refer you to Page 9. Basically if a ship is in the wing turret arc of the Goeben, it fires at is full effect BUT if outside of this arc Goeben fires at one box to the right (and half damage is taken from the same 1 box to the righ). If the British take one armament box off, the restriction no longer applies.
7. Note the victory conditions. The British conditions simulate slowing the Goeben down sufficiently to allow larger capital ships to catch up and destroy her. Taking 2 hull boxes will do this. Also note that the Breslau is dispensable BUT if lost the Germans can only win by kinocking out a couple of CA's (CLs don't count) and then escaping with less than two hull boxes removed.
1. Smoke is in effect. I'll roll for wind direction on the night but check the smoke rules in GQ2. If firing downwind you add 1 to your straddle roll if a straight line from your forward funnel and parallel to the wind intercepts the target ship at any point.
Add 1 to the straddle roll when a ships LOF passes within 1" of the stern of any coal-fired CA, B, BC, BB or BA.
DD and TBD's can make smoke screens but only 1/3 can lay smoke at the same time.
Players must announce before the movement phase that they intend to lay smoke.
Each section of smoke lasts 2 Turns.
Gunnery and torpedo attacks are not possible through smoke screens.
See page 7 for the smoke rules.
2. Crossing the T of a target ship will allow firing ships to penetrate at one class higher than they would normally be able to at that range. See page 12.
3. British and German ship dispositions will need to be drawn up before any ships are placed on table.
4. British entry is determined by random rolls by the referee as to one of three table edges and how far along each table edge.
5. British and German players will split up and sit on opposite sides. Any communication will take place before the movement phase. Each player will have 15 seconds to write out their communications which are then passed to the referee who determines how much of each message gets through.
6. Note the Goeben in a Moltke class BB. I refer you to Page 9. Basically if a ship is in the wing turret arc of the Goeben, it fires at is full effect BUT if outside of this arc Goeben fires at one box to the right (and half damage is taken from the same 1 box to the righ). If the British take one armament box off, the restriction no longer applies.
7. Note the victory conditions. The British conditions simulate slowing the Goeben down sufficiently to allow larger capital ships to catch up and destroy her. Taking 2 hull boxes will do this. Also note that the Breslau is dispensable BUT if lost the Germans can only win by kinocking out a couple of CA's (CLs don't count) and then escaping with less than two hull boxes removed.
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