Greetings! Time for another trip through what’s on my mind
these days. These days it’s back to school time for the kids, shopping around
for insurance, and finishing up the first draft of my first non-WotC novel.
Hopefully I’ll something interesting to report on that front in a few more
weeks—we’ll see!
I’m participating in my first Fantasy Football league this
year. I’ve played Roto baseball for years and years, but this is my first foray
into a new sport. I drew draft position #9 in a 10-player league, which sort of
bummed me out a little. But we used a snaking draft, so at least I got picks 9
and 12 out of the first 20, then picks 29 and 32, and so on. I figured out the
clever ploy of trying to start a “run” with my second pick in any pair, trying
to lessen the pain of that long eighteen picks between my selections. I’m proud
to say I managed to start runs on tight ends and defenses—there’s nothing like
watching four or five of those picks follow *after* I just made one.
Long and short of it: The Fightin’ Geoducks wound up with
Matthew Stafford and Darren McFaddon as my first two picks. Victor Cruz is my
top receiver, and I indulged in a couple of “homer” picks with the Eagles
defense and receiver Jeremy Maclin. I think I did pretty good overall, although
I don’t like my receivers all that much. We’ll see how it goes!
Gaming: I’ve been
thinking a little more about Richard Baker’s Naval Game, and what I would do
different from Axis & Allies Naval Miniatures. I’m not serious about this
quite yet, but I thought I’d share a couple of thoughts about a gunnery system,
since I know a few of you War at Sea types follow my blog and might enjoy it.
The AANM system rolls fire volume, accuracy, and armor
penetration all together into an overall “effectiveness of fire” roll. That’s
pretty simple, but it means that the only real knob you can turn to
differentiate between attacks is to give them more or less dice—and increasing
the attack dice from Unit A and Unit B might mean that you’re trying to model a
ship with more gun barrels, or more accurate guns, or bigger guns with better
armor penetration. It doesn’t really let you deal with historical subtleties
such as the difficulty 8” heavy cruisers had hitting destroyers, or the fact
that a ship mounting fifteen 6” guns didn’t have any advantage in armor
penetration over a ship mounting six 6” guns. It would be satisfying to
gearheads like me to improve the simulation value of the game by creating a
system that accommodated those subtleties. That suggests separating the tests
of accuracy and hitting power, and then further differentiating between 4-gun
broadsides and 12-gun broadsides of otherwise similar guns.
So, here’s a straightforward way to approach gunnery:
-
Volume of fire is represented by the number of
dice you roll
-
Accuracy of attack and difficulty of hitting the
target are measured by your hit chance on each die
-
If you score a hit, you test the hitting power
of the gun against the armor of the target
Putting a large number of shells in the air should generate
more hit chances than a lower number of shells, so reflecting that by rolling more
individual attack dice seems like a good start. Some ratio of number of barrels
to attack dice would make sense; if Montana threw twice as many attack dice
with its 12-gun broadside as Repulse with its 6-gun broadside, that would be
intuitive. I don’t think you would want 1 die per barrel, simply because the
Boise’s 15-gun broadside is pretty ridiculous at that point, but maybe it would
be okay. This approach also lets us model arcs of fire and the advantage of
“crossing the T” quite nicely—a ship’s guns don’t become individually less
accurate or lose armor penetration when only a few of them bear on a target.
In a perfect world, we’d also roll rate of fire into that
fire volume measurement. The Iowa could fire about eighteen 16” rounds per
minute, but the Fletcher could fire about a hundred and twenty 5” rounds.
Presumably the Fletcher should roll five times as many attack dice as the Iowa
to reflect that… but I suspect it wouldn’t be fun to roll buckets of dice for
little individual effect. For now, let’s set rate of fire aside, and tell
ourselves that we might use a “Low, Average, High ROF” modification of some
sort that isn’t a pure mathematical conversion.
Attack accuracy is your chance for any particular attack die
to score a hit. There should be two basic measurements here: How accurate the
gun is, and how hard to hit the target is. My idea for handling this is pretty
simple: Your gun provides you X chances to score a hit, and the target provides
you Y chances to score a hit. Add X and Y, and you get a target number for your
attack. For example, let’s say a destroyer is target size 1 and a battleship is
target size 5. Shoot at the destroyer with an accuracy 2 gun, and you have 3
hit numbers; shoot at the battleship, and you have 7 hit numbers. The die size
could be anything we want—a d10 would bias the system toward rapid resolution
of gunnery duels, but a d100 would probably be more historically accurate.
