
Unhistorical effects of GQ3 rules
#1
Posted 23 May 2007 - 07:02 AM
#2
Posted 23 May 2007 - 10:33 PM
#3
Posted 24 May 2007 - 02:27 AM
#4
Posted 24 May 2007 - 03:49 AM
of course, but switch her with Dido or Leander class, all German and japan CL - also 6 hull boxex.My example show that you have unhistorical Equivalent ratio, that working for all DD making it harder to sunk that cruisers.Coastal wrote:First, your example is a little unbalanced The key element here is the Equivalent Hits Table and how it translates gunfire damage to the various ship classes.
I know history of Solomons campaign, and especially USS San Francisco was a good example :P You compare Yugumo and Jinstsu, Nurnberg and Leberecht Maas - in GQ3 the same level of artillety resistance ...British after sinking 10 German DD at Narvik had different opinionCoastal wrote:I suggest you give a look at the bibliography ...
Especially on DD or CL :P Give me a only one exanple heavy damaged ship by fire without fire bleow deck.Coastal wrote:An uncontrolled and spreading fire in the steering compartment is unlikely to impact a gun mount 3 decks above.
I'd counted 13 hits by one long lance. 11 DD, 2 CL. 2 CL and 7 DD was sunk, 2 DD was scuttles, only 2 DD survived ...Mythic abilities had torpex.Gamers seem to give mythic abilities to this torpedo,
#5
Posted 24 May 2007 - 03:49 AM
#6
Posted 24 May 2007 - 10:47 PM
#7
Posted 25 May 2007 - 01:11 AM
There is no problem here, as stated by Coastal. You are using hull boxes for different class ships as equivalent to each other across classes. Light cruisers were often very vulnerable ships despite their tonnage, and your focusing on the most extreme examples of class does not show anything but the strength of the system in modeling the effects of gunfire and damage.Have a look at the Bonus Documents for an explanation of hull boxes and their calculation.DD Mogador (9HB ) and CL Emile Bertin (6HB ) try to evade for RN CA Norfolk and Suffolk. Each of ten receive 4 8” straddles. After Equivalent table calculation, CL receive 6 hits, and DD 8 hits. Two times bigger and armored CL was sunk, DD not! The same as 2 straddles of 15”!Solutions – EQ Hits for DD should be al least 2 time bigger than for CA-CL.
Again, you are taking a rare situation and attempting to derive a general rule. Though unlikely, there were instances of ships firing their guns as they sank beneath the waves. This would be one of them.Furthermore, you seem to say hits against specific locations knock them out, but fires must cause damage to all these locations before it can affect the structural integrity of the ship. This is quite wrong, for damage from both fires and from flooding.If you wish more varied fire (conflagration) effects, roll on the Gunfire Damage table each time a fire damage control roll is failed, and apply the result. Your method is far too deterministic, as Coastal points out in his example.In general, for overall effect in the game, the current RAW method works well.CL Nagara receive FP hit and burning. Unlucky repair fix attempt made 5 of 6 hull box destroyed, fire is still burning. Wrack? No – still can use all 7 guns and 8 torpedoes as undamaged. Also torpedoes can be reload!Solutions – Fire should destroy unarmored weapon on the board first.
Your method does not take into consideration the manner in which ships fought. It was normal to handle the nearest threat first, especially in regard to secondary batteries. Your example presupposes a level of fire control coordination that that would have been difficult for any ship to achieve in the confusion of battle. Just because there were four DCT’s does not mean they all could or would act independently.Question: how did Iowa get surrounded by four DD’s?BB Iowa was arounded by four japs DD. Can use all secondary guns? Have 4 DCT for it, but no – rules say “only one target”.Solutions – two secondary armament’s DCT for each main DCT.
