My 1st draft torpedo rules had each "fish" inflicting 5 'D' chits damage - only the highest one scoring on the target.
Each half ruler "run" cancelled one 'D' chit
Each
AA chit also cancelled a 'D' chit, with the proviso that the owning player could choose to accept the
AA damage to his plane, and retain the 'D' chit, for a chance of increased damage on the target (but with a much higher risk of being shot down before release).
eg:
an He-111 torpedo bomber (30 points) is struck for 2 x 'C' chits and 1 x 'A' chit while still 1.5 rulers distance from its target.
The owning player chooses to discard 2 x 'D' chits to cancel out the 2 x 'C' chits, and declares his torpedo launched.
The remaining single 'A' chit is resolved against the plane; if it survives, the torpedo runs for 1.5 rulers (discarding 3 'D' chits) and strikes for 2 x 'D' chits (the higher one pulled is the damage inflicted).
In this way, the closer the drop, the more effective the torpedo; also, determination to fly "straight and level" through a flak cloud increases the chance of a crippling hit, at the risk of being shot down before torpedo release.
The torpedoes launched in the Doncaster game travelled 8 times as fast as the target! I'm VERY surprised that they didn't
all hit.
At the same scale speed as the target (a 24 knot Battlecruiser, moving 5/8 inch per TURN) the torpedoes should have travelled 1.5 times the distance (if set for 36 knots), or only just less than 1 inch per turn.
The game torpedoes resembled missiles, not torpedoes.
For this reason, and for increased playability, I chose to resolve hits and damage based on chit draws alone.
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