naval thunder faq v1

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  • 8/21/2019 Naval Thunder FAQ v1

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    Purpose:1) The purpose of this document is to address the proper resolution of the rules as

    depicted in the official rulebook

    2) It is also to highlight the house rule changes that have been play-tested extensively.House rule changes are marked in red font in this document.

    3) To guide and assist veterans and newcomers to Naval Thunder, especially during the

    resolution of league games and future events.

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    Clarifications:1) Step resolution: As per the Naval Thunder rulebook, the step resolution is broken

    down to as below:

    a) Battleship Move (recon planes can be launched)b) Cruiser Move (recon planes can be launched)

    c) Destroyer Move

    d) Active spotting

    e) Declaration of Torpedoes

    f) Battleship Shoot (mark Primary gun targets, fire secondary)

    g) Cruiser Shoot (mark Primary gun targets, fire secondary)h) Destroyer Shoot

    i) Torpedo resolution

    2) Declaring target: To make it streamlined, we are using a hybrid version of Naval

    Thunder rules, which is to allow one side to declare and resolve all his firing for that

    particular Shoot Step and then turnover to the other player. Damage is still appliedsimultaneously as per the rules. Employing this technique allows both side to know

    which ship has shoot without the need to placing counters/tokens all over the table.

    3) As per the rules of pre-measurement (pg 18), NO target can be pre-measured for

    range. You have to take your best guess.

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    Clarifications (cont.):4. Switching targets: Once you have declared your target, and whether the range fell

    short or was obscured, you cannot change your target. Although the ruleset itself

    dont explicitly say yes or no, but based on many playtest, we found it quicker to justmove on and to accept it as part of the battle situation.

    5. Line of Sight: The 6 is measured from middle to middle as per the standard targeting

    rule. Moreover, one must remember that once the target/shooter is out of the 6

    intervening object, LoS is considered to be not-blocked.

    6. Pooling of guns: Primary is up to 2 targets per 45 degrees arc of fire. Secondary is 1

    target per 45 degrees arc of fire. Guns are pooled by turret. Turret is restricted by arc

    and therefore if the turret has fired at that arc, it cannot be use to fire at a different

    arc.

    7. Firing through smoke/land mass: As per the rules, a recon plane can be launched bya ship carrying a Recon plane(by declaring to launch the plane during the Move step

    and not moving/shooting for the entire round). This provides the ability to fire

    through smoke and land mass. In the ruleset, it is just implied that ships with Recon

    planes gain the automatic ruling of firing through smoke and land mass, which is a bit

    vague. Recon planes launched remain in the air the whole game.

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    Clarifications (cont.):8. Unreliable Radar: In the rulebook, this rule is applicable only to Main Battery. Also in

    night fights, failing the command check renders the target invalid and any fire

    declared as forfeited.

    9. Night battles: Important rule is the visibility (LOS) range is 20. Only the US and UK

    nationality of bonus Advanced Radar (also subjected to Unreliable Radar) will

    increase the range to 40.

    10. Night battles: All range MODIFIERS are doubled. Short range is +1 instead of 0.Medium range is +2, Long range is +6, Extreme is + 10.

    11. Night battles: Ships on fire is targeted as if night battle is not in effect.

    12. Nationality Rule: For the Fuehrer: Changed to apply to the entire fleet. However

    checks against Unreliable Radar and Rudder damage is still taken as normal.

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    Clarifications (cont.):13. I left this to the last because it carries one of the biggest changes: In SDG forums,

    many argued that the destroyers in Naval Thunder are too weak, given that they

    hardly can survive a salvo from cruiser guns, let alone bigger battleships.

    Some playgroups worked around that by increasing the base hit number to 10+,

    which in my opinion, makes the entire system too dicey when it comes to

    destroyers.

    After further research, I came to the conclusion that since most destroyers act asscreens and most of all carry enough destructive power in terms of torpedo salvoes,

    the best is to enable the destroyers to use their most valuable assets. By shifting the

    torpedo declaration after the Move Step but before any Shoot Step provides 3

    benefits:

    Enable the destroyers to fulfill a greater role and yet without making the gametoo dicey

    Streamline the torpedo step instead of declaring it at every single Shoot Step to

    only a single Torpedo declaration thus quickening the game overall.

    Rewards smart maneuvering of any torpedo-bearing ships.