Tuesday, January 31, 2012

War-Pr0n


While researching uniforms for the period 1660-1680, I came across a link to a collection at the New York Public Library called the The Vinkhuijzen collection of military uniforms. It's an amazing collection of uniform illustrations going back to the 16th century or even farther in some cases.


The collection is organized by nation and further organized for each nation by date. Getting to exactly the right uniform info I want was easy and browsing through was pure delight. I look forward to spending a lot of time online with this treasure trove.


It's also a great find for sources for my latest project, about which I will blog anon.

Tuesday, January 17, 2012

Cabin Fever: The Saga Continues...


I attempted an abortive escape this morning. Yesterday afternoon saw a bit of a thaw and by this morning it looked as if Snowpocalypse 2012 was winding down. The road out seemed clear and I thought I'd head into the office.

However, after going a mile down the road and finding it still pretty tricky, I decided to turn back and work at home again. I at least had the chance to stop by the store and stock up on food. Now I won't be forced to eat the cats—or be eaten by them.

As soon as I parked at the store, the snow started coming down. It hasn't stopped since.

I have no idea how long the snow will stay. A few years back, I was housebound for a week as the snow fell, partially melted, fell again, melted, fell again, etc.

One needed supply I got at the store was sweets. I had no idea how much a sugar junkie I am until I found myself craving something sweet. Maybe it was just the inability to procure some that had me going. Now that I have what I craved, I'm not so eager for it. It's just comforting to know that when I want it, I'll have it in spades.

Monday, January 16, 2012

Cabin Fever


The Seattle area has had its first major snow of the winter. Up to now we've been blissfully spared. Unlike other places where it snows, it snows here infrequently and the cost/benefit ratio for equipping the region to have snow clearance is nil. Therefore, when it snows, the roads are undriveable (except by morons whose corroming off parked cars on icy roads is a staple on YouTube).

Particularly undriveable is the hill that leads from my town home out to the main road. So, when it snows, I'm stuck at home. The Z just won't do that hill.

Being stuck at home is not without its consolations. I have ample time to read, eat, paint, eat, bond with the cats, eat, etc. Sunday was rather pleasant. I spent it reading by the fire with cats lounging about me. I managed to finish Harry Sidebottom's latest Warrior of Rome book, The Caspian Gates.

Rhiannon, my heat pig, enjoying the crackling fire
Today I'm working at home. It's nice to have a job with remote access where I can do everything here that I could do there—except be interrupted by coworkers who randomize me throughout the day. But then, their remote access only means that they can't randomize in person. I've been working for one hour so far, and already I'm doing something I hadn't planned on doing today.

I didn't paint. I should have. I have so many projects I want to work on. I just felt no desire to sit at my painting table. I seem to be most eager to paint only when I must be doing something else (like working). With time on my hands, I tend to be more indolent.

Grendel is intrigued by this cold white stuff, but not for long
While Grendel wanted to tip-toe through the snow on the veranda, I preferred not to stir. There's a store within walking distance for when I run out of food, but I don't relish the walk. I may venture out today, however.

The snow looks to last through mid-week. I hope it's the last snow of the season as well as the first. I've spent too much time living in snowy places to have any interest in winter wonderlands. I can enjoy being inside only for so long. After a few days of this, I may go crazy.

Sunday, January 8, 2012

Stackless in Seattle


Kevin Smyth and I hosted a Sail & Steam Navies game for out annual Drumbeat game day. I came up with a scenario that involved the Confederate squadron in Charleston coming out to challenge the blockade. It was the first time in our S&SN games that we had first-line Confederate ironclads in action and I was eager to see how they would do. I thought they would power through the blockading ships and power back. They were well armored, well-armed, excellent rammers, and all mounted Spar torpedoes as well. However, things didn't turn out so well...

The Confederate forces were the following:

CSS Charleston (ironclad ram)
CSS Palmetto State (ironclad ram)
CSS Chicora (ironclad ram)
CSS David (torpedo boat)
CSS St. Patrick (torpedo boat)

The Union ships at start were the following:

USS Commodore Barney (converted wooden ferry boat)
USS Kansas (wooden gunboat)
USS Octorara (double-ended wooden gunboat)
USS Keokuk (bad ironclad gunboat)
USS New Ironsides (bad-ass ironclad frigate)

The game also saw the first use of shoals as a "terrain" feature. We didn't get a chance to see how well ships navigated over them because the players just avoided the shoals entirely.