Let’s say d20 for now, and just see how that works out.
I prefer to encourage people to roll high in games, so we’d
actually flip the numbers around: We’d want to create a LOW target number and
call it a hit when you roll that number or higher. So we’d rate guns for
INACCURACY on a 5 to 10 scale, and targets for EVASIVENESS on a 5 to 10 scale.
In this world, a highly accurate gun is a 5, and an easy target is a 5. So
shooting at a battleship might be 5 and 5, creating a target number of 10—any
roll of 10 or better on a d20 is a hit. Shooting a destroyer with an inaccurate
gun might be 10 and 10, creating a target number of 20—you only hit on a roll
of 20 on a d20.
Accuracy should drop off with range, so we could probably
use a global rule like “–1 penalty to attack rolls number per hex of range,”
and it would be pretty reasonable. You could even create “spotting in” systems
that give you a “+1 bonus to attack rolls per turn of firing on the same
target.”
All right, so we know how to reflect volume of fire and
attack accuracy. Each attack die will generate a miss or a hit. Misses we
ignore, of course. But each hit can now be tested for its effect on the target.
This is where a destroyer gun generally fails against a battleship—it might be comparatively
easy to put 5” shells on the target, but they just won’t do much to it.
Likewise, one battleship-caliber hit might be enough to wreck a destroyer. Off
the top of my head, I think you could something as simple as a damage roll
compared to target armor. A destroyer might have a damage roll of 1d4 and an
Armor of 2, a battleship might be 4d6 and Armor 10. Damage rolls that are less
than the target Armor are ignored. Damage rolls equal to target Armor or higher
do “1 box” of damage. Damage rolls that greatly exceed target Armor might do
“more than 1 box” of damage, or even have a chance to sink the target outright
(the Bismarck vs. the Hood scenario).
I’d like to rate ships for Side Armor and Deck Armor, while
we’re at it, and have long-range attacks (and aircraft bombs!) compared to Deck
Armor instead of Side Armor. American heavy guns excelled in plunging fire
penetration; German and Italian guns tended to be high-velocity and did well in
close-range Side penetration. That might be covered with a couple of Special
Abilities, like “Heavy Shells, +2 damage at range X and higher” or “Hi-Velocity
Guns, +2 damage at range 1 or 2.”
Other than that, I’m afraid I don’t have much worked out in
my head about ship durability and effects of damage. I’d like to figure out
some way for a destroyer’s hit on a battleship to have a small chance to cause
a surprisingly serious problem—say, starting a fire, knocking out a secondary
battery, causing a power outage, or something along those lines. It didn’t
happen often historically, but it did happen. Maybe I’ll put on my thinking cap
and ponder that until my next blog entry.
Politics/Current
Events: Neil Armstrong’s passing should serve as a wake-up call for America
about the state of our manned space program. It’s not that hard to imagine in
2012 that we might eventually come to the day when there are no living human
beings left who walked on the Moon. In 1972, that notion would have been
completely unthinkable. NASA has been absolutely floundering for almost twenty
years now. We don’t even have the ability to put a man in orbit now, nor are we
likely to be able to any time in the next ten years or so. That is absolutely
RIDICULOUS. It is a staggering failure of leadership and vision.
NASA’s current budget is about $17 billion per year. Here
are a few things the government spends more money on than our space program: The
Department of Agriculture gets $27 billion a year, the Department of Housing
and Urban Development gets $49.8 billion, and the Department of Education gets
$78.9 billion. (Why do we even have a federal Department of Education? ) And
that’s not even looking at the immense spending of the Department of Defense
(over $737 billion), Medicare ($500 billion), Social Security ($767 billion), or
simple interest ($261 billion). How hard would it be to triple NASA’s budget
and shave $10 billion apiece off three other agencies or functions? And wouldn’t
it be worthwhile to do so?
Make me dictator for a day, and I promise you this: A new
orbiter in 5 years, and a return to the Moon in 10 years. The cost is chump
change compared to the other things we spend money on.
The
Finer Things: Elvis
Costello. I’ve been listening to a lot of his older stuff in the last few days
(Punch the Clock, King of America, The
Best of Elvis Costello and the Attractions). Man, he was a great songwriter
back in the day, and I loved the mellow jazz/crooner groove he got into with
Burt Bacharach about ten years ago.