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Re: Simultaneous fire [was UK/US in balkans (as the UN)]

From: Tom Anderson <thomas.anderson@u...>
Date: Fri, 21 Jan 2000 02:36:07 +0000 (GMT Standard Time)
Subject: Re: Simultaneous fire [was UK/US in balkans (as the UN)]

On Thu, 20 Jan 2000, Roger Books wrote:

> On 20-Jan-00 at 05:02, colin.plummer@theplanet.net
> (colin.plummer@theplanet.net) wrote: > *unlurk*
>
> > Quoting Michael T Miserendino (Wed, Jan 19, 2000 at 03:04:00PM
-0500)
> > 
> > [simultaneous fire]
> > 
> > > 1. Recording damage now becomes a pain.  You need to indicate that
damage
> > >  has been taken but will not take affect until the end of the
combat
> > > between  the two squadrons.  It seems this would also slow game
play. 
> > > This is a  potential spot for errors - e.g. A player might forget
which
> > > damaged occured  this turn from previous damage, and not fire a
weapon
> > > system. 
> 
> My original post appears to have dropped somewhere, so...
> 
> As everyone suggested, make a / on the hull or armour when
> the damage is rolled.  After all damage has been marked
> complete the X and do thresholds if necessary.  The big
> difference this way is you will only ever make 1 threshold
> check in a turn.  For a large fleet this would probably
> speed things up.

eh? if a ship takes enough damage in one turn to take it over two
threshold points, then in the threshold phase at the end of the turn, it
takes two threshold checks, one after the other. simple. personally, i
record the fact that a threshold has been carried out by putting a line
though the row of hull boxes that it corresponded to.

as for systems damage, i use a pencil, as then, if it is repaired, i can
rub the mark out. i use the / for threshold and X for needle convention
too.

it's important to realise that there are two types of damage being
discussed here - hull/armour damage (/ or X in a hull/armour box
indicates
done or accounted damage) and systems damage (/ indicates threshold
loss,
X indicates needle loss).

pencils, though: the way to go, i tell you.

tom

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