Big last question indeed :D
Dr.YvesL.
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Firstly, thanks for doing a video of your play test, I really apppreciate.
For the set up, the ship markers are double faced.
For the whole rules, you got everything correct. Concerning the damage token shows an arrow that points toward the current status of the Battery, ie one of those numbers indicated around the battery square on the map. Ex : Kim Kahle has a value of 8. Once hit, you place the marker in the square, pointing toward the value 7. Another hit and the marker is turned to point toward 6. And so on till you ends up on Disable.
In fact there is no right order, you can even start immediately with the Black one ;)
In fact the 2 Sqn are going together on the same line, one supporting the other one. For that reason you dont pull 10 (2x5) tokens.
Yes you can have 3 Sqn and 9 tokens.
No the leading Sqn is the one that inflict the Damage. I you want the 7, it has to be the leading sqn.
First, thanks for trying The Narrows :)
Now lets go for the questions:
- So if I go with 1 ship, I get 5 tokens. In the Turn Description it sounds like I should draw all of them at once and then decide what to do with them in the next step (pick a token from the 5 that were drawn?). It would feel more realistic to just plan on 5 (or 7) tokens to make sure I spend at least one at each FP, decide when to fire as I go and pull a token from the cup as I go.
Your reading is correct. The idea was to balance the random pulling of chits with the necessity to give a choice to the player.
- I assume I can take 2 Squadrons on one FL. When the batteries fire back, who do they shoot at?
Yes, the 2 squadrons are following the same line. Originally the rule was that the battery is shoting at the strongest one, and then to the damaged one. I’m now introducing a revised rule stating that one of the 2 sqdn should be designated as “Leading Sqn” and will concentrate all the fires.
- Each Squadron has one number (7 or 6). This number is both attack value and defense value, right? The desription mentions "Sqd defense value" and "Sqd attack value".
Yes, the value is used for both.
- Which Battery is repaired after day 1? Will a disabled battery be repaired or is it dead? Ships that are hit twice can't be repaired I assume? Is anything repaired after day 3?
The battery repaired is the one with the lowest value after damaged.
A disabled battery can’t be repaired
Ships hit twice are out of combat (too damaged or sunk)
No repaired after day 3.
- On the black, spades FL at FP 3, the ship gets shot at 3 times. I assume once from each Battery? Would be interesting if they had individual names.
Names will be added.
- Victory points: To get 2 VPs from damaging Seddul Bahr you would have to get it to "D"isabled, right? Only then the 2nd black bar counts as 'hit'?
Yes indeed, black bars indicate the VP earned
- In Turn Description #7: "less favorable" means from player POV? If one of the 2 symbols on a token has the Battery's symbol, then it fires I assume?
Yes it is always referred “less favorable” for the player.
- I used the blue arrow token to mark the damage on the first Battery I dealt with. For the 2nd one I started using the "Dmg" markers. Not sure how to really do it right.
The dmg marker can be used immediately after the 1st hit, since the marker display an arrow pointing to the current level of the battery
- When do I put the pulled tokens back into the cup? After finishing one FL?
yes
- Balance-wise going the spade-FL is kinda suicide and costs 2 VP for loss of a Squadron, as the Batteries have at least 5 attempts. On the other hand, 4 VPs can be gained by taking out S and K Batteries which seems not too hard. Is that right?
I know, but to be honest the 18th of March, when the Spade FL was followed, 3 Battleships were sunk.
Great little game, I really enjoy :)
However, I have a couple of questions. Here we go
- What is the difference for a defense to be activated and flipped or not?
- What the number in the stars in the tafrget areas is for?
- How the defense roll works if 2 aircraft attack at the same moment using 2 different vectors?
- Should the AA be eliminated to attack an area?
- Once the attack is done, is the exhausted aircraft continue on its vector? Could it be attacked by another AA while moving through another area?
- Could a defense aircraft attack multiple time?
Suggestions :
keep an att dice on the exhausted side of A10
To have 1 defense token having no defense
I play once and I really love the idea. It is war but from an unusual angle.
For me it has been a tougth play, everybody died one after the other. Mostly because the Jeep was destryed turn 2 (event #6).
Nonetheless, I have a couple of questions :
1. Where does the Medic starts? Player choice, random? If player choice, is he placed before or after the 1 event is placed?
2. First event : it is a Bleeding soldier, placed player choice. I was at the aid station and the bleeder in FH. I was so far away that I had no chance to rescue him. I would suggest for playability to have a Wnd at that stage.
3. How many assets can I used in one action?
4. Is there really only 1 stabilized marker? Meaning, if I left a stabilized casualty to take care of another, will he immediatly worthen during the End Turn?
I hope that help somehow ;)
Best