03 | 04 | 05 | ||
06 | 07 | 08 | 09 | 10 |
11 | 12 | 13 | 14 | 15 |
16 | Second attack on the Hatsuharu |
Notes for new players: Remember that skip bomb aiming is like strafing and you can opt to track FPs of aiming rather than turns of aiming.
A1 / speed 4.0+ / started aiming on Turn 5 for 3 FPs (minimum aiming complete at 2nd carries 1FP of aiming) A1 / speed 4.0+ / continues aiming on Turn 6 for 4 FPs (shifting to stern hex of ship, full aiming complete on 1st FP (4FPs of aiming matching speed, as in strafing) / continued aiming for 3 more FPs (3 of 4 carried) A1 / speed 4.5+ (new full aiming requirement = 5, 3 carried) / attacked on turn Turn 7 dropping bombs after 1 FP of flight with 4/5 of extra aiming done = no extra aiming bonus. However, FG gun strafe could have claimed -10 extra aiming as it fired later. Attack planning Comment / lesson learned: Had he pressed for extra aiming 1 more FP, he could have added -10 to attack, but also +10 for 1 hex inside proper RP so why bother? But, I note, had A1 also gone idle back to speed 4.0+, proper RP becomes range 2, and he could have pressed 2 more FPs to gain a -10 with no adverse mod, releasing in hex 3131, ending in hex 2930, and not yet required to check for mast hit (has not crossed hexside of stern) and could have played his +0.1 OC and evaded masts at start of next move by height or would have been safe as ship advanced out of way during ship move.
Two bombs dropped at alt. 0.1, 3 hexes from target at speed 4.5+ (proper RP) Base modifier -30 Full aiming -00 Sight angle and range 3 hexes = +3 Sight angle and altitude 0.1 = -00 TOF drift errors = +0x5 = +0. Final Modifier -27 Scatter limit = 2 hexes max ) (average of speed 4.5+height in hexes (0) = 4.5/2 = 2.25 -- rounded down to 2
Dice roll: 76 = LH +29 -27 = +02 = Scatter 02-1 Bomb skips over ship, between masts and lands in 2829 (2:00, 1 hex from final fixed aim point of 2830), Auto MISS One last Note - In this case it makes Remember when bombs aimed at a ship are released, the aimpoint shifts to the hex the ship section is in, or to the hex on the side opposite from the bomb's LOA side for ship parts on hexsides. Even though it probably doesn't matter much for random scatter location chances, the player did have the option to convert his aimpoint to the hex itself.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TOF = 0. Skip bombing is a form of level bombing. You pull the RP mod. from the level bombing release parameters, but not the TOF data. TOF is determined as below. TOF will equal the number of game turns it takes after drop to roll for accuracy. Because the TOF is 0 for A1, next turn the bomb attack damage wiold have been resolved before AAA. Whereas, if the player releases such that he can't drive his bomb into the target during the rest of his move, it will have a TOF of 1 and attack after AAA fire. |
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As presented on the ADC the top turrets have a lower limit of AC. This negates the possibility of strafing with the turrets (absent a steep diving a/c). This is not historical, as there are many reported instances of strafing ground targets with turrets. So we will use a special rule that an a/c in a bank can strafe targets toward which it is banked if the target is between 1 and 5 o'clock if banked right, or 7 and 11 o'clock if banked left, with the lower limit equal to the SHD fixed gun lower limit if it is in or has completed a TT or less turn (this includes non turning a/c), or using the STD lower limit if in or just completed an HT turn. |
One pre-game OP AAA attack was conducted: Target formation size +12 Points of (heavy) naval AA +8 <-- I counted 7 from the two ships ADC's. If barrels were counted it would be 11. Naval AA , -10 Total modifiers +10 <-- For the Attrition Table high DR'd are good for the attacker. --- --- Dice roll 93 = LH +65, final result +75 2 of 6 planes hit A2 and A3 hit by heavy AA - 2:1 odds, crits 3 --- Attack on A2 Die roll 25 = LH -27 3 hits, 1 crit die roll 6, -1 multi engine = 5 Hollow ---- Attack on A3 Die roll 59 = LH +09 2 hits, 0 crits |
Please add this errata.