The idea you propose is complicated, and likely to slow play. Since slowing the game is unrealistic, the new rule would have to have extraordinary utility. This has been previously discussed here regarding triple-gunned turrets. It appears rounding down is appropriate.CA Admiral Graff Spee receive 1 hit to destroy one main gun mount. Still have second one. Her power was halved? No – was 2/3 less – from three to one dice!Solutions – use even or odd numbers of deices depending on even/odd turn. At 7 and 9 turn use 1 dice, at 6 and 8 – 2 dices.
Coastal pointed you to the optional rule already included in the game for Torpex equipped warheads. His comments about the Japanese Type 93 are bang on, and this topic has been previously discussed here. Also note that there is a slight increase in the number of hits caused by the Type 93 on the Japanese Mine & Torpedo Damage table versus other navies’ torpedoes. The rules portray torpedo damage admirably.Another solutions after several battles:To Equivalent table add long lances and torpex columns for japs and US navy
This is something I have noted, and if you wish a solution, simply subtract -1 hull hit (3 = 2, 2 = 1, 1 = ½).To torpedo damage add BA aerial hits columns,
Coastal explained this very well. Also, your comment seems contrary to your complaints above about the survivability of DD’s.…also one sunk effects for DD columns should be 7 hulls + Eng (now 1000t or 3000t DD has similar effect).
Coastal well-described the problem with your idea. Furthermore, GQ does not have qualitative levels of flooding or fire damage. The way severe damage is represented is by having several flooding or fire results at once.Cheers,GregoryFor several Fires or Bulkheads should be only one hull box lost per turn.
#8
Posted 25 May 2007 - 01:40 AM
I do not know exactly what your example shows, but I wonder how six hits on a CL sinks it, while eight hits on a DD is not enough. The Gunfire Damage table determines what damage is taken and where. Against larger calibre guns, the difference between the ships becomes less important, as shells will penetrate both for damage.Your contention that "Two times bigger and armored" is enough to require a differentiation is inaccurate. Large commercial ships are sunk relatively easily due to the fact that they do not have the same structural integrity and watertight compartmentalization. Tonnage and armor are not the only measures of a ship's capacity to take damage. It is best to avoid these types of straight comparisons between classes, since they tend to fall apart under closer inspection.Coastal wrote:
of course, but switch her with Dido or Leander class, all German and japan CL - also 6 hull boxex.My example show that you have unhistorical Equivalent ratio, that working for all DD making it harder to sunk that cruisers.First, your example is a little unbalanced The key element here is the Equivalent Hits Table and how it translates gunfire damage to the various ship classes.
Okay, you lost me. What is your point?Coastal wrote:
I know history of Solomons campaign, and especially USS San Francisco was a good example :P You compare Yugumo and Jinstsu, Nurnberg and Leberecht Maas - in GQ3 the same level of artillety resistance ...British after sinking 10 German DD at Narvik had different opinionI suggest you give a look at the bibliography ...
Are you suggesting that the conflagration was necessarily below decks to disable or heavily damage a ship?Coastal wrote:
Especially on DD or CL :P Give me a only one exanple heavy damaged ship by fire without fire bleow deck.An uncontrolled and spreading fire in the steering compartment is unlikely to impact a gun mount 3 decks above.
Counted where? To what are you referring?GregoryCoastal wrote:
I'd counted 13 hits by one long lance. 11 DD, 2 CL. 2 CL and 7 DD was sunk, 2 DD was scuttles, only 2 DD survived ...Mythic abilities had torpex.Gamers seem to give mythic abilities to this torpedo,
#9
Posted 25 May 2007 - 02:13 AM
I see no reason why that is preferable to the method currently used. In the case you cite, your change would mean the shells would not penetrate either ship.Another very good example - BB Srasbourg and BC Dunkerque. 8" shell at 20000y can't ppenetrate both BC and BB armor, but can sunk Dunkiergue, but Srasbourg not.Solutions - delete BC EH row, instead special remarks to old BC if was more vulnerable on hits. Ex Hiei - 15" and bigger shells additional 1/2 hits.