The Union started with their forces either anchored or moving very slowly. New Ironsides was anchored farthest back, with Commodore Barney as the sacrificial lamb closest in. The Confederates started on at full speed in a line ahead formation with ships ordered as follows: (L to R) Palmetto State, St. Patrick, David, Chicora, Charleston.

The Confederate squadron in line ahead
I figured Commodore Barney would be matchsticks in no time, but she put a lot of hurt on Palmetto State with minimal damage in return. In one cannonade phase, she completely destroyed Palmetto State's smokestack, which reduced her speed to a mere 4" per move phase for the rest of the game. This cause the Confederates to start to lose formation and the ships came on higgled-piggeldy rather than in a solid line. Palmetto State also had one whole section or armor shot away by Commodore Barney's pop-guns. Scott Abbot, who ran Barney, just couldn't miss or roll lower than a 10 for damage.

Commodore Barney packs a lot of hurt in her small frame
Palmetto State's fate with her stack was a portent of what was to befall the rest of the squadron. All of the surviving Confederate ships had their stacks shot away and the reduction in motive power that caused was a principle factor in  the eventual Confederate loss.

Chicora takes the lead as the other ships lose speed
St. Patrick also suffered from Commodore Barney's fire and was quickly sunk. This was another first for our games. Torpedo boats have been hard to hit and the few that were sunk were done in by failed torpedo attacks that became collisions with much bigger ships or, in one case, a torpedo boat blowing itself up while attacking.

New Ironsides and Keokuk out beyond the shoal water
At first, New Ironsides was only able to participate with a single 150-pdr Parrott rifle. Its massive broadside of seven XI-inch Dahlgrens had insufficient range to affect the oncoming Confederates. Kevin, who ran the ship on its maiden voyage, slowly got it up to speed, but lingered a while with its broadside facing the oncoming Confederates. Eventually as the range decreased, New Ironsides got in a few shots at long range using battery fire, which increased her effect and chance to hit. However, the initial results were poor except for pulverizing poor David with an XI-inch broadside (over 1100 pounds of metal against one little steamboat) when she got too close in an attempt to make a torpedo attack.

David (far left) attempts an attack on New Ironsides
After David was lost, Chicora took the lead and headed at full steam for New Ironsides. She took a pounding getting there: she lost her stack and had several sections of her armor beaten up. Eventually, her lack of speed made it impossible to actually make a ram attack on any Union ship. Her erstwhile quarry, New Ironsides, simply put water between them and headed round the shoal to get between the Confederate rams and Charleston harbor while Chicora limped along behind sending a desultory shot now and then at New Ironsides' stern.

Chicora steams toward New Ironsides in a vain attempt to ram
By this time, the other rams were also slow and beaten up. Charleston lost her stack and had a lot of scattered armor damage. She also had her steering shot up. They'd had enough and were heading back to cover under the guns of Fort Sumter and the other batteries protecting Charleston harbor.

At this time, fate intervened. I hadn't expected the Confederates to take such a pounding and I had a couple aces up my sleeve with more Union ships that could come in as needed. While certainly NOT needed, I couldn't help but bring on USS Sangamon from the north to interpose herself on the Confederates' line of retreat. It was kind of cruel, but I really wanted to see how a XV-inch Dahlgren worked in the game and the XV-incher's main target—Confederate ironclads—was conveniently at hand.

I ran Sangamon and took her in holding my fire until I got close. When I finally fired, just outside of close range, my XI-inch hit, but the mauling XV-inch missed. Kevin said it served me right for attempting overkill. So, we'll have to wait for another game before we see the effect of XV-inch guns on rebel ironclads.

Post mortem

I think the tweaks I did for the rules worked out well in the game, although I may go back to making 10s a hull hit. I was a bit surprised at the amount of destruction dealt out by New Ironsides. Kevin and I both had misgivings that the Confederate rams, which also mounted torpedoes, would get in, sink New Ironsides and be back quickly. The loss of speed due to stack hits early on meant that the Union had a lot of time to shoot away before the Confederates were anywhere near striking distance.

Confederate ships had decent rifles, but nothing to compare to a XI-inch Dahlgren. Their best guns had a GR of 6, while New Ironsides had armor of 5-7. There was no chance they could do a lot of damage by gunfire; they had to get in with a ram or torpedo attack. The Confederates also didn't seem to attempt to much against the wooden ships. Octorara was untouched and Barney was only slightly damaged—despite spending the first turns of the game in a shoot-out with Palmetto State. Kansas held back at long range and took pot shots with its 150-pdr Parrott, taking only a few minor hits in reply. Kekokuk was less well armored than New Ironsides, but was never seriously targeted.

