Search Results
6/25/2025, 1:49:37 AM
>>95946168
So, picrel is a ship card. This contains all the info needed to use the ship in a game, including firing arcs and the like. NEA will have a better explanation, but I'll take you through the ship card while we wait.
At the top, you have the name of the ship, its class, and the nationality banner, so we can immediately know this is the Imperial Japanese ship Tokushima, a Kawa class. Top right is the Ship Type, which is the size. 1 is Destroyers, 2 is Cruisers, 3 is Battlecruisers, 4 is Battleships, and an event featured a Sky Fort with 5. This works as your Initiative stat - bigger ships have to move first, and smaller ships go later, letting destroyers respond to a battleship's movement.
At the bottom right you have "Enter Hexes Before Turn", which is how many hexes a ship has to move straight before it can turn. These are ships, not planes, so they're clumsy and not agile. The Tokushima has EHBT 3, so she has to go three hexes forward before she can turn - bad at turning but fast in a straight line is part of the Japanese identity. A similar French cruiser might have EHBT 2.
Continuing clockwise, bottom left has Starting MP, your movement points. MP is actually determined by the ship's Engine slots, but they put the starting total here so you don't have to add it up.
Top left is Structural Integrity, basically your ship's HP, how hard it is to kill.
(1/2)
So, picrel is a ship card. This contains all the info needed to use the ship in a game, including firing arcs and the like. NEA will have a better explanation, but I'll take you through the ship card while we wait.
At the top, you have the name of the ship, its class, and the nationality banner, so we can immediately know this is the Imperial Japanese ship Tokushima, a Kawa class. Top right is the Ship Type, which is the size. 1 is Destroyers, 2 is Cruisers, 3 is Battlecruisers, 4 is Battleships, and an event featured a Sky Fort with 5. This works as your Initiative stat - bigger ships have to move first, and smaller ships go later, letting destroyers respond to a battleship's movement.
At the bottom right you have "Enter Hexes Before Turn", which is how many hexes a ship has to move straight before it can turn. These are ships, not planes, so they're clumsy and not agile. The Tokushima has EHBT 3, so she has to go three hexes forward before she can turn - bad at turning but fast in a straight line is part of the Japanese identity. A similar French cruiser might have EHBT 2.
Continuing clockwise, bottom left has Starting MP, your movement points. MP is actually determined by the ship's Engine slots, but they put the starting total here so you don't have to add it up.
Top left is Structural Integrity, basically your ship's HP, how hard it is to kill.
(1/2)
Page 1