Discussion in 'IRCWCC' started by hullbuster, Aug 10, 2008.
I'll say, making rotating turrets isn't the easiest thing ever...
I could try and scrap it if it gets hard
Turn the ship rather than just the turret, things change faster than in big gun.
Yeah, but it would be nice to be able to dedicate more guns a side for a battle if I think that would be good. I would have to make the arrangements pre-battle though. I probably won't do it but I might
I have seen guns that are reconfigurable between sorties for flexibility. For example you were running a forward port side mount and a aft starboard side mount in the first sortie. Then you want to mess people up so you flip sides to hopefully trick them into attacking the wrong side.
I find that the more similar my ships are the more consistent my fall of shot.
The easiest way to confound both you and the enemy is to change gun setup willy nilly. IMO
Best way to improve your chances of victory is to improve your skills (with stick time on the water) and have a reliable ship, not flip-flopping your guns around. More wiggly bits are more things to break and confuse yourself with.
The best thing you can do is listen to the Veterans of the hobby, Both Nick and Carl show up with Boats that Function and are in combat sortie after sortie. Probably has something to do with the reality that they know what they are talking about. if it were me, I have a Nagato(No Rotate, But is wired for it) I would listen carefully. I Do.
Hope to see you on the water.
Ps, I'm Fast Gun
Where can the complete IRCWCC rules as of 2020 be found?
I'll be updating them soon-ish with rule changes approved for 2021