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uwedeluxe

6
Posts
1
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A member registered Jul 31, 2019

Recent community posts

Very nice design, and a lot of game in a small format (the way it should be).

My questions:

- I spot a convoy at long range, approch 2 black dots, but the convoy goes off the board anyway immediately before the U-Boot attack phase? On one hand it's realistic to lose contact. Alternatively by approaching the convoy could be moved to lower black dots.
- I didn't find the table for the range DRM (except in the Example of Play: +2 DRM for "medium".

Thanks!

(1 edit)

It was a fun experience to play.

If you want, and don't mind someone messing with your creation, I could condense our conversation in an updated set of rules. Really OK for me if you're done with this project and want to leave it as it is, but I would like to see if I can contribute in this area (where many, many games seem to struggle a little)


Finally, regarding the damage tokens: I got the part where you rotate the arrow to point at the current value. But

- I only see one arrow, but there can be several Batteries damaged. I think there could be several arrow tokens

- what are the 5 damage markers for, then? :-)

Ok so I made a short video playing the game according to my understanding. Play is streamlined to ignore all duds and the batteries that are weakend enough so they can't hurt my ships.

Let me know if I play correct :-D

(1 edit)

Game plays different with a nice color printout. 

- I assume I have to play the FLs in the right oder red-blue-green-black?

- can I send 2 squadrons on the same FL during the same day? Probably not

- can I send 3 squadrons on one FL, getting 9 tokens?

- In a squadron of 6 and 7, can I use the sweet 7 as base damage for all my tokens? Or should I take combat value from the lead sqd is (from your revised rules above)?


 And, uh, walking to the munitions storage and having the ship shaman put his hands on the shells to tell me which shell does what damage to which battery makes it quite a bit easier.

Thanks for the update. I'll head to the local printer to get a better quality version in color before I give it another go.

I like the limited scope, the idea to ultimately "solve" a small game by exhausting its possibilities, the historic theme in general and the naval theme in particular.


I didn't get the damage marker part. So there is one unlabeled arrow that can be put on one Bat, indicating the strength, like put it on Battery "K" point it to 7,6,4 or Disabled. But you can have several Batteries damaged, so don't you need several arrows? And where do the Dmg markers come in?

Also, if a Sqd is damaged, instead of "flipping" it you'd swap it for the low damage version, right? If Sqd A is damaged it has 3 Att/Def left instead of 7, correct?

Many 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.

- I assume I can take 2 Squadrons on one FL. When the batteries fire back, who do they shoot at?

- 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".

- 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?

- 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.

- 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'?

- 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?

- 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.

- When do I put the pulled tokens back into the cup? After finishing one FL?

- 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?

Thanks!