Please enjoy these new missions. They are at the moment ‘provisional’ until we hear back from you. If you like them or find a problem with one of them add a comment to this post. All going well these will be added to the combat mission book late Feb’ 25.
The ‘heavy guns’ keyword rules have sparked much debate. With the rule as written in the August 24’ rule book, ships with ‘heavy guns’ become unrealistically deadly. That’s our bad. The keyword isn’t meant to ALWAYS do double hull damage. So here is a clarification that will hopefully clear this up.
Here is the directed gunnery rule 5 as written:
‘5) Roll to see how much damage the target has received.
Roll the remaining shot dice. Use the ‘Damage Table’ to determine what number is required to cause damage with each ‘shot dice’. The target ship will have a ‘Protection’ stat. Compare this number to the ‘firepower’ of the directed battery on the firing ship. The target’s controller draws a Damage Card from the top of their Damage Deck for each hit that equals the required number. The target’s controller reduces the target’s hull integrity by one for each dice that rolls higher than the required number. If the number required to cause damage was 2+ or better, it is possible to inflict even more damage with this attack. Reduce the target’s hull integrity by one for each dice that rolled a 6.
SMS König’s guns have a firepower of 3+ if her shots hit HMS Warspite with a protection factor of 2 they become 5+. On the roll of a 5 the shots cause Warspite to draw a damage card, on a 6 they cause a hull damage, on any other number they bounce harmlessly off.’
Here is where the ‘heavy guns’ rule comes in:
‘If the number required to cause damage was 2+ or better, it is possible to inflict even more damage with this attack. Reduce the target’s hull integrity by one for each dice that rolled a 6.’
Ships that have guns with the ‘heavy guns’ keyword do double hull damage with the roll of a 6, even if the firepower required was greater than 2+.
That is what the rule on page 24 is referring to. Please be assured that the next print run will include a clearer definition.
Examples of this keyword in practice:
Mitch has activated his HMS Revenge. He nominates Cornelius’s HMS Warspite as the target of his Revenge’s primary gun battery. He ranges the guns in and Cornelius fails to evade any of the shots.
The firepower of the Revenge class primary battery is 2+ and the protection of the Queen Elizebeth class is 2. Mitch will need to roll a 4 to cause a damage card and a 5 to do 1 hull damage. Because the Revenge class have primary guns with the ‘Heavy guns’ keyword, if he rolls a 6 Warspite will take 2 hull points of damage instead of 1.
Mitch rolls eight dice and these are the results: 1, 5, 5, 4, 2, 2, 6, 3.
Cornelius reduces his Warspite’s hull by 4 and draws one damage card. The 5’s did 1 point of hull damage each and the 6 did 2 for a total of four hull points of damage.
Example 2:
Mitch has activated his HMS Revenge. He nominates Cornelius’s HMS Orion as the target of his Revenge’s primary gun battery. He ranges the guns in and Cornelius fails to evade any of the shots.
The firepower of the Revenge class primary battery is 2+ and the protection of the Orion class is 1. Mitch will need to roll a 3 to cause a damage card and a 4 or a 5 to do 1 hull damage. Because the Revenge class have primary guns with the ‘Heavy guns’ keyword, if he rolls a 6 Orion will take 2 hull points of damage instead of 1.
Mitch rolls eight dice and these are the results: 1, 5, 3, 4, 2, 6, 6, 3.
Cornelius reduces his Orion’s hull by 6 and draws two damage cards. The 4’s & 5’s did 1 point of hull damage each and the 6’s did 4 for a total of six hull points of damage.
Example 3:
Mitch has activated his HMS Revenge. He nominates Cornelius’s HMS Lion as the target of his Revenge’s primary gun battery. He ranges the guns in and Cornelius fails to evade any of the shots.
The firepower of the Revenge class primary battery is 2+ and the protection of the Lion class is 0. Mitch will need to roll a 2 to cause a damage card and a 3, 4 or a 5 to do 1 hull damage. Because the Revenge class have primary guns with the ‘Heavy guns’ keyword, if he rolls a 6 Orion will take 2 hull points of damage.
Mitch rolls eight dice and these are the results: 6, 5, 3, 3, 2, 1, 1, 4.
Cornelius reduces his Lion’s hull by 6 and draws one damage card. The 3’s, 4’s & 5’s did 1 point of hull damage each and the 6 did 2 for a total of six hull points of damage.
*Note that the six did not cause 3 hull damage. The ‘Heavy guns’ rule overwrites the standard section 5 rule where 6’s cause an additional hull damage.*
When you play in the two day tournament at CANCON 25 next year you will be happy to learn that this will be given to you just for attending!
Introducing the River Class.
This is the first new ship for Empires of Steel since our very successful kickstarter Der Tag. If you would like to know more about this ship you can go here: https://seapower.navy.gov.au/hmas-parramatta-i
If you want to see a bit of the real thing and you are near Sydney, head to the Parramatta rivercat dock. Here are some photos Andrew and I took there at the memorial when we were researching her model.
The lines in the bases are already cut by our laser. Just use red for the fire arc lines and green for the center line. Wait for the paint to dry, then peal off the plastic cover (image 1).
You will see that any excess paint comes off with the plastic leaving nice fine straight lines. Stick down the ships name sticker on the same side as the lines are cut (image 2).
Now peal of the plastic from the back of the base, leaving you with a perfectly transparent clean base (image 4 & 5).
Glue down the ship to the base. Make sure the ships center is aligned with the bases green line (image 6).
Dab on white paint to the bottom of the base. No need to be careful or fancy, just make sure it goes on around the outside of the ship. A big brush makes this process very quick and much easier.
Dab on a trail of paint from the aft of the ship to the sticker for the ships wake.
A very successful Broadside campaign is over! We had a lot of fun, met a lot of Broadsiders, shook at lot of hands and had a lot of very fun conversations.
Congratulations goes to Mitch for winning MOAB24!
It was great to meet so many players and share a yarn or two. Many new fleets & launch packs went home with newly piped captains! Three cheers for all our new Broadsiders!
Cancon will be even bigger and better with a bigger shop and three days of Dreadnought combat!
If its a more natural look you like for your dazzle camo try the easy way!
This photo looks weird but it is just an A4 piece of paper with a 1cm wide line cut in it. Get out your collection of spray cans and go for it.
Lay the piece of paper over the tool exposing just one part at a time. Spray then rotate the tool a little and spray again. Change cans and repeat until dazzled!
Once the paint is dry come back and slop on black wash around the corners, numbers and letters.
Once the wash is dry paint white over the numbers, letters and corner markings. Seal the paint on with Testors Dull Coat.
Good news! All of the ships delivered in KS8 Der Tag are now up on the builder. Have a go at making some new lists and check out what new ships are available to your favorite nation.
Some missions break up your fleets. Some missions ask you to deploy by squadron. This can be confusing so here is a handy PDF that might help clear things up a bit.