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Author Topic: Carriers  (Read 7312 times)
oztea
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« Reply #150 on: December 10, 2009, 05:14:33 pm »
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I garuntee damaged carriers retured to port during WWII with some planes on board

and I figured it out two seconds ago when I was upstairs
the rule is for convience, and a cop out by larry.

Since the A&A standard of "damage" is "tipped on its side"
And since carrier peices CANT hold plane pieces when tipped on their side
when damaged....carriers cant hold planes!

so rules and reality have to bend to the fact that we dont have damage chips in this edition....
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bennyboyg
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« Reply #151 on: December 10, 2009, 05:32:20 pm »
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I garuntee damaged carriers retured to port during WWII with some planes on board

and I figured it out two seconds ago when I was upstairs
the rule is for convience, and a cop out by larry.

Cmon dude give him some credit. He made the decision based on how best he thought the game would work. If you don't like it, fine, make a house rule, but you don't have be a jerk.
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kcdzim
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« Reply #152 on: December 10, 2009, 05:34:39 pm »
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I garuntee damaged carriers retured to port during WWII with some planes on board


Of course they did, but this is a simplified game.  If you want an element of reality to it make a house rule where some or all of your planes are on CAP, maybe even send them to adjacent sea zones declared during each turn, and then roll 1d6 per plane to land on a damaged carrier (a 6 ditches in ocean).  

And while you're at it, roll 1d6 after a sub strike to determine torp strike - 6 for critical hit - ammo magazine, all lost; 5 for rudder strike, steam in a circle, can't move for a full turn; 4 for power loss, can only move one space at a time; 3 -1 for torpedo belt, land planes as noted above.

Or stop worrying about it cause your carrier will OCCASSIONALLY live slightly longer than before because it's a minimal change.
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Brain Damaged
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« Reply #153 on: December 10, 2009, 05:59:59 pm »
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I garuntee damaged carriers retured to port during WWII with some planes on board

and I figured it out two seconds ago when I was upstairs
the rule is for convience, and a cop out by larry.

Since the A&A standard of "damage" is "tipped on its side"
And since carrier peices CANT hold plane pieces when tipped on their side
when damaged....carriers cant hold planes!

so rules and reality have to bend to the fact that we dont have damage chips in this edition....
Then just go back to the old rule 1 hit and you are sunk. Then you won't have to worry about whether or not your planes can land on it.
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Variable
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« Reply #154 on: December 10, 2009, 06:37:04 pm »
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I garuntee damaged carriers retured to port during WWII with some planes on board


Of course they did, but this is a simplified game.  If you want an element of reality to it make a house rule where some or all of your planes are on CAP, maybe even send them to adjacent sea zones declared during each turn, and then roll 1d6 per plane to land on a damaged carrier (a 6 ditches in ocean).  

And while you're at it, roll 1d6 after a sub strike to determine torp strike - 6 for critical hit - ammo magazine, all lost; 5 for rudder strike, steam in a circle, can't move for a full turn; 4 for power loss, can only move one space at a time; 3 -1 for torpedo belt, land planes as noted above.

Or stop worrying about it cause your carrier will OCCASSIONALLY live slightly longer than before because it's a minimal change.

Agreed. Like I said, I think overall this will add to the fun/challenge factor which, isn't that what Larry was after? Making a more challenging A&A game for us? We should just say "Thank you Larry".
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Brain Damaged
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« Reply #155 on: December 10, 2009, 06:58:41 pm »
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I'll save my thank you until I am holding my own copy.
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oztea
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« Reply #156 on: December 11, 2009, 02:37:08 pm »
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yea he made the best game he could
im still going to enjoy it, and keep house rules to a minnimum

I can live happily with how carriers work now, im going to keep a fleet with them at all times, but im dissapointed they dont work the way I envisoned

Hey..we cant all get our way in larrys game...
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Variable
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« Reply #157 on: December 12, 2009, 07:29:16 am »
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yea he made the best game he could
im still going to enjoy it, and keep house rules to a minnimum

I can live happily with how carriers work now, im going to keep a fleet with them at all times, but im dissapointed they dont work the way I envisoned

Hey..we cant all get our way in larrys game...

...but we CAN get our own way with HOUSE RULES! And Oz, you make a lot of great ones. I plan to try your carrier rules too and see what my friends and I like better.
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