Shipboard Fires
#1
Posted 03 August 2007 - 08:41 PM
#2
Posted 03 August 2007 - 09:46 PM
#3
Posted 04 August 2007 - 03:24 AM
#4
Posted 05 August 2007 - 03:16 PM
#5
Posted 05 August 2007 - 04:43 PM
#6
Posted 05 August 2007 - 05:02 PM
#7
Posted 06 August 2007 - 10:57 AM
ragozd,Michael, aka Coastal, has provided the justification for this design decision. The rationale behind the rules has been explained and made very clear. Should you disagree please provide your opinion without sarcasm, which serves no useful purpose.CinCmitte_70 - only one solution for you are home rules. ODGW after 30 years of testing decidad that all DD (except japan) are non-flammable ;)
#8
Posted 09 August 2007 - 01:43 AM
#9
Posted 14 August 2007 - 03:35 AM
#10
Posted 04 September 2007 - 08:31 AM
I'm very amazing that you can raise gradually full box damage from DD to BB by gun, and cant't by fire. It's no true that fires and burnigs was minor case for DDOf course I have not all case but:German DD Z28 was hit by 2 bombs - fule fire - burn out ship was leave at shallow. Also Z26 (forvard fire of 5.9" shell) and Z27 (from Enterprise hit at boiler room and tremendous fire) was lost also by fire tooJapan lost Ayanami - setting her afire at second Naval Battle of Guadalcanal by USS Washington, and Minegumo (a number of fires burning brightly in the darkness. USS Waller was ordered to dispatch Minegumo, but the blazing wreck sank before)US lost USS Duncan - set a fire at Battle of Cape Esperance. "McCalla located the burning, abandoned Duncan"http://www.ibiblio.o...e-9.html#page20USS Cushing Fires, exploding ammunition, and her inability to shoot any longer made the "abandon ship" {...} Her burning hulk at at Naval Battle of GuadalcanalUSS Monssen hit by some 37 shells, and reduced to a burning hulk at Naval Battle of Guadalcanal.Also, a US Navy report: DESTROYER REPORT - GUNFIRE, BOMB AND KAMIKAZEDAMAGE INCLUDING LOSS IN ACTION -October 17, 1942 to August 15, 1945http://www.dcfp.navy.mil/mc/museum/War_Damage/51.pdfpage 17About 50% of DD damaged baove water weapons had to combat resultant fires. On 11 cases 7 involved serious firespage 29USS Ralph talbot - persistent fire in the bridge structure, loss of firemainpressure forward and aft ... after seven hours the fire was extinguishedHit #2 ... Fire was started ... and quickly spreadUSS Johnston page 40hits 10-12 ... an intense fire started ... starting a fire ... the smoke ofthese fires forced evacuation of the bridgeHistorically, such fires were rare and usually associated with some highly inflammable source, such as shipboard hangers or, in the case of the IJN, the torpedo tubes (the Japanese oxygen fueled torpedoes were notorious for causing intense fires when damaged). The more common fires (if as any fire can be call “common”!) which did not cause such damage (and were more easily controlled by damage control teams) are not represented in the game (their impact doesn’t rise to the level of causing major structural damage). Given the effect of fires in the game, increasing their number might seriously skew the damage results. I would be very hesitant to increase their number without a lot of playtesting.
#11
Posted 05 September 2007 - 09:17 PM
#12
Posted 06 September 2007 - 03:47 PM
#13
Posted 06 September 2007 - 05:02 PM
#14
Posted 07 September 2007 - 09:56 PM
#15
Posted 17 September 2007 - 01:59 PM
If you want something simple, then how about this.Each time a ship receives hits in a night action, roll a D12. If the result is less than or equal to the total number of hits (or maybe equivalent hits?) received in that turn, then the vessel has an illuminating fire, lasting one turn (for simplicity). If the ship already has such a fire, then count it as already reciving one "bonus hit" for this rule (allowing the possibility of the previous turn's fire to remain, even if no real hits are received).BillThe second aspect of fires in night actions is more complex. Many ships ended up with numerous small and medium fires that illuminated them and made them easier targets. While these fires didn't add a great deal of additional functional damage, the targeting effect was very real, tending to attract every gun in the locality. So, how best to reflect this? My initial thought is to status a ship as "illuminated" for visual and target acquisition after "x" number of hits or perhaps certain types of hits. Let me know what you would suggest. The change should be simple and work within the context of the current DAMAGE table.
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