I think that does give me the game. You came within a missile guidance roll of sinking Vanguard. It would also be a different game if Vanguard hadn't vitaled Stalingrad when she did.
Thank you. I've enjoyed our two games. Are you up for a third game? What ideas are you getting from the playtest?
This has really helped me get a sense of +1 die vs. +1 on die, for which I am grateful. I am also glad that my unit costing appears to be fairly accurate, nothing seemed broken beyond the usual scaling difficulties with W@S (and real life, to be fair).
Right now I would like to hold off on further games (the next month is going to be busy for me), but I really enjoyed these. The asymmetry of missile and gun has been very interesting. I also hope to make some more cards (I have made some Dutch and Indonesian cards, but only enough for a 50 point game).
Further ideas I had included modifying the guidance die based on target size (so hitting Vanguard would have been easier, but sinking Fletcher in our first game would have been harder). I also thought of making a 6 work three successes, to allow the tech levels to increase into the modern era. I also wish the guidance mechanic were a little more natural, and maybe worked with a feature like bad luck (causing the attack to miss if a certain number of 1's were present).