Statistically this is so only for the IJN, but you cannot fire four one-torpedo spreads from one ship vice one four-torpedo spread. If you fired from four different ships, you would have to determine solutions for all the ships, with the likelihood that one or more of them might not even hit the target.In a previous post, you opined there should be a separate table for "long lances" [sic]. Now are you suggesting a change is needed for the IJN, due to their slightly better accuracy with one torpedo? I am not sure I understand why, nor do I understand your several "solutions" that seem to involve more complexity and one-off, single-purpose rules. A lot of time and effort has gone into making General Quarters an accurate and playable game. Like any rules, it works as a whole, and the results are hardly unhistorical. One thing is certain — the law of unintended consequences holds that actions always have effects that are unanticipated or "unintended." This is very important when radical or even moderate changes are made to a system.However, remember it is your game. If you want to change some values, rules, or anything else, go ahead!GregorySometimes calculations was better than test. Example - is better to hit by fire 4 simple torpedoes than one 4 torpedoes spread. 10% difference.I don't count all combination, only that one for Japan, but simply program can do it
#10
Posted 25 May 2007 - 02:37 AM
#11
Posted 25 May 2007 - 03:22 AM
#12
Posted 25 May 2007 - 04:53 AM
You roll to determine damage — it is not automatically hull boxes. In the case of a large calibre salvo that penetrates armor, any ship will be at risk, and its design integrity will determine if it survives. Certainly if you feel that there is a shortage of hull boxes on CL's and/or too many on DD's, change it to fit your expectations.yes - GQ3 is e playably game. By ALL my shiplover's friend told that unhistorical, and don't play. Simple? For me yes."but I wonder how six hits on a CL sinks it, while eight hits on a DD is not enough"I wrote - 4 straddle of 8" gun - x 1,5 for CL = 6 hullbox lost, x 2 for DD = 8 hullbox lost.
Bravo6: "Strasbourg and Dunkerque are not armored to the same level...The armor on the later Strasbourg is a good bit thicker." That is why at certain ranges 8" guns can penetrate Dunkerque's armor and not Strasbourg's.gregoryk - you wrote "same structural integrity and watertight compartmentalization. Tonnage and armor are not the only measures of a ship's capacity to take damage."and also"In the case you cite, your change would mean the shells would not penetrate either ship." about BB Srasbourg and BC Dunkerque.There are the same structural integrity and watertight compartmentalization. Main difference was armor, but stong enough on both ships against 8" (bravo6!). Problem is that one of the same ship may by sunk by 8", another - not. Unhistorical.
No, in fact the rarer and more extreme the examples, the more likely that any system will fail. If you try to force a game into covering every possible event, you more often skew the normal range.In any case, numerous folks have presented the research and background into why design decisions were made. We feel the game does model naval combat well, at a level of detail that both covers all necessary events and allows gamers to command and make decisions for several ships. It is neither simplistic, nor hyper-detailed to the point of unplayability.The best test for each rule are rare and extreme situation. God rule pass even it, bad - no. This is a point for my examples. It's no point than Mogador is better than Emile Bertin, but ALL DD was disproportionate better than ALL CL and CA!
I understand your views, and know they are not universally shared.I agree with you - you have a good, playable game with small nubers of faults, very easy to fix. But not historical now, only semi-historical.
You and your naval wargaming companions can and should adjust the system to suit your views. GQIII was not designed in a vacuum. Rather, it is the result of synthesizing years of research into a playable, accurate game. We and many others find it works. If you do not, adjust it to fit your expectations.You seem bent on rejecting our explanations, which of course is your prerogative. I must admit, however, that I find your derisive comments to be tedious. So it is time to let others weigh in. Fair winds,GregoryI know hull boxes calculations. simply 1 DD's ton = 5 crusier's ton. 5x less. Also, usualy cruisers had better structural integrity and watertight compartmentalization than DD. And if you wrote that now you rules work OK, each realy shiplover bursting out laughing. Sad, but true ...Of course, I have my home rules. I want to help to correct in simple way some problems. You can ise it or not. But I lost hope. Eech turn i wrote movments durinf 1-2 minutes. 1 second look at turn numbers slow play? Realy? If you treat 350mm tappered to 170 mm Sharnhorst armour as BB because was tappered, and the same 305mm tappered to 168mm armour of USS Washington not, wrote that cruiser are more vulnerable then DD - you are simply not credible.