The design of the Confederate rams didn't help them too much in a gun fight. The guns only bear at limited angles and there is a big dead zone where none of the ship's guns can bear. There were several time when the Confederates just got shot without being able to reply.

The scenario needs more tweaks. The points values of the ships favored the Confederates by 107 to 73. I had originally planned it to be a night game using blinds for the ships until they were identified. The limited visibility and -2 to shooting "to hit" rolls would have favored the Confederate's chances to get in close and ram without taking a lot of damage. When I play this scenario again, I'll try that approach.

I may also retire New Ironsides. It's too powerful a ship, which is historically correct, but all play balance is lost. She took a lot of punishment while on station at Charleston, including a torpedo attack by David, but stayed put through it all. It's no wonder the Confederates never seriously tried to use their ironclad rams to break the blockade, but limited them to harbor defense instead. A determined sortie would undoubtedly run into New Ironsides and various Passaic-class monitors, which would have shot the rebel rams to bits.

Thursday, January 5, 2012

Cats and blogging

I came across this title just recently:


If O'Reilly uses cats on the cover of its Essential Blogging book, it confirms my suspicion that cats are an essential element to a good blog. Where would I be if I didn't live with cats?

I'm just a hack, of course, but I credit Grendel, Rhiannon, and Maebh with any good in this blog. Thanks, munchkins, for your essential contribution. Now get off my keyboard. Please.

Sunday, January 1, 2012

More Ironclads


After the DANG game on Tuesday and before we play again at Drumbeat on Jan 7, I wanted to play a game to try out some of the Sail & Steam Navies (S&SN) modifications we discussed after DANG. The mods are an attempt to restore some balance between shooting and ramming, which we felt was out of whack. In S&SN, shooting is one phase followed by a two-round movement phase in which ram attacks may take place. Ships that have no viable shot in the cannonade (shooting) phase are often rammed and sunk by ships they could see and easily target during movement. Add to that that shooting has proven to be largely ineffective at damaging enemy ships, except for the odd lucky shot.

My modifications changed the sequence so that in between the two rounds of movement was another cannonade phase (thus Shoot - Move1 - Shoot - Move 2). Guns could only shoot in one cannonade phase or, if they had not already shot, as a defensive fire against a ramming ship before resolving the ram attack. I also increased the chance of doing damage on the damage die rolls. There was now a 30% chance of damaging the ship and a 10% chance of causing crew suppression.

The game was a straight-up affair with two squadrons fighting it out on a river.

  • The Confederates had CSS Missouri (ironclad), CSS General Beauregard (cottonclad ram), CSS Governor Moore (wooden ram), and CSS Hornet (torpedo boat).
  • The Union had USS Choctaw (ironclad gunboat), USS Chillicothe (ironclad gunboat), USS Tyler (timberclad gunboat), and USS Monarch (unarmed wooden ram)
The Union squadron attempting some kind of formation
The rules mods started showing their worth on the first turn when no one shot at long range during the first cannonade phase; better to save shot until you get closer.

The squadrons soon passed each other like two lines of jousting knights. The only casualty was Tyler, which got rammed and sunk. Poor Tyler has been in three games so far and has been ram's-meat in all three: sunk twice and critically damaged once.

Squadrons engage en passant
While shots were traded, with only minimal increase in effect, the Monarch and Hornet were relatively ignored. It's a universal truth that gamers only like to shoot at ships that can shoot them. (Which is counterintuitive because the ones that ram will more surely sink you.)

As the ships circled back for another pass at each other, more shots were exchanged with better success. I ran the scow-of-the-line Chillicothe, which mounts two XI-inch Dahlgrens in a forward battery. The guns have a very limited field of fire and there is no rear battery. Even with the modified action sequences, I had no target in several cannonade phases. When I did get Governor Moore in my sights at close range, I rolled "1" for both shots: misses! XI-inch Dahlgrens are a fearsome gun—but only when they hit something.

Meanwhile, the Brooke rifles on the Governor Moore were having an effect on Chillicothe. When we call Chillicothe an ironclad, we're really just being polite. The forward casemate is OK, but otherwise the ship is about as well armored as a teapot. There's metal, to be sure, just not much. Moore shot away Chillicothe's armor in a few places and starting inflicting hull hits. Too many hull hits and you sink.

