In the first the Aquaphibians scored an easy victory. On reflection I think they scored an early lucky hit on one of the Stingrays and that skewed the result. But in any case it did point to a need to make the combat a bit more interactive, so we introduced the idea of an "evade" roll when a torpedo or missile enters the same hex as a target. We gave this a go in the second game, which turned into an easy WASP victory - the Stingrays becoming rather too adept at evading.
We didn't have time for a third game but I picked up enough ideas form the two games we did play to plot a happy medium in terms of an evasion rule (and an idea that a successful evade results in a proximity hit rather than a clean miss).
Other good thoughts on clarifying the order of play, improving damage control, simple record keeping, adding a few bits of "chrome" in terms of heroic commanders, special effects, etc. oh, and a better way to keep track of who launched what missile!
Tune in next week** for another thrilling episode!
** weekly updates not guaranteed!