Dice per barrel question
#1
Posted 31 August 2006 - 01:44 PM
#2
Posted 31 August 2006 - 02:03 PM
#3
Posted 04 September 2006 - 08:40 PM
#4
Posted 07 September 2006 - 12:01 AM
I cannot help but ask — what is a "dummy wammy?"Without commenting on the discussion regarding triple versus twin mount turrets, there is a way to roll one die per tube if you want to go the "buckets of dice" route, i.e., doubling the number of times you roll per ship. I found a source for d24's @ $1.10/die, which compares favorably with d12 prices. Then you keep the odds identical and account for every gun individually. If that is what you want to do.Cheers,GregoryOne thing that has come out of the pre-release titbits is the 1D12 per pair of barrels. Why per pair? What happens with triple mount turrets? Take the example shown of Glasgow: 4 triple mounts for 12 barrels or 6 dice what happens when she loses a turret (which it appears is likely to happen as there are hit location rules). From what I can see there is a dummy wammy as the starting number of dice is rounded down (so 9 barrels is 4 dice) yet the loss of a triple turret is rounded up (so lose 2 dice per turret).I know the answer is wait until next week. It just seems to me that if you're going down the dice/barrel route then 1 dice/barrel would be the KISS approach.Comments anyone?
#5
Posted 07 September 2006 - 12:26 PM
#6
Posted 07 September 2006 - 03:15 PM
#7
Posted 07 September 2006 - 05:28 PM
Without getting into a discussion of the relative sizes and vulnerabilities of triple turrets vs twins (e.g., triples are larger; knocking out a turret may not necessarily mean landing a shell right on top of it, but be damage to associated spaces), I think there is a solution. See Optional Rule 1.7.5, "Specific Mounts," p.5-2. If you use this rule, then it is more likely that a four-turret vessel will take hits on its main turrets than a three-turret ship. For example, a ‘4’ on a four-turret and a three-turret ship would knock out the A turret. Another ‘4’ on the same ship would knock out the B turret on the four-turret ship, while inflicting secondary or tertiary damage on the three-turret ship.There is what seems to me an ahistoric advantage for four twins over three triples in GQIII.Three triples provide one extra tube, and in cases where the triples will fire as fast as the twins and where dispersion is not a problem. As far as I've been able to find, most triples fired about as fast as most twins, with some exceptions. Further, dispersion tended not to be a major problem, once dealt with, again with some exceptions. For example, the US triple 14" turrets in WWI had a very long firing cycle compared to, say, the 16" twins, and the Italian triple turrets often had great dispersion.The four twins also have a bogus survivability advantage. In GQIII, for reasons of playability, the likelihood of a main battery hit is independent of how big the main battery is. In real life, shells come down pretty much at random, and the likelihood of a main battery hit depends on how big a target the main battery is. Therefore, one would expect more hits on a set of four twins than three triples, which should balance out the fact that a hit on a triple turret would be more harmful than a hit on a twin (putting out one more gun).
Two things regarding this discussion:[ol][li]This is contrary to what I have read regarding the difficulties associated with three guns firing in one turret, and the dispersion of fire, which was considered to be greater with triple turrets (see Lonnie's earlier post).[/li][li]Further, if all this leaves you unconvinced, either roll d24’s for every gun tube, or simply round up for all odd guns. It will be simpler, since you do the same for all turrets, not just single-gun. So the dice comparison for the two ship types would be:[ul]four twin turrets: 4, 3, 2, 1three triples: 5, 3, 2[/ul][/li][/ol]Hope this helps.Cheers,GregoryHistorically, navies moved towards three triples over time, some navies going faster than others. This is contrary to the advantages in GQIII, which therefore appears to be ahistorical in this respect.
#8
Posted 20 September 2006 - 11:37 AM
I just want to get something confirmed about this.There are a handfull of ships with secondaries in triple turrets (e.g. Yamato & Litorio). This is shown on the ship charts.These do use the 1 D12 per 2 barrels rule, rather than the 1 D12 per secondary mount version, don't they?One D12 per pair of main battery guns gives the right probability spread and also emulates one per turret for many ships. You'll note that approach was taken for secondary and tertiary armament where it's one die per box (representing two guns).
#9
Posted 20 September 2006 - 11:53 AM
Yes, these triple secondary turrets would use the same 1 d12 per 2 barrels rule. (The "regular" secondary mounts on the ship logs are all twins so the 1 d12 per mount works out to be 1 d12 per 2 barrels).There are a handfull of ships with secondaries in triple turrets (e.g. Yamato & Litorio). This is shown on the ship charts.These do use the 1 D12 per 2 barrels rule, rather than the 1 D12 per secondary mount version, don't they?
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users