I can't remember whether this came up in play testing so shall ask the question here.
Was there ever any consideration to make critical hits occur every time 5 hit points were lost rather than the hit points moving through a multiple of 5?
The reason I ask is that this question came up over the weekend. One or two ships start 1 hit point above a multiple of 5. whereas others start 4 points whereas others start on a multiple of 5 so have to suffer another 5 points before reaching a critical.
I recognise there may be a case to say that multiples of 5 make it easy to remember (so reaching 25, 20,15 etc) But it wouldn't be beyond most gamers to mark off hit points using the '5 bar gate', therefore knowing they've suffered 5 hits.
Just for thoughts and discussion. No slight, advantage or pompousness is intended!
The multiple of 5 was eventually chosen because players can memorise the 5 x table (?).
It would be sensible to go with "every 5" from the start value but then there would be/was constant "what hit points did you start at?".
The simplicity of 5x table outweighed any minor upsets with start values.
The number of critical hits will not change whether a start or 5x table value is used.
The Doctors dementia test asks patients to deduct 7 from number again and again. They (doctors) expect only a couple of correct answers before it goes wrong.
The rules do clearly warn players about the 5x system. They have been well warned.
If that upsets players it is shame but still stands.
martin :)
Nice answer.
Thanks Sean
You will still encounter "it's not fair", but such is the nature of games :(
martin :)
I did mention it is also the only way some of the "smaller" ships can hurt a "Big" ship! By firing some Light and Medium guns getting them through the Armour then possibly rolling a "good" critical Hit !
Just in case people say it doesn't happen, the Prinz Eugen v HMS Hood....
Miles
That's a very good point Miles!
Simon
Excellent point well made. When it happens, its a tale that you can tell your grandchildren 😁
We still talk about that kiddy at Salute ? When he rolled 3 Double '6' critical hits in one game against his own Dad ! That's going back a few years ago.
Miles
Played with this one for a while, then decided the simple solution was to count damage up rather than down, ie start the count from one! Then 5,10,15 etc becomes a critical and anybody ones are after the last critical.
See the spreadsheet I posted in "sample fleets".
Graham, you are a sinner (see discussion below) ;D
Obviously fine between consenting adults.
Simon
Must admit as much as it can be annoying, it can also be a good thing that the Hit boxes start before or after the first Critical !
What people don't realise they can done some small adjustments to the "stats" as the prepare the points. But remember you might make the ship cost a lot more or become weaker if you go to far one way or the other ? It's very much take from one hand and place in the other, but if you go too far ! You upset the balance?
So yes keep the Hit points as they are. It could be some peoples OCD that it plays with being the wrong way round ?
Getting a Critical at 2 hull points could lose you the ship just when you thought it might hang on till the end of the game ?
Miles
Here is how I do my ship a data sheets X's are critical hits.
(https://i.postimg.cc/dk3vqMcQ/THUNDER-ON-THE-YAZZO.jpg) (https://postimg.cc/dk3vqMcQ)
Very neat and tidy, Commander Klank!
Simon
I agree Graham.
They look efficient.
martin :)
Very nice. I shall shamelessly copy this idea for my games.
My vote is definitely for starting at 0 and working up, with criticals at 5,10,15,20 etc.
This treats all sizes of ships the same.
When the ship is fresh, and all its systems are As good as they can be it won't suffer a crippling hit until it has sustained some noticeable damage.
You will know when a ship is in danger of sinking, when it becomes "battered", a visible state even within the smoke and low visibility environment.
We always declare/Mark ships that reach battered status, or have suffered a critical such as funnel or gun damage, as these are visible landmarks to the fighting crews that a ship is in trouble. Damage to the hull is less visible until it lists/gets low in the water etc = battered!
The rules are great, always enjoy playing them!
I'm pretty sure this is what is going on behind the scenes in the PC game World of Warships with rudder control, main armament and some deck mounted kit suffering damage or HE causing fires, or AP penetrating into internal systems as you are in combat. I presume shell fire also has consequences in HI?
I remembering power diving into combat using WW1 aerial on two occasions only to roll a critical so that a) my wings came off and b) my guns jammed before a shot was fired.
Critical rolls make for interesting games!
Neil
If I recall correctly, shop of the era used solid shot only.
So ironclad were basically battered until they fell apart/sank?I
Explosive rounds were in there infancy!
Shells of this period were still anti-personnel rather than armour piercing. They were in effect over-sized grenades so poorly clad or unprotected vessels were vulnerable as were exposed field batteries etc.
Arguably one of the best depictions of shell fire was the opening Battle of Richmond scene from the film Sahara (2005)
Neil