Jack A. Werth - Nov 5, 2004 3:43 pm (#33 Total: 40) I purchased "The Fast Carriers" shortly after it was published. I remember how excited I was about the "Tactical Stage" with the ability to actually carry out the air strikes on individual ships. However, after a few solitaire playtests I too realized the shortcomings of the game. I was so disappointed I never even attempted to play the whole game. As I read through the preceding posts it became apparent that many of your have come to the same conclusion - i.e. the "Tactical Stage" just doesn't work right. What amazes me is that no one has attempted to fix the problem in some fashion. The simplicity of the "Tactical Stage" is really wonderful if only the system could be resurrected. I have taken it upon myself to attempt such a fix. Due to health problems and a difficult work schedule I have not been able to playtest these improvements as much as I would like. Therefore, I am offering them here on Comsimworld so that I might get some feedback and suggestions from those more experienced with the game system. Mind you, I have only worked on the "Tactical Stage" regarding Air vs Ships. I have not considered Air vs Bases at this point. Let me know what you think. I have provided two test scenarios so that we may all compare results. If anything appears to be incorrect let me know. I have been attempting to obtain various "variant" articles on this game. If anyone would care to help me in this regard it would be greatly appreciated: Moves #26 - Fast Carriers: Burning Questions and Secret Ships: Perleberg Panzerfaust #75 - Destroyed in Action: The Problem with Fast Carriers: Dworschak Panzerfaust #75 - Air-Surface Attck in Fast Carriers: Sayre, Jr. Jagdpanther #13 - Weapon System/Game System Jagdpanther #15 - Fast Carrier Variants: Mishcon & Weapon System/Game System Note: Jagdpanther #15 may also be called "Battlefield". Jack A. Werth - Nov 5, 2004 3:48 pm (#34 Total: 40) THE FAST CARRIERS - Improvements for the "Tactical Stage" 1. AIRCRAFT SPOTTING Add a new phrase to the Tactical Turn Sequence called "Aircraft Spotting." This phase takes place prior to "Defending Player Air Movement Phase" and is now the first phase. The attacking player rolls each "Tac Turn Sequence" for each group of aircraft at high or low altitude in an attacking wave - i.e. one roll for aircraft at high altitude and one roll for aircraft at low altitude. If "spotted" all aircraft at that altitude are placed on the Tactical Map. If "undetected" all aircraft at that altitude may remain hidden and be secretly moved by the player. The location of the "undetected" aircraft must be recorded on a sheet of paper. It is possible attacking aircraft will not be "spotted" prior to launching an attack. When using "Aircraft Spotting" keep secret the entrance area rolled [11.3]. AIRCRAFT SPOTTING CHART Die Roll 1-4 = Spotted 5-6 = Undetected Modifiers: -1 Attacking aircraft at low altitude -1 Defender has radar +1 No CAP at high altitude Automatic Spotting: Torpedo Bomber - Commences "run in" to attack Dive Bomber - Dives to low altitude to attack Level Bomber - The last 6 hex prior to attack Fighter - Makes an attack Note: If playing solitaire roll for entrance area only after spotting takes place and count up the hexes moved secretly and then place the aircraft on the Tactical Map. 2. AIRCRAFT LOSSES [13.9] When a full strength air unit receives one damage point place a D1 marker under it. When it receives a second damage point flip it over to its reduced side. When a half strength air unit receives one damage point place a D1 marker under it. When it receives a second damage point eliminate it. Basically, the first damage point causes the loss of 1 plane and does not reduce the effectiveness of the air unit. The second damage point accounts for the additional loss of 2 planes and reduces a full strength unit or eliminates a half strength one. 3. SHIP FACING [12.6] The hex to which the ship points is the "bow" and the hex directly behind the ship is the "stern." The other 4 hexes are considered "midship." 