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At the moment, Salamis and Navarino are slugging it out with Cavour, Dulio and Cesare starting at 25000 yards and after an hour have worked down to 18000 yards.
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How much detail does the combat system go into, ie slow & heavy shells vs light & fast?
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Interesting to see how this one turns out. The Italian 305mm/46 is actually a very powerful weapon firing a 452kg shell at 840m/s. I'd expect the Italians to win, but with 1 of their number sunk.
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Originally posted by Swamphen
Spreadsheets....arrrrgghh!! I don't have no steenkin' spreadsheet programme!
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any progress regarding your rules?
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In which way does a ship suffer from being "cramped"? Less effective damage controll? Higher percentage for critical hits?
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In general: How to include story-line characteristics of a design into your set of rules? For example let´s assume I´ve a ship with main guns of a turret put into one cradle? A hit that knocks out a gun should thus knock out the whole mount as the other gun will no longer be able to train or suffer from splinters etc. Is there a modifier possible for having a green or veteran crew?
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If it would be possible to have a point-system for a battle one could buy advantages (higher than standard ROF, veteran crew, superior DC etc.) and disadvantages (like higher dud rate, green crew, cables running through "watertight" bulkheads etc.) allowing more interesting story writing/characterization of crews.
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I can´t help but think this would be too complex for our rules
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The French for example build exceptional small turrets but still used single cradles
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The ammo hoist caused all the troubles as they were prone to jam.
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