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Re: Possible rules modification for the next game


 

hello francis

Am 13.03.2025 um 15:46 schrieb Francis Marliere via groups.io:
Gents,
I have started working on a slightly modified interface and rules for the next Long Lance game.
My priority is to simplify the rules as much as possible in order to ease the work of new players. I have a few ideas, but don't hesitate to tell me your feelings.
- Order phase / commandment rules : I suggest to abandon the Flag Command Rating, because the problem is not that players send too many messages, but rather the contrary. Each ship can send one message by flag, one by blinker, one by TBS (if fitted) and one by VHF. Messages by flag use Seekrieg V codes, while others are in plain text (length of the messages may be limited to 30 words).
generally speaking .. even as flag officer i did not feel the flag command rating to be a serious problem in sending messages (famous last words, i know)

i also like to send tbs and blinker signals in the flag code format - its more economical (and afaik this was done for blinker occasionally)

one thing i noticed in communications is that we need better ways of identifying ships (i.e. which ship are we talking about)

If more than one TBS message is send on a channel, interference is possible.
how so? there should be enough available channels? do we have to submit a channel plan before battle now? 8)

the limit might be more of having enough receivers to listen to the channels

VHF messages take two turns to get through the codage / decodage process.
do we have to code the VHF? seriously most of the stuff that is being sent has very limited shelf life - its tactical and any enemy can observe the result two turns later in real life

I hope that the communications rules will be clear and simple, so everyone will understand and respect them.
- Torpedoes : using torpedoes seems difficult for many players. I intend to help them by simplifying the process :
* I will probably delete the need to prepare torpedoes the turn before the launch. It's too difficult for many players, and wastes many opportunities. We will assume that the torpodo officier always have the torpedoes ready. Torpedoes will enter the water immediatly and will move during the movement phase of the turn of launch.
my main problem with torpedoes is not the rules per se .. it is that i do not get enough practice with them (basically one does one torpedo attack per game and draws the learning curve out somewhat ..

perhaps finding a way to drill torpedo warfare might be more useful .. ?

* Some players have issues computing the bearing of the torpedoes. I wonder if the referee (me) should calculate it for them. Let's assume that the ship captain just picks up the target, and let the torpedo officer make the computation.
see above .. 8)

- Fires : the actual Long Lance rules (inspired by Command at Sea) reduce the danger of fires compared to Seekrieg V. It is a designed choice I made because in SK5, fires kill ships too fast in my taste (USS Franklin would not have survived with SK5 rules). In Long Lance rules, the fires create damage (and possibly DE if severity >50) only when they start, and if the total of fires is superior of 10% of the initial DP of the ship, it is a conflagration (there are chances of systems damaged by fire or evacuated due to flames, heat or smoke). The damage cpntrol roll to fight off the fires is not made at the end of every turn (it request too much hand work for the referee), but only on the third turn after a fire has begun. This last rule just don't work because it is too cumbersome, and I don't apply them. On the next game, there will be no DC roll to control the fires during a surface engagement.
not having enough practice with burning to have a real opinion here 8)

servus

markus

What do you think about this proposed changes ?
Do you see other stuff that need to be changed ?
All the best,
Francis

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