#13
Posted 25 May 2007 - 06:24 AM
USS San Francisco? gregoryk wrote:and the results are consistent with known real world damage results.
8" can penetrate BC armor only on 24000-30000y. The longest hit at WW2 was 24500y.At 0-24000y similiar ship has totally different resistance. All or Nothing as an armor system :laugh: gregoryk wrote:The armor on the later Strasbourg is a good bit thicker." That is why at certain ranges 8" guns can penetrate Dunkerque's armor and not Strasbourg's.
I know. But it change nothing. You don't see it, but i have no time to explain it.it is not automatically hull boxes
#14
Posted 29 May 2007 - 09:11 AM
Picking one example to disprove an entire system is a very common but fallacious method of arguing. In any case, I am not sure what you are trying to prove.ragozd wrote:Coastal wrote:
USS San Francisco?and the results are consistent with known real world damage results.
You seem to misunderstand how armor works. The armored areas have protection, and it can and often does vary for turrets (there are three ratings for Dunkerque and Strasbourg). If an unprotected area is hit, it takes damage. A hull hit that does not penetrate still inflicts ½ hull box. It is not "all or nothing."ragozd wrote:gregoryk wrote:
8" can penetrate BC armor only on 24000-30000y. The longest hit at WW2 was 24500y.At 0-24000y similar ship has totally different resistance. All or Nothing as an armor system :laugh:The armor on the later Strasbourg is a good bit thicker." That is why at certain ranges 8" guns can penetrate Dunkerque's armor and not Strasbourg's.
There does not seem to be anything to explain. In previous threads, you have expressed a desire for certain results to occur or be possible. Claiming that the failure of the game to realize these results is not evidence of GQ's ahistorical nature, since yours is usually a minority view — in some cases, a minority of one. Further, some of the inclusions you have asked for are already present in either the basic or optional rules. A closer and more open-minded reading of the text may help answer some of your questions.As I and others have stated repeatedly, if you want something different to occur, change the values, procedures, rules, ratings, etc, to your heart's and brain's content. It is your game. The published design represents decades of research by Lonnie Gill and his design team, with review by several playtest groups and knowledgeable individuals. Disagreement is fine, and encouraged. Dismissal of their work is neither productive nor fair.Cheers,Gregorygregoryk wrote:
I know. But it change nothing. You don't see it, but i have no time to explain it.it is not automatically hull boxes
#15
Posted 29 May 2007 - 12:03 PM
#16
Posted 29 May 2007 - 10:01 PM
A change to the rules will allow "C•S•T" hits on these areas, which are Critical, Secondary, and Tertiary hits. Damage upperworks, knock out secondary systems, sure — but significant sinking damage is not going to happen.However, you are correct, 8" guns — cruiser fire — will not sink a battleship. Did not happen then, and will not happen in the game. No amount of wishing for magic bullets will change the ballistics data, and the empirical/historical facts we have to support it. We have been through this discussion before in an earlier thread regarding Scharnhorst. The evidence from numerous sources validates GQ's conclusions. If you do not agree, then change the game tables to match your view.GregoryIf misunderstand, rather Equivalent Hits. 8" for BB is nothing. Can't destroy eaven 1/10 hull box. This is a problem for Strasbourg/Dunkerque...
#17
Posted 30 May 2007 - 07:44 AM
#18
Posted 30 May 2007 - 07:13 PM
#19
Posted 30 May 2007 - 09:07 PM
#20
Posted 31 May 2007 - 07:18 AM
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