Posted 04 February 2007 - 03:57 AM
ruffair,Just got back, so let me try to provide some clarification.The GUNFIRE CRTs determine when a hit is made. But, as we all know there is a vast span in ship sizes and shell sizes. Most naval rules try to solve this using mathematical solutions which express shells and targets as mathematical equivalents. In GENERAL QUARTERS, I have taken a different approach. Guns and targets are divided into equivalent classes based on the main batteries carried by ship type. A destroyer 5" gun hit on a DD is "nominal" and does one equivalent hit worth of damage. Hits on different types of targets are resolved using the EQUIVALENT HITS table.The amount of damage done is a result of the relation between shell size and target size. A 6" hit will generally do less damage on a battleship and more on a DD than it would on a cruiser. But, the functional damage result - in terms of degrading the target's capacity - involves more than simply the size of the shell or weight of explosive. Example: a 16" shell from Rodney may destroy a 5" gun mount much more completely than a 5" hit, but in game terms, both hits put the mount out of action. Further, much of the damage caused by shell hits resulted from splinters which often traveled far from the location of the hit. And, we've all read about large shells going right through an unarmored target such as a DD without even exploding. All these variables are dealt with using equivalent hits. An equivalent hit represents one specific damage effect on the target. Thus, a larger class of shell hit may result in multiple equivalent hits, while it may take several smaller class of shell hits to equate to an equivalent hit. This concept is further explained in the Designer's notes on page xii and the Equivalent Hits section on page 1-9.Like many things, this process is more complex to explain in writing than it is in practice. In a game, it's straight forward and intuitive. When a DD sized battery (such as a 4.7" or 5") gets two hits on a DD class target, skip the EQUIVALENT HITS table and roll a D12 for each hit on the WW II GUNFIRE DAMAGE table to determine the damage effect of the hits. If a larger class battery hits a smaller class target, more damage is likely. Thus, when an 8" battery gets two hits on a DD sized target, read down the column to the EQUIVALENT HITS table and cross reference with the target class. Multiply the number of hits by the modifer: 2 hits x 2 (for a DD target) = 4 equivalent hits. Roll four D12s on the damage table to determine the damage to the DD class target. Conversely, if a DD class battery gets two hits on a cruiser class (CA - CS) target, less than nominal damage is done. Small shell on bigger target = refer to the EQUIVALENT HITS table. In this case: 2 hits x ½ = one equivalent hit. Roll one D12 on the damage table.Should the net total of equivalent hits end in a ½, roll again. An odd result = the ½ is a full equivalent hit; an even result = no significant damage. Example: USS Helena gets three hits on the IJN Fubuki DD. Three 6" hits x 1½ (for a DD target) on the EQUIVALENT HITS table = 4½. Roll again: an odd roll = 5 equivalent hits; an even roll = 4 equivalent hits.Once you've done it a couple of times, it becomes second nature and, I think, quicker and less work than having to solve attack factor vs defense or target factor equations with every gunnery attack. Finally, here's a full example of play:HMS Ajax fires on the Italian DD Dardo at 12,000 yards. Her captain rolls four D12s (four pairs of 6"guns) and gets a 1, 7, 9 and 10. Both the 1 and the 10 result in a hit for a total of two hits. Two 6" hits x 1½ for a DD target on the EQUIVALENT HITS table results in three equivalent hits. Three D12s are rolled on the WW II GUNFIRE DAMAGE table. Dardo fires back and rolls two D12s (two pairs of 4.7" guns) and gets a 1 and a 5. The 1 is a hit, but 1 x ½ (CL class target) on the EQUIVALENT HITS table = ½. Dardo's captain rolls again and gets an even result. The 4.7" hit does no significant damage to Ajax. If the result had been odd, one equivalent hit would have resulted. A D12 would be rolled for the equivalent hit. The Dardo cannot penetrate CL armor, but fortunately for her captain, a 2 is rolled on the WW II GUNFIRE DAMAGE table, disabling one of Ajax's unarmored torpedo tube mounts.Hopefully, this will clear up the gunnery process for you. You will also find some interesting discussion on some of the more esoteric aspects of small caliber hits on large armored targets in several of the other Forum topics.