Whilst most games go well, some games just feel... wrong. The Heligoland action is one such. In real life the Royal Navy was reluctant to tackle the island's defences, especially after they were upgraded in 1912. In the game I ran, the navy had far too easy a time of it, and it wasn't merely down to dice rolls.
I'll revisit the rules and see where they need tweaking. The 28cm howitzers, for instance, should do far more damage.
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