4. TORPEDO BOMBING [13.5] Attacking torpedo planes only need a two hex "run in" instead of three hexes [13.52]. Use the following modifiers for Torpedo Bombing: -2 SP - Bow or Stern Attack +1SP - Unspotted +1SP - "Anvil Attack" (A port & starboard attack on a ship in the same phase gives each participating T.B. a +1 SP.) 5. DIVE BOMBING [13.4] Use the following modifiers for Dive Bombing: -2 SP - Bow Attack -1 SP - Attack from a Midship hex adjacent to Bow +1SP - Unspotted +1SP - Attack from a Midship hex adjacent to Stern +2SP - Stern Attack 6. CRITICAL HITS Anytime a ship receives any damage from an air attack a die is rolled on the "Critical Hit Chart." If the result is a "Critical Hit Possible" roll on the "Critical Hit Damage" table. CRITICAL HIT CHART 1-5 = No Effect 6 = Critical Hit Possible All Carriers +1 to die roll. CRITICAL HIT DAMAGE 1-2 = Damage Controlled 3-4 = Add D1 5-6 = Add D1 and roll again Japanese Carriers +1 to die roll Note: When rolling on the Critical Hit Damage Chart it is possible for a ship to continue to receive extra D1's until it is sunk. 7. LOW ODDS ATTACKS [CRTs 14.5 and 14.6] Attacks at less than +1 are now possible. Roll on the +1 Column. If there is a "D1" result, roll again to see if there will be any actual damage. Use the appropriate "Differential": 0 = 2nd roll must be a 4-6 to inflict a D1 -1 = 2nd roll must be a 5-6 to inflict a D1 -2 = 2nd roll must be a 6 to inflict a D1 -3 or more = 2nd roll must be a 6 and a 3rd roll must also be a 6 to inflict a D1 Jack A. Werth - Nov 5, 2004 3:55 pm (#35 Total: 40) [27.0] TACTICAL SCENARIOS [Use only the Tactical Map] [27.1] MIDWAY - Attack on the Yorktown, June 4, 1942 [27.11] JAPANESE VICTORY CONDITIONS In order for the Japanese Player to win, the Yorktown must either be sunk or in a D3 state at the end of the second Tactical Routine. [27.12] U.S. VICTORY CONDITIONS In order for the U.S. Player to win, the Yorktown must not be damaged more than D1. Note: Game is a draw if the Yorktown is in a D2 state. [27.13] JAPANESE ORDER OF BATTLE The Japanese Player is gets two attacking waves of aircraft. 1st Wave: 1 (Zeke), 3 (Val). 2nd Wave: 1 (Zeke), 1.5 (Kates). [27.14] U.S. ORDER OF BATTLE The following U.S. units are set up on the Tactical Display: Yorktown (002) Astoria (023) Portland (025) 6 DD's (064-069) CAP 4.5 (F4F) [27.15] SPECIAL RULES The maximum length of this scenario is two Tactical Routines (each consisting of six Tactical Turns). Assume that both Japanese Aircraft Waves arrive. Play begins with the Japanese Player secretly determining the outer edge "entry" hexes for the 1st Wave. Then the U.S. Player checks for "Aircraft Spotting." [27.16] HISTORICAL RESULT Yorktown in D3 state: 3 D.B. Hits, 2 T.B. Hits. Japanese Aircraft Lost: 2 (Val), 1 (Kate), 1 (Zeke) [Actual - 13 Vals, 5 Kates, 6 Zekes]. Jack A. Werth - Nov 5, 2004 3:58 pm (#36 Total: 40) [27.2] MIDWAY - Attack on the Hiryu, June 4, 1942 [27.11] JAPANESE VICTORY CONDITIONS In order for the Japanese Player to win, the Hiryu must not be damaged more than D1. [27.12] U.S. VICTORY CONDITIONS In order for the U.S. Player to win, the Hiryu must either be sunk or in a D3 state at the end of oneTactical Routine. [27.13] JAPANESE ORDER OF BATTLE The following Japanese units are set up on the Tactical Display: Hiryu (505) Haruna (521) Kirishima (522) Tone (546) Chikuma (547) Nagara (559) 7 DD's (581-587) CAP 1 (Zeke) [27.14] U.S. ORDER OF BATTLE The U.S. Player receives one attacking wave of aircraft: 4 (SBD) [27.15] SPECIAL RULES The maximum length of this scenario is one Tactical Routine (six Tactical Turns). Play begins with the U.S. Player secretly rolling to determine the outer edge "entry" hexes for his aircraft. Then the Japanese Player checks for "Aircraft