I have already got the rules what I need is the rules for converting say the
British and germans over to full thrust because all that is supplied is
Japanese and Americans.
> On Sat, 29 Nov 1997, Martin Gaskell wrote:
> I have already got the rules what I need is the rules for converting
The current conversion rules should be same for Japanese and Americans as it
is for British and Germans. However, the Atlantic theatre has not been tested
so there may be quirks in the conversion. One item that older British ships
may require is the Magazine critical hit location. These ships had deficient
armor over the tops of the magazine a la Bismark chase, and therefore this
particular critical hit was added. If the Magazine fails a critical roll, it
immediates does 1d6 damage to the ship which may cause another critical check.
For Smoke rules - A destroyer or other smoke layer can apply up to 3"x1"
smoke per turn, if it travels faster than 3" it can only lay 3". Each
layer of smoke adds 6" to the range of the shot - i.e. ships 12" apart
with 1 layer of smoke shoot as if they were 18" apart for number of dice
-
this is the effective range. Plunging shell fire is still calulated on
the true range - i.e. you only get to hit deck armor if the true range
is
> 24". Multiple smoke screens may place targets out of effective range,
Ranges of 6" or less are not effected by smoke.
Please drop aline if you need the actual numbers for conversion for caliber to
batteries, " of armor to armor level and speed to " of movement.
--Binhan
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