Anda di halaman 1dari 6

Purpose:

1) The purpose of this document is to address the proper resolution of the rules as
depicted in the official rulebook
2) It is also to highlight the house rule changes that have been play-tested extensively.
House rule changes are marked in red font in this document.
3) To guide and assist veterans and newcomers to Naval Thunder, especially during the
resolution of league games and future events.

Clarifications:
1) Step resolution: As per the Naval Thunder rulebook, the step resolution is broken
down to as below:
a) Battleship Move (recon planes can be launched)
b) Cruiser Move (recon planes can be launched)
c) Destroyer Move
d) Active spotting
e) Declaration of Torpedoes
f) Battleship Shoot (mark Primary gun targets, fire secondary)
g) Cruiser Shoot (mark Primary gun targets, fire secondary)
h) Destroyer Shoot
i) Torpedo resolution
2) Declaring target: To make it streamlined, we are using a hybrid version of Naval
Thunder rules, which is to allow one side to declare and resolve all his firing for that
particular Shoot Step and then turnover to the other player. Damage is still applied
simultaneously as per the rules. Employing this technique allows both side to know
which ship has shoot without the need to placing counters/tokens all over the table.
3) As per the rules of pre-measurement (pg 18), NO target can be pre-measured for
range. You have to take your best guess.

Clarifications (cont.):
4. Switching targets: Once you have declared your target, and whether the range fell
short or was obscured, you cannot change your target. Although the ruleset itself
dont explicitly say yes or no, but based on many playtest, we found it quicker to just
move on and to accept it as part of the battle situation.
5. Line of Sight: The 6 is measured from middle to middle as per the standard targeting
rule. Moreover, one must remember that once the target/shooter is out of the 6
intervening object, LoS is considered to be not-blocked.
6. Pooling of guns: Primary is up to 2 targets per 45 degrees arc of fire. Secondary is 1
target per 45 degrees arc of fire. Guns are pooled by turret. Turret is restricted by arc
and therefore if the turret has fired at that arc, it cannot be use to fire at a different
arc.
7. Firing through smoke/land mass: As per the rules, a recon plane can be launched by
a ship carrying a Recon plane(by declaring to launch the plane during the Move step
and not moving/shooting for the entire round). This provides the ability to fire
through smoke and land mass. In the ruleset, it is just implied that ships with Recon
planes gain the automatic ruling of firing through smoke and land mass, which is a bit
vague. Recon planes launched remain in the air the whole game.

Clarifications (cont.):
8. Unreliable Radar: In the rulebook, this rule is applicable only to Main Battery. Also in
night fights, failing the command check renders the target invalid and any fire
declared as forfeited.
9. Night battles: Important rule is the visibility (LOS) range is 20. Only the US and UK
nationality of bonus Advanced Radar (also subjected to Unreliable Radar) will
increase the range to 40.
10. Night battles: All range MODIFIERS are doubled. Short range is +1 instead of 0.
Medium range is +2, Long range is +6, Extreme is + 10.
11. Night battles: Ships on fire is targeted as if night battle is not in effect.
12. Nationality Rule: For the Fuehrer: Changed to apply to the entire fleet. However
checks against Unreliable Radar and Rudder damage is still taken as normal.

Clarifications (cont.):
13. I left this to the last because it carries one of the biggest changes: In SDG forums,
many argued that the destroyers in Naval Thunder are too weak, given that they
hardly can survive a salvo from cruiser guns, let alone bigger battleships.
Some playgroups worked around that by increasing the base hit number to 10+,
which in my opinion, makes the entire system too dicey when it comes to
destroyers.
After further research, I came to the conclusion that since most destroyers act as
screens and most of all carry enough destructive power in terms of torpedo salvoes,
the best is to enable the destroyers to use their most valuable assets. By shifting the
torpedo declaration after the Move Step but before any Shoot Step provides 3
benefits:
Enable the destroyers to fulfill a greater role and yet without making the game
too dicey
Streamline the torpedo step instead of declaring it at every single Shoot Step to
only a single Torpedo declaration thus quickening the game overall.
Rewards smart maneuvering of any torpedo-bearing ships.

Anda mungkin juga menyukai