I did get back a bit of my own later, when I got Moore again in my sights, set her on fire, and blew up her steam power (but only enough to reduce her max speed to six inches). 

As Missouri came about for another go at the Union ships, Chillicothe was able to target her and start pounding. However, Missouri mounts a XI-inch Dahlgren herself in a central pivot that can fire from either broadside. As she was in close range of Chillicothe, Chillicothe was in close range of her. A shot from Missouri's Dahlgren made a critical hit that inflicted a lot of crew suppression and took away all my steam power. 

Chillicothe and Missouri trade big shots
Missouri, however, was on a rendezvous with terra firma. Coming at the shore at too great and angle, she became grounded under my guns—which weren't going anywhere since I had no speed.

The wily little Hornet was skulking around in Missouri's shadow most of the game waiting for a shot with its spar torpedo. With Chillicothe in straights, she had a perfect target. The attack came in perfectly, but failed. The attempt became a collision, which sunk the Hornet. This is the second time I've run ships that escaped a torpedo attack. It's such a good feeling.

The attack that failed
General Beauregard became the brunt of Union gunfire for a few turns until it lost all lower hull boxes from fire, which I think is the first time in our games that a ship has been lost solely by gunfire. Governor Moore, however, continued to hunt for ships to ram and found an opportunity against Choctaw. Despite being on fire, Moore bore down on Choctaw and got a ram attack in on the stern quarter. The attack was successful and Choctaw, heretofore undamaged, started to sink.

Choctaw sinking, Governor Moore ablaze
Governor Moore had further troubles in that her attempts to put out the fire started by Chillicothe resulted in the fire spreading and a loss of hull boxes burned away.

At this point we called the game, but it's unclear who won. For the Union, Tyler and Choctaw were sunk, Chillicothe was stopped, only Monarch (which never got in a single ram attack) was unhurt. For the Confederates, Beauregard was sunk, Moore was burning and lost more than half its hull, Hornet was sunk, and Missouri had freed herself from grounding and was mostly unhurt. If we score the game by victory point values, it was a Confederate win.

Rules mods post-mortem

I think the rules modifications gave better balance to shooting/ramming. The players did complain that it's still to easy to ram. The movement system is I-Go/You-go, so the opponent is stationary when you move. This means that even though the ships are supposed to be moving simultaneously, a ramming target is really a sitting duck. This can be especially galling if the target ship is actually moving faster than the attacking ship. We discussed a modification that will take in the target vessel speed as part of the calculation for a successful attack.

We also discussed simplifying the musket fire by sharpshooters. It seemed like a lot of work for an effect that rarely succeeded and only causes a single suppression when it does.

With the modifications, I think that S&SN is shaping up into a more balanced game.

Friday, December 30, 2011

DANG X: Up the Carnot river without a paddle wheel

Tuesday we played the tenth Dave's Annual Naval Game (D.A.N.G.) hosted by Dave Schueler. This year's theme was the American Civil War. Dave provided a simple campaign system that had a Union flotilla hunting for an ironclad that is rumored to be nearing completion somewhere up the (fictional) Carnot river in (non-fictional) Mississippi. Several others of us provided 1/600th scale ships (since we've been playing ACW naval since the early 90s).

We divided into sides and each had a set number of points available to buy ships. The campaign was set circa 1863 (before the fall of Vicksburg) and the available ships weren't necessarily limited to ships that operated on the inland waters at that time. The selection was large, so limiting ourselves to just a few was a tough choice. The only constraint was that the Confederates had to chose at least one ironclad.

The Union players were:
Me (USS Essex)
Kevin Smyth (USS Monarch)
Dale Mickel (USS Tyler)
Scott Murphy (USS Tuscumbia)
George Kettler (USS Naumkeag, USS Rattler)

The Secessionists were:
Arthur Brooking (torpedo boats, flotilla commander)
Dave Creager (CSS General Beauregard, CSS General Bragg)
Mark Waddington (CSS Missouri)

In addition to the ships we paid points for, the Union had two transports with troops that could be landed and some barges that contained fuel and ammunition. The Confederates had a series of batteries at points along the river. We could run by these batteries (at a loss of victory points) or attempt to silence or take them (earning victory points).

Like a chump, I didn't bring my camera. As luck would have it, others did. Dave Schueler's blog has his recount of the game with lots and lots of photos.

