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Re: Possible rules modification for the next game


 

yes to the trigram list ..?
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the trigrams are not always intuitive - to use your example why is
Emanuele Filiberto Duca d'Aosta DST? i would expect either DAO or AOS #
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servus
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markus?

Dominique Guillemin via groups.io <dguillemin75@...> hat am 18.03.2025 15:55 CET geschrieben:
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Maybe you should considere tha automation of torpedo firing as an option, at che player's choice.
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For the trigrams, I only need a clear listing with the order of battle : US San Juan = SJN, for instance
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Le?mar. 18 mars 2025 ¨¤?15:28, Francis Marliere via <marlieref=[email protected]> a ¨¦crit?:
Thanks for the feedback.
For the communications, I understand that the main problem is not to limit the number of messages that the players can send during a turn, but to make them communicate. Some of them too often tend to be mute ...
For the torpedoes, I am afraid that a substantial part of the players is not able to compute the bearing for torpedo launches. If the players have to compute the bearing of the torpedo launches, it is, as you say, fun and realistic, and it allows players to demonstrate their skills. But in the other hand, it put some players, especially the beginners, in difficulty. If the referee is in charge of the firing solution, it makes things easier for these players, but it deprives all players of an important and interesting decision. The choice is not easy ...
I understand that trigramms are not always clear. But it makes the map easier to read. DST is much shorter than Emanuele Filiberto Duca d'Aosta...
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Francis

Le?mar. 18 mars 2025 ¨¤?14:57, Dominique Guillemin via <dguillemin75=[email protected]> a ¨¦crit?:
Dear Francis,
Gentlemen,
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Here's my opinion on these rules :?
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1. Order/Command Phase: We never feel too restricted in sending messages; you can abandon the flag rating ;
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2. Torpedoes: It's okay to consider the torpedoes ready as soon as needed, but I think it's better to let the players calculate their own firing parameters¡ªit's fun and, like real target shooting, it allows them to demonstrate their skill ;
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3. Fires: No comment.
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For my part, I rather advocate a "conservative" approach aimed at limiting perpetual changes to allow players to keep habits without having to worry about understanding a new interface every new game.For instance, I find that the current Excel table is less clear than some previous ones, in particular I founded it more satisfying to gave heading and speed orders in 30-second increments.Furthermore, the trigramsabbreviations used to identify ships on the map are sometimes obscure.
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Regards,
Dominique
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Le?jeu. 13 mars 2025 ¨¤?15:47, Francis Marliere via <marlieref=[email protected]> a ¨¦crit?:
Gents,
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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.
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- 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). If more than one TBS message is send on a channel, interference is possible. VHF messages take two turns to get through the codage / decodage process.
I hope that the communications rules will be clear and simple, so everyone will understand and respect them.
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- 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.
* 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.
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- 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.
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What do you think about this proposed changes ?
Do you see other stuff that need to be changed ?
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All the best,
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Francis
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