GZG List archives -- January 2006
Re: Re: [GZG] John's Shipbuilding
-------------- Original message ----------------------
From: Ian Downing <iandowning112@xxxxxxxxxxx>
> The RN ships had no chance of winning...
It depends on how you define "winning." Winning and losing are defined by the mission (scenario) at hand and the backstory to date. Is winning always about the total defeat of the enemy? Probably not.
John mentioned mission motivation which, I think, is a better way of dealing with morale in a ship to ship game. We're not talking about modeling the morale of Ship's Cook 4th Class Jones but the command staff.
If the weaker force has a High mission motivation then I can see them willing to take the hits. If, on the other hand, they have a low motivation then they make take a few paint scratching hits and decide to bail.
How popular would Admirals/Captains be today if they burned ships like we FT players do?
--
Damo
--- Begin Message ---
But how would morale rules cope with situations such as the Glowworm v Hipper, Jervis Bay v Scheer, Rawalpindi V Scharnhorst and Gneisenau. The RN ships had no chance of winning, only the Glowworm got some return on her sacrifice by damaging the Hipper so she required several months dockyard repairs. So how would you model this in FT?
Ian
damosan@xxxxxxxxxxx wrote:
From: John Tailby
>
> Would introducing a morale system into FT be worthwhile?
>
I'd be all for this as an add-on rule. You can get into a few hairy situations though: once morale cracks will the ship try to run away? Jump out? Surrender to the opposing side?
--
Damo
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