Day 1: Action at Sullivan's Ferry

On the first day of the campaign, the intrepid Union flotilla went into action against a battery at Sullivan's Ferry, just above the confluence of the Carnot and the Mississippi rivers. Only slight damage was incurred in capturing the batteries, which was quickly repaired at night.

While anchored at night, a marauding force of Rebel cavalry—clearly lead by someone much less illustrious than Nathan Bedford Forrest—was surprised by the troops accompanying the flotilla. Prisoners quickly and effusively gabbed and provided us with the location of all the remaining Rebel batteries on the river.

Confederate progress on completing their ironclad was a bit delayed due to faulty workmanship and lack of a suitable work ethic—defects quite foreign to Yankees and their can-do spirit.

Day 2: Burning out secession one town at a time

At dawn on the second day of the campaign, Honest Abe's able seamen proceeded upriver to Hannahsville, a secessionist hamlet nestled on the river's brim. En route, another battery was subdued, again with little damage to the squadron.

Upon reaching Hannahsville, the tars made a merry bonfire of the nest of rebellion. The town burned spectacularly, with the exception of the few buildings deemed necessary to the war effort, such as Madame Crotchfyre's social club and the "Last Gulp" saloon, which entertained the flotilla's officers while the tars aboard ship tucked into a nourishing meal of rancid hardtack and brackish water.

However, while teaching this practical lesson in civics to Hannahsville, the Union ships were set upon at night by a squadron of steam launches armed with infernal machines on spars. The Rebels lacked the requisite mechanical skill to work their machines and the first few attacks were foiled by secessionist incompetence. However, they figured it out a bit by trial and error and the USS Naumkeag was lost due to a successful explosion beneath her waterline. The USS Tyler, was also struck, but suffered only the loss of her port paddle wheel and no loss of floatation.

Gunfire at night against the tiny, fast-moving craft was disappointing. However, one torpedo boat was hoist with its own petard while attacking Tyler, leaving just two. Also, having expended all but one of their infernal machines, the rebels were less likely to accomplish further success by these means.

Day 3: Pressing on

Despite the losses of the night, the Union flotilla was ever more eager to continue upriver. The Tyler's damaged paddle wheel (unrepairable on campaign) rendered it unable to keep up with the other ships. A brief captain's meeting determined that rather than abandon Tyler and her powerful broadsides of VIII-inch Columbiads, we would tow her using one of the transports.

Just above Hannahsville, the Union flotilla encountered Battery Mickel, which was taken with minimal damage to the ships.

Further on, the flotilla reached Dave's Mill, which we quickly burned down, which was unfortunate in that we later learned that we might have used the millwheel to repair Tyler. Still, it made a good fire and taught the deluded rebels the price of treason.

Rumors came to the Union flotilla that completion of the rebel ironclad upriver had been further delayed due to mechanical incompetence complications.

Day 4: Smyth's Ferry

The Union flotilla fought batteries at Smyth's Ferry. The batteries repulsed our initial attack, but fire from Tuscumbia's XI-inch Dahlgren's quickly silenced the battery and drove off its crews.

The flotilla also captured a steam ferry and pressed it into service. As we proceeded upriver, the new ferry provided tow service to the still-disabled Tyler.

Day 5: Setback at Battery Murphy

The Union flotilla proceeded upriver passing Kettler's Ferry until we came upon Battery Murphy. In the action against these guns, the flotilla prevailed. However, a shot from the batteries disabled Essex' engines leaving her without motive power.

A consultation of ship captains determined that repair of Essex was essential. There were reports of rebel ships nearby upriver and it was decided to width raw to Kettler's Ferry to make repairs to Essex and continue next day.

During the night, an attack by secessionist cavalry was decicively repulsed, thus gaining more renown for the expedition.

Day 6: End of the rebel monster

The damaged to Essex' engines being repaired, the flotilla set out to run down the rebel ships upriver and bring them to a decisive battle. The enemy withdrew  from our advance through the day. Even after joining with the ironclad, which had finally come down river, the rebels kept moving upstream until we thought they would mire themselves in the swamp at the head of navigation.

However, this withdrawal was merely a ploy to allow them to strike the Union flotilla at night when our superior gunfire would be minimized. What ensued was a fateful and sanguinary affair that ended the rebel threat.

The Union squadron deployed with the Rattler out front as a picket. Further down the river were the Monarch, Essex, Tuscumbia, and Tyler (initially towed by the captured ferry).

