General Quarters 2 Streamlined Torpedo Rules
I've always thought the torpedo rules in GQ were kind of fun, but a little
too slow and probably not quite abstract enough given the stated level of
abstraction of the game. In a game where each player is supposed to
represent a task force or sqadron commander, should the players really be
trying to target individual torpedoes?
I decided I needed something faster, and probably more abstract. What I came
up with seems to work just fine for the WWI era.
Torpedo ranges are measured with range finding sticks, similar to my gunnery range finders. Each class of
torpedoes in the rules (Standard and Light) has its own stick; the Standard
torpedo sticks are 24 cm long, the Light torpedo sticks are 18 cm long. Each
stick is divided into 5 range bands. All of the range bands are 1/6 of the
length of the stick (either 3 or 4 cm), except the center range band, which
is 1/3 the length of the stick (either 6 or 8 cm). The sticks have a pointy
end which is the shooter's end. Starting with the shooter's end, the range
bands are numbered 5, 4, 3, 2, 1. This number shows the d10 score needed to
hit the target.
The torpedo firing procedure goes like this:
- Using the appropriate stick, measure the distance from shooter to
target.
- Roll a d10.
- Modify the d10 score with the modifiers shown in the Torpedo
Hits table of my QRC.
- If the modified d10 score is equal to or less than the number shown by
the appropriate range band on the stick, it's a hit.
- Roll damage for each hit on the Mine and Torpedo Damage
table (on the QRC or in the rules; it's the same
table).
As you can see in the QRC, torpedo combat is
resolved before gunnery combat. All torpedo damage takes effect before
gunnery starts, so torpedo hits may affect the strength (or existence!) of
gunnery.
For the WWI era, I also have a few house rules about torpedoes:
- Multi-torpedo spreads are severely limited. Destroyers may fire 2
torpedoes; other ships may only fire 1 torpedo at a time. I've been unable
to find any definitive statements by period sources, but so far it appears
to me that torpedo doctrine of the era was to fire a single torpedo per run.
- There are no reloads allowed in tactical (non-campaign) turns.
- Only destroyers can fire torpedoes through the entire broadside arc.
Other ships may fire torpedoes to front, side, or stern, but only on the
narrow (wing turret) arc. This is to represent the fixed torpedo tubes which
were the norm in ships larger than destroyers.
- I don't play with MTBs or subs on the table, but if I did, I would
allow MTBs to fire up to their full complement of torpedoes in a single
spread. Subs of this era, on the other hand, may only fire one torpedo at a
time. In any case, I consider MTBs and subs to be strategic events, not
worth gaming on the table.
Mail your input to Ix (fathom at armory dot com).