Spotting." [27.16] HISTORICAL RESULT Hiryu in D3 state. Tom Russ - Nov 5, 2004 4:31 pm (#37 Total: 40) Jack, could you recap briefly what flaws you saw in the Tactical display so that we can better evaluate what you are trying to do with these new rules? In the meantime, a couple of comments on the spotting aspect: General It seems to me that the ranges on the Tactical display are sufficiently short that spotting is not likely to be an issue. At least with the larger fleets, the entire display ends up getting filled by ships. It does seem odd that one would resolve spotting when over the fleet itself rather than on the approach. That said, perhaps some benefit should be accorded to a surprise raid. Specific The modifiers for spotting at low altitude are cumulative with the radar spotting. That means that low altitude aircraft are automatically spotted by radar-equipped defenders. That seems a bit counter-intuitive to me, since I would expect radar to work better on high altitude aircraft than low altitude ones. Perhaps apply the radar modifier only at high altitude? Secondly, torpedo planes are automatically spotted when they start their run-in, yet there is an attack modifier for unspotted torpedo planes. That would never seem to come up. Jack A. Werth - Nov 5, 2004 6:41 pm (#38 Total: 40) Take a quick look through the FC site and you'll see all kinds of issues raised about problems with the tactical system. There are not that many posts. In particular, A.A. is way too deadly. D.B.'s disintegrate over targets. Low odds attacks are impossible. There is no provision for a small group of attacking planes to do any severe damage - like the Japanese attack on the Yorktown during Midway. D.B's are very underrated. There is no provision for "anvil attacks" by T.B's. Try the "Attack on the Yorktown" and see if the Japanese Plane losses are not closer to reality with the new rules. With the Critical Hit Table there is a chance for the few attackers which escape A.A. and CAP to actually "do in" the Yorktown. Some attacks were unspotted until the moment of attack - Consider the U.S. Dive Bombers at Midway for example. The Player should be able to catch the enemy off guard at times. What I should have said was that "unspotted" aircraft are REVEALED during the "run in" or dive bombing attack, etc. In other words, the unspotted air units will be moved on the Tactical Display as they make the attack. Perhaps, players might keep specific hex information so that the attack could remain hidden the whole time until the attack occurs. I was trying to keep things simple. More detailed written information would have to be kept to prove to your opponent the actual course taken by the attacking air units. I wasn't sure what to do about the Level Bombers who have a 6 hex "run in". I am open to suggestions. I assumed that low-altitude aircraft would be much easier to spot than high-altitude ones. Unless there a heavy fog or some type of cloud cover the ships would see them lining up the attack run. Radar gave the U.S. an advantage and thus the Japanese T.B. end up being automatically spotted UNLESS there is no U.S. Cap at high altitude. I wanted to add a little "madness" to the airstrike. I also did not want the attacker to know he could take his time and line up his target while remaining upspotted. With the rule he doesn't know how long he will remain undetected. Those who are familiar with "Carrier Battles" will realize I am attempting to keep simple some of the concepts found in that game's tactical resolution for "Fast Carriers." I consider CB to be well-done but a bit complicated on the tactical level for Air vs Ships. Jack A. Werth - Nov 6, 2004 12:18 pm (#39 Total: 40) CORRECTION for the 2 Tactical Scenarios: 27.15 & 27.25 - Delete the final sentence of the "Special Rules" section for both scenarios. They are unnecesary and it is the ATTACKER who rolls for "Aircraft Spotting" not the defender.