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#1 James Davis

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Posted 27 July 2007 - 07:10 PM

I set up a game of german raiders ( BC and 2 DD) attempting to raid a convoy. They are intercepted by a british CA and 3DD. Visability was 10000yds. The mail reason was to give the torpedo rules a try. The Brit force was moving W=E at 12 Kn, the Germans S-n at 21 kn when they sighted each other.CA and BC were exchanginb shots, as were boths sets of DD.The DD groups ran close by each other with little damage done. The CA however knocked out 3 hull boxes on one of the DD. While the CA lost 2 hull boxes and a main turret, the BC lost a fire control and then a jammed rudder. Repair roll came up unfixable. the DD's were able to close on her, fireing 24 TT at 4000 yards, only one of which hit. It took out 2 hull boxes. Reasonable amount of damage froom one torp,, and not to much fuss. I suspect the old TT rules are still quicker. I have to admit to a bias about TT Having spent many boring hours watching IJN players move hundreds of tooth picks over the game area in interminable TT attacks, I loved the GQ1 system. GQ 3 seems a step back, but I will give it a few more tries.The major theat to the convoy taken care of, the Brits sank the damaged DD, then set off in pursuit of the reamining German DD. I guess I can try a bit of a campaign on paper to see if a sub or bomber can locate the BC before salvage ships do.Jim D

#2 Kenneth D. Hall

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Posted 30 July 2007 - 01:40 PM

I haven't tried a large game yet, but I think if you give the torpedo rules a chance you'll come to like them. I solo gamed a brief engagement last night: HARUNA, KONGO, FUBUKI, SHIRAYUKI vs. ROTTERDAM, AMSTERDAM, and TIGER (from the Royal Netherlands Navy supplement). I didn't overinvest in maneuver, wanting to work on making the game mechanics second nature. The battle lines proceeded on slightly converging courses in line astern at 20 knots, with the Japanese destroyers in the van (also in line astern) and a few hundred yards to starboard of the battle cruisers. Upon detection (i.e., putting the models on the floor), the destroyers accelerated to 30 knots and turned 90 degrees toward the Dutch squadron.HARUNA scored almost immediately on ROTTERDAM with a 14" shell at 25,100 yards, but the pride of the Dutch navy suffered no serious harm (tertiary/torpedo hit). Shortly thereafter, two 11" shells from ROTTERDAM struck HARUNA at a range of just under 25,000 yards, knocking out A turret and causing flooding that slowed the ship to 26 knots. KONGO engaged ROTTERDAM to no effect, leaving TIGER unengaged for the moment. Both of the latter fired at KONGO, likewise to no effect.The destroyer division turned southeast, seeking a favorable firing position ahead of the Dutch battle line for its torpedoes. As the range fell toward 15,000 yards, ROTTERDAM and AMSTERDAM engaged the racing destroyers with 4.7" secondaries but failed to achieve any hits.KONGO now elected to engage AMSTERDAM with her forward turrets and TIGER with her aft turrets (two DCT). After about twelve minutes she hit AMSTERDAM, knocking out B turret. Meanwhile, as shell splashes from the battle cruisers' secondaries grew uncomfortably close, FUBUKI and SHIRAYUKI each launched nine torpedoes at a range of approximately 12,000 yards, subsequently turning 180 degrees and racing away on a reciprocal heading.The Japanese battle cruisers turned to port, seeking to hold a range than favored their 14" guns over the Dutch. The Dutch were able to maneuver so as to keep the Japanese out of their immune zone, and presently both AMSTERDAM and TIGER achieved hits on KONGO at about 20,000 yards, causing flooding that slowed the ship to 26 knots and knocking out A turret. Not long after, ROTTERDAM hit HARUNA again, this time knocking out B turret. All was not beer and skittles on the Dutch side, though, as torpedo tracks ran between ROTTERDAM and AMSTERDAM while others approached AMSTERDAM and TIGER. Six torpedoes (two spreads of three raced toward AMSTERDAM, while a spread of three menaced venerable TIGER. All missed, however, and seeing no effect from the torpedo attacks and having rather the worse of the gun duel, KONGO and HARUNA turned north to disengage and increased speed to their current best speed, 26 knots. The destroyers, reversing course once more, made smoke to cover the withdrawal.The only thing about torpedoes I would classify as complex is making sure of the range bands. Otherwise, they're pretty simple. I have GQI and GQII as well as GQIII, but it's been a while since I had occasion to use torpedoes in the older game (actually, my group mostly did carrier ops back then), so I couldn't give you an informed comparison.Best,Ken

#3 Kenneth D. Hall

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Posted 30 July 2007 - 01:40 PM

Sorry, duplicate post redacted. Ken

#4 Lonnie Gill

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Posted 30 July 2007 - 11:42 PM

Jim,Give the new system a few more tries. It's pretty easy once you get used to it. You might also want to take a look at the new alternative torpedo system which will be offered soon in FLEET ACTION IMMINENT, the new GENERAL QUARTERS WWI edition. Torpedo systems have always been a tight rope to walk between too much detail and too much time to resolve vs. a simple, unsatisfying die roll. The new system has been quite favorably received in playtesting with a good blend of realism and playability. Assuming other find it has promise as well when they try it, I'm looking at a WWII version as an alternative for those who want torpedo attack resolution to move a bit more quickly. More on that later.LONNIE




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