Critical Hit to a ship's Stack / Funnel

Started by Mikinton, April 29, 2023, 08:35:18 PM

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Mikinton

What effect does a critical hit to the stack / funnel have to the ship?

In the old version of the rules, a hit would mean "(maximum) speed reduced to 1 hex", but I can't find anything in the new version that covers it.

(I imagine this question will have been posed somewhere before. Is it covered in an FAQ or Errata that I've not yet come across? If so, please point me to it.)

Forst22

It's max one hex

Can find on quicksheet inside back cover of rules.

Hadn't noticed it not being in the main rules table, probably because I use QRF more frequently!

Great game.

martin goddard

Graham is correct, thanks.
Next printing I will put it in the main rules too. Whoops!

martin :)

Smiley Miley 66

It is in the "Critical Hit" list and also a marker in the Marker box set. "Funnel"
Page 63. When a 3 or 10 is rolled.
Miles







martin goddard

Quite right Miles, thanks.

I will put this change in the pdf as that is easy.
If anyone wants an update of their previously purchased pdf copy, just let me know (via e mail) and I will send a replacement pdf.


martin :)

Mikinton

Thanks to everyone for answering my question - a schoolboy error, not checking all the documents in the pack.  :-[ :facepalm:

Anyway, I'm just going through the rules now, extracting those that are actually needed for a game - a sort of "How To" backed up by the Playsheet.
Then it's Order Cards and Ship Record Sheets - and finally a play mat, based on Graham Evans' "plastic tablecloth" method. (I already have about 10 ships painted to various degrees, and an unpainted fort.)

Anyway, thanks again.

martin goddard


Mikinton

I'm just playing my first game - solo, a simple affair with each side having just an ironclad, a tinclad, and a cottonclad (?). It's going really well; a nice blend of attritional and catastrophic destruction. The game's pretty much decided, but I just need to check if there's any hope for the side that's getting the worst of it.

Anyway, a question regarding Opportunity Firing. The way the rules are written suggest it's about a ship moving within 1 hex of another - "it comes within 1 hex of". But what if the activated ship starts the move within 1 hex? Could it still be subjected to Opportunity Fire? "A ship .... can carry out firing at any enemy ship that is within short ... range for any part of that enemy ships turn." so I guess there's no requirement for the activated ship to have moved into the adjacent hex; the fact that at some point it is within 1 hex of guns that will bear is enough to attract Opp Fire.

Anyway, here's a photo of the game. Please excuse the rampant algae in the Mississippi. I really must sort out a playmat.



martin goddard

You have it right Mike.
Think of a ship as a light switch.
The moment you touch it anything within 1 hex shoots at it until you let go of it again.


Good green


martin :)

John Watson

I like the Creedence Clearwater Revival touch. Green River.
John

Mikinton

Nice one, John. I'm not a great CCR fan and haven't heard that track. But it sounded good and I might suggest it to my brother for his band to do at open mic' nights.

And thanks for getting back to us, Martin. I rather like the Opportunity Fire rule. It nicely covers crews working their guns a bit harder if an "unmissable" target hoves into view, but may deny them the chance of a shot if the gun's not ready at the moment the target presents itself.

Anyway, the game finished as a narrow Confederate win - their two remaining ships were in better condition than the two remaining Union ships, both of which had jammed rudders when I decided to call it a day. But on the whole it was a very successful game, and just a couple of "action points" I need to attend to.

Mike

Leman (Andy)

Reminds me of my trip to Amersfoort last year - duckweed central.


Sean Clark

I can just see the Monitor floating in that Andy.

Hammerin Iron is a great quick game that usually has lots of explosions and fun moments. The double six on a critical always draws rounds of applause. Miles and I recall running the game at Salute many years ago where a lad rolled 3 consecutive double 6's on critical hits, effectively destroying all of his dads ships!

Leman (Andy)

There's a warm place waiting for him one day with having that amount of luck.

Commander Klank

Shooting a ships stack off or riddling it with so many holes it doesn't draw a draft over the coal burning in the boiler was a common tactic to make ships lose most of it's mobility.  The critical hit "Funnel/Stack destroyed" reflects this. Some Union monitor class ships had a portion of their stacks armored to where it would make stacking the ship very difficult. The armor extended up the stack enough to keep a draft should the rest of the stack be destroyed.