The rules and the play aids differ on the modifier for dropping skip bombs outside optimum range. The play aid (+20 per hex) is correct. The rules do not cover the case of a skip bomb, bomb fall marker entering play during the movement phase. Normally, bombing attacks occur in the combat phase and the rules only cover that situation. TOF = 0. Skip bombing is a form of level bombing. You pull the RP mod. from the level bombing release parameters, but not the TOF data. TOF is determined as below. |
Rules Errata and Changes
Rules, page 51, Rule 19.1.1, Multi-Target Area Strafing (addition): Gun harmony affects are based on the doubled, not normal ranges when area strafing. Example, if area strafing at range 3 to 4, or 5 to 6 with harmonized wing guns, award the -15, or -10 gun harmony mods., respectively Rules Page 52, Rule 19.4, Strafing & Rocketing Ships, Extended Range Deck Strafing (additions): Compared to ground targets, ships of > 100 tons are very large targets thus strafing vessels is an "area" type attack. Per the rule 19.1.1 addition above, Gun harmony affects are based on doubled ranges (not normal or quadruple range) when strafing or deck strafing such vessels. In addition, a ship size modifier = minus 10 x its D10 Roll to Hit no. applies to any kind of strafing or rocket attack. Rules, page 55, Rule 21.1.1, Skip Bombing Notes (clarifications): Rules, page 55, Rule 21.1.2, Skip Bomb Markers (new rule): When a skip bomb is dropped place a bomb marker in the hex or on the hexside occupied by the bomber at the instant of release. The marker is alloted the same number of full FPs (for skipping) as the bomber has for flying on the turn of release. Once placed, the marker is advanced one hex along that particular LOA for each following FP played by the A/C in the same or during the next game turn, until the bomb exhausts its allotted set of FPs. The instant the bomb a) enters a hex or moves onto a hexside, currently occupied by a naval vessel (or its bow, center or stern), or b) crosses any portion of an occupied hexside (including either end of the hexside, or the middle), or c) the bomb runs out of alloted FPs before encountering a potential target vessel roll for the bomb's accuracy (scatter check) and place it in its final location. If the bomb is on target or scatters to a vessel occupied position, check for direct hits or near misses normally. Rules, page 55, Rule 21.2, Parafrag Bomb Attracks (additions): Chapter 28, Damaging Ships (changes preamble): In the third edition rules, a well intended adjustment to bomb damage modeling in the final weeks of testing was made, toning down bomb damage to what seemed better levels of realism. However, in my haste, I forgot to also adjust, proportionately, ship's armor damage attenuation before going to press with the game. Also, I was reminded, after the fact, that ship's armor is generally an interior thing, protecting vitals, and even heavily armored ships had lots of exterior structure, decking and hull plating that could be damaged in attacks on armored vessels by the mass of the impacting bomb as well as from the explosive effects of the bomb. Rules, page 62, Rule 28.1.1, Minimum Guaranteed Bomb Damage (MGD) (new rule): Regardless of armor presence or not, a direct hit bomb always inflicts kinetic damage equal to its load point value, in addition to the normal damage inflicted by its explosion. Ship armor only attenuates explosion damage. Rules, page 62, Rule 28.1 Naval Unit Damage, Ship Armor (additions and changes): Rules, page 62, Rule 28.1 Naval Unit Damage, Ship Armor Effects Table (change): The amount of damaging hits canceled by armor is based on D5 rolls (not D10 rolls as shown in the chart). FW Naval Tables, page 1, Ship Armor Effects Table (28.1) (change): The amount of damaging hits canceled by armor is based on D5 rolls (not D10 rolls as shown in the chart). Rules, page 63, Rule 28.3, Special Damage Considerations, Flight Deck Damage & Bombs (revision): Change first sentence to read: "A non-penetrating bomb inflicts flight deck damage = 1/2 its soft attack strength (rounded down), or one D5 of damage + the bomb's MGD (minimum guaranteed damage, see new rule 28.1.1) if the flight deck is armored (indicated by underlined FDC values, Chap.29)." JD |