Richard Baker's torpedo rules state that any torpedo attacks made at range-1 or greater should be delayed and allow for evasion. In the following unclear cases, I was wondering how others have interpreted the rules, and what the implications on gameplay are.
1. How do you treat range-0 torpedo attacks? Are these rolled immediately with the chance to hit on a 5 or a 6, or only a 6, as in vanilla? Or, do you interpret this as a misprint, and therefore also delay them and allow for evasion? Do you treat aerial and surface/submarine attacks differently?
2. Do crippled ships have the option to evade?
Also, one tangential point I noticed was that aerial torpedoes do the same amount of damage as surface and submarine ones, whereas historically they usually had smaller warheads. (Obviously, this isn't unique to Richard Baker's rules and is present in the vanilla game.) The issue is that nerfing them to do just 1 point of hull damage might negatively impact balance. Perhaps, is this comparative weakness reflected in the amount of dice torpedo bombers role vis-a-vis squadron size?
Last Edit: Nov 24, 2021 6:33:41 GMT by kingtiger1945
As to your second question, I think the smaller warheads are more than made up for by the fact that it’s potentially 25 torpedoes launched vs. something like 8 from a ship.
Yah, I think it's safe to assume that a torpedo hit via Aircraft in this game represents more numerous yet smaller hits than surface-launched torpedo hits. Based on the max number of die you can roll from one squadron of between 15 and 25 aircraft in the vanilla game (8d6 from a Set 6 Kate with Kaga, Chikuma, and an Emily), one torpedo hit from bombers in game probably represents around 2-4 total hits, which would make sense for the game's damage system, given that this would mean a 6 hull battleship could take around 12-24 aerial torpedoes (around how many the Yamato's went down after taking).
If you take, say, a Kagero class destroyer (with 8 tubes) rolling 5d6 at range 0 (with Aoba and Chikuma supporting), you see that one torpedo hit probably represents 1-2 (leaning to 2) actual hits, which also makes (some) sense, considering 1-3 was about how many long lances it took to take down an Allied cruiser.
This is probably why Atago came in with a 2/2/1/1 torpedo line, since realistically speaking, the surface torps should represent 2-3 hits, as it wasn't often that long lances completely one-shot cruisers, and destroyers often survived singular torpedo hits.
So overall, every aerial torpedo hit in WAS seems to represent around twice the number actual of torpedo strikes as a surface hit, although the ratio should be more like 2.5 surface torps = 3.5 aerial torps.