The Confederate squadron came on with CSS Missouri in the center. Persistent mechanical failures had reduced Missouri's speed to an almost negligible rate. Rather than let her be destroyed on the stocks without a fight, the rebels towed her downstream into battle. This masked her forward battery, so she need to turn broadside to the Union ships in order to fire.

Accompanying Missouri on her port side were the CSS General Bragg and CSS General Beauregard. Also, the lone armed, surviving torpedo boat was at the extreme left of the line.

As Missouri advanced and turned broadside to the Union ships, Lt. Cmdr Smyth in Monarch saw his change for a ram. Getting steam up as aggressively as possible, he braved Missouri's fire and pressed in.

The rebel rams came downriver quickly aiming to smash into a Union ironclad or two. However, the Union ships were diligent not to present a target for the rams. As things transpired, the tin clad Rattler (to which Lt. Cmdr Kettler had transferred command after the sinking of Naumkeag) was struck by the Beauregard and sunk. Splashing throughout the water, Kettler was able to make it to the ferry (now cut lose from towing Tyler) only to be struck by Bragg and lost. Lt. Cmdr Kettler has the brave distinction of commanding every Union ship lost in the campaign.

Essex, a slow ship—especially against a current—made its way bows-on to the rebel ships. Beauregard passed provocatively close by without getting shot (a rules anomaly), but Missouri hove into range soon enough and I got a few ineffective shots off.

Soon Commodore Arthur and his one remaining toped boat came towards Essex. I turned bows-on to him but didn't have enough movement left to run him down. The torpedo boat obliged me by smacking itself into my bow and getting crushed.


The Bragg and the Beauregard continued into the Union main line, but found little else to ram besides the Rattler and ferry. By now, too, the Union ships had found the range. In one explosive turn, Essex found itself in a target-rich position and got shots off with all its guns at once. Coupled with the fire of the Tyler, the hits were starting to count and Cmdr Creager took his ships upriver.


Finally, a lucky win of the initiative roll, let Lt. Cmdr Smyth ram Monarch into Missouri. With a resounding crash, Monarch stove in the side of the rebel monster. In doing so, however, Monarch found itself fouled with Missouri and was threatened with the prospect of being dragged under. A timely roll (generously modified by the GM) enable Monarch to escape a watery grave and Missouri settled to the bottom alone.

Cmdr Creager continued upriver with his damaged rams to eventually perform the Confederate naval tradition of scuttling them and the campaign was won by the Union.

Thoughts on Sail & Steam Navies

The rules we used for the game is our latest enthusiasm, Sail & Steam Navies by Bay Area Yards. There is a lot to like about these rules. They are streamlined for easy play without genericizing too much. The main thing we notice are that the rules heavily favor ram attacks and minimize the effect of gunfire.

The reason for this is twofold:

1) The game sequence of Shoot - Move - Move makes it difficult to target ships coming at you. A ramming ship can be out of range or out of arc in the shooting phase, and then make two moves to make a ram attack without ever being shot at, even if most or all of their move is within range and arc of enemy guns.

2) The effect of shot is not terribly destructive. Once you actually hit, you roll a number of D10s equal to the difference between the gun rating (GR) and the armor value of the section hit. Each D10 has only a 20% chance of causing actual damage (armor or hull hits) and a 10% chance of causing suppression, which is easily removed in the repair phase. Triples can cause critical hits or damage guns, but only of the section hit allows that. I've had several occasions to roll a lot of D10s and get triples for a hit on a ships smokestack that did nothing because there is no critical hit for a stack and no guns in the location.

What's needed are some house rules to address the issue. What will work would be changing the sequence to allow shooting at any time before or between moves or allowing only a single move per turn. Another change is to increase the effect of hits so that there is a greater chance of doing damage. As written, the rules give a suppression on a roll of 8, an armor hit on a 9, and a hull hit on a 10. Changing this to suppression on a 6, armor hit on a 7 or 8, and a hull hit on a 9 or 10 may work. (Or possibly suppression on 6 and 7, armor on 8 and 9, and hull on 10 because armor hits on section that have no armor or have lost all armor become hull hits.)

Theoretically, the bigger the gun (higher GR) means that you'll roll more D10s and therefore have an increased chance of inflicting damage. I'm no statistician, but I think that it's a lot like playing the lottery: the number of tickets you buy doesn't really increase your chance of winning. Rolling multiple D10s doesn't change the fact that each die has a 70% chance of doing nothing and I've rolled a fistful of dice too many times with no effect to be mollified by theoretical mathematics.

Other than that, the rules are a lot of fun to play.