Sea state affects shore battery hit chance??

Rule the Waves III is a simulation of naval ship design and construction, fleet management and naval warfare from 1890 to 1970. and will place you in the role of 'Grand Admiral' of a navy from the time when steam and iron dominated warship design up to the missile age.
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thedoctorking
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Sea state affects shore battery hit chance??

Post by thedoctorking »

Is this WAD? I would think that shore batteries should have a better chance to hit anyway than ship-based artillery since they aren't moving and probably have a real good idea of the range to anyplace within their LOS. But it seems really odd to penalize them for how the waves are running offshore.
WLRoo
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Re: Sea state affects shore battery hit chance??

Post by WLRoo »

They shouldn't be affected by sea state, but they use the same template as ships, hence why they can still take flotation damage etc.

But yes, they probably should be immune to sea states and get a +10 to hit modifier for being a stable platform
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thedoctorking
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Re: Sea state affects shore battery hit chance??

Post by thedoctorking »

I would say that they should get a range advantage too, since they are generally sited on the top of the highest point around close to the sea. Those cliffs on Heligoland are like 30 meters high, which is where the battle I was doing took place. The headlands at San Francisco are like 200 meters above sea level.
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thedoctorking
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Re: Sea state affects shore battery hit chance??

Post by thedoctorking »

Fort Stevens in Oregon, OTOH, the only coast defense artillery facility in the US to actually fire on an enemy ship (a Japanese submarine) since the Civil War, is on low coastal dunes maybe 10m above sea level at the mouth of the Columbia River. The sister battery at Cape Disappointment, WA, is like 30 meters up, though. Anyway, if you don't want to do complex geography, just give them a 50% or so range upgrade and maybe a slightly higher chance to get a deck hit because of the higher trajectory.
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