There's always been some debate as to how to handle repair rolls for the
missile loads when a salvo missile magazine fails a threshold check.
Options: a. Roll for magzaine only; if damaged, all missiles in the magazine
are lost b. Roll for magazine only; if damaged, magazine must be repaired,
then each missile must be repaired c. Roll threshold for magazine and each
missile. Once magazine is repaired, any undamaged missiles are available. d.
Roll threshold for magazine; if damaged, the magazine itself need not be
repaired but each missile must be repaired to be usable.
The FAQ has A or B. In my opinion, neither option is suitable. SML's aren't
much cheaper than SMR's. With the SMR's ability to launch all loads at once,
and the SML's vulnerability to thresholds, I don't see why anyone would use
SML.
B might work if you roll thresholds as a core system (if you're feeling nasty,
you could allow for a chance of the missiles
exploding...).
C is justifiable if you think of it as the handling gear, hatches etc to move
the missiles to the launcher.
D is justifiable if you think of the magzaine as a hold--it's not the
hole in the bulkhead that's important, it's the damage to the contents
But it would be nice to get an [OFFICIAL] ruling on this.
G'day,
> Options:
Unless I've misinterpreted I think you've missed an option. We roll for the
magazine on a threshold check (rolling for individual missiles just seemed to
add to many rolls to what can be a long process in big games). If the
magazine is repaired then you get all the unused missiles back no question. In
this particular case we were more concerned with speed of play than anything
else (seeings how SML intensive my fleet usually ends up). As far as we've
found it's fast and doesn't seem to cause any imbalance. We did
toy with if you roll a 1 on the threshold check the magazine blew.... as
you may have guessed we stopped doing that when it became obvious that the
French fleet was never ever going to survive its terrible run of tragic
magazine breeches at the hands of Admiral Fulton;)
Cheers
Beth
From: "Beth Fulton" <beth.fulton@marine.csiro.au>
> >a. Roll for magzaine only; if damaged,
> Unless I've misinterpreted I think you've missed an option. We roll
The option we use is:
[snipped options]
I always thought it was:
D - Roll separately for launcher and magazine. If magazine is
repaired, it has exactly what was in it when it went down.
This is the way that we played. It is quick and simple. It also encourages
ship designers to have multiple bays as a single threshold or needle attack
could take out your entire Salvo Missile capability if you had only one bay.
I would say that it follows the precedent of the fighter hanger bays. I.e. you
don't roll separately for the fighter group and the fighter bay (if a fighter
group is in the bay).