RFCM

Rules => Hammerin' Iron => Topic started by: martin goddard on December 04, 2022, 10:59:21 AM

Title: HI rule reminders
Post by: martin goddard on December 04, 2022, 10:59:21 AM
Because we are playing some HI games I think it is time to construct a list of reminders for game play.

Members please contribute with any rule fact  that you think is worthy of being reminded of.
Often these are small notes about "watch out for"  or "this will cause".

I will herd them into an order that will be useful.

Thanks for doing this

martin :)
Title: Re: HI rule reminders
Post by: Sean Clark on December 04, 2022, 01:27:24 PM
As a ship turns, it is allowed to fire its guns at an enemy ship, even though by the end of the movement they may no longer be in arc of fire.

Don't forget you have to roll for the number of guns attempting opportunity fire. A 5 or 6 means you can fire and also choose which guns get to shoot. This  is almost always the heaviest  guns available.

Shooting modifiers are in multiples of 2  whether making shooting better or worse. The only one not is narrow which is a -1 modifier.
Title: Re: HI rule reminders
Post by: martin goddard on December 04, 2022, 09:25:57 PM
Opportunity shooting
D6 per gun but the D6 are not associated with any particular gun.

For each opportunity attempt successes are first applied to medium guns.
Then to heavy  and then to light.
This means that a ship with 1 heavy, 2 medium and 2 light guns on a broadside will roll 1+2+2=5D6.
Each 5,6 will cause a medium gun to shoot  unless more than 2 successes are achieved.

This apples to every opportunity shot in the turn.

This could mean that the same 2 medium guns might opportunity shoot at each passing ship.

This might need to be read 2 or 3 times?

martin :)
Title: Re: HI rule reminders
Post by: Sean Clark on December 05, 2022, 12:35:35 AM
You see? That's why we need these reminder sheets! 😄
Title: Re: HI rule reminders
Post by: martin goddard on December 05, 2022, 10:07:58 AM
Forts
Lots of stuff needs to be remembered about forts.
1. Opportunity range for forts is 2 hexes.
2.Forts can shoot over  ships (unless in same hex)
3. Every critical hit on a fort = gun lost of fort's choice.


martin :)
Title: Re: HI rule reminders
Post by: martin goddard on December 05, 2022, 11:23:00 AM
Sharing a hex
Only two ships can share a hex.
A second ship can move through a hex if parallel to the one already there.
A second ship can also enter and "parallel up " by turning as it enters.
If opposing ships are in a hex the pivots guns from both ends of a ship can shoot normally and opportunity.


martin :)
Title: Re: HI rule reminders
Post by: martin goddard on December 05, 2022, 11:27:43 AM
Monitor opportunity shooting

I have gone over the rules and here is what I reckon (???)
The rules say that a ship can have a single opportunity attempt at each target with each arc.
If the monitor only has a single 360' arc then it can only have one attempt for opportunity no matter how many hexes the target moves through. This will cause consternation but  it should work.

I can live with that and I often use monitors.


martin :)