/nwg/ - Naval Wargames General

Four Turrets Edition

Talk about botes, bote based wargaming and RPGs, and maybe even a certain bote based vidya that tickles our autism in just the right way.

Games, Ospreys and References (Courtesy of /hwg/)
mediafire.com/folder/lx05hfgbic6b8/Naval_Wargaming

Models and Manufacturers
pastebin.com/LcD16k7s

Rule the Waves
mega.nz/#!EccBTJIY!MqKZWSQqNv68hwOxBguat1gcC_i28O5hrJWxA-vXCtI

Previous:

Other urls found in this thread:

cruisedeckplans.com/DP/deckimages/org/www.cruisedeckplans.com-deckplan.php-ship=Queen-Victoria.png
pastebin.com/x3krmL1c
twitter.com/SFWRedditGifs

How lucky then that I've realized that 15 inchers are more than enough to sink anything that AI can build.

My god that thing looks terrifying.

4 turrets good, 5 turrets better.

It's a little excessive, but in a good way.

Harpoon4 vs 2nd Fleet (Fleet series)
What is better, and what's the difference between them?

>What is better

Neither. They're different from each other, not better or worse.

>>and what's the difference between them?

For a start, one is miniature rules and the other is hex & chit. They also use different scales, different levels of detail, and many other things.

The Fleet series is going to give you a counter with a single number on it for an ASW rating. Harpoon is going the name of every ASW sensor and weapon on a given ship along with the percentages regarding their operation.

You're basically asking us whether apples or oranges is better and what the difference between them is.

The threads and pages dedicated to both games at Boardgame Geek and consimworld will be able to answer your question far better than a post on an image board with a character limit. Of course, then you'd have to do the WORK of finding all respective pages at those sites and then reading the information there instead of asking someone to spoon feed you.

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Such a sexy boat.

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Well duh, she is a 52k ton superdreadnought so she is supposed to be scary.

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Is 15" really enough though?

is it ?

The data for late game quality 1 15-inch guns is next.

>Penetration for 15 in guns
>Range - Side / Deck
>5000 - 27,3 / 0
>8000 - 24,3 / 1,1
>12000 - 20,1 / 2,1
>15000 - 17,9 / 3,1
>20000 - 14,6 / 4,2

>Max range: 23969
Based on my experience the computer rarely if ever goes for decks thicker than 2.5 inches so the horizontal penetration is more than enough.
>but what about horizontal armor
The max thickness for horizontal armor that you can have in RtW is 18 inches, thus by the point when AI decks will be able to resist 15-inch shellfire those shells be punching through even the thickest belt armor without any problems.

Max range is bit short though but then again I've never really seen any fights being fought on ranges longer than 20k yards.

You see, I've been playing for so long but I had no idea what the limits of the computer's building is.

>Based on my experience the computer rarely if ever goes for decks thicker than 2.5 inches so the horizontal penetration is more than enough.

*vertical penetration, I should just fucking stop posting after midnight.

It's all penetration, man.

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I've said it before and I'll say it again: the County-class would have made excellent Q-ships.
Black hull, canvas to build up the profile/provide shelter for personnel on deck...dead ringer for an old liner!

Q-ships was a shit concept. All it was good for was hundreds of sinkings where nobody was dumb enough to give anybody on board half a chance to live if they could help it.

Wish me luck anons. Either this happens or blockade unrest starts to twist the knife.

>Pre-Dreadnought Battleship encounter

Man, you'll need tons of luck to score big on that one.
OTOH, you might just manage to sink one of those CA's - I'd shoot for them if I was you.

Nearly an hour, 4 7-inch hits to show for it. At least they're british 7-inchers, and not the -1's Austria starts with. Running out of daylight.

Right. Screw this. Turning into them.

And of course THEY can hit things with their main battery. I put a 10-inch belt on these things! How am I flooding!?

AW YISS!

>Plinking away with Pre-Dreadnought tech @ over 5000 yards.

Ruler of the Waves status: Failed.


>Night encounter with BB's.

10 bucks says you eat (at least one) torp before this thing's over.

YES! And 2/3 Speed reduction!

>now *not to screw this up*

My flagship has flooding down to the single digits but is out of it, I *think* I've peeled off one of their battleships and can make like a lion pride on a sick cape buffalo. Haven't screwed up yet.

HAVEN'T SCREWED UP YET

>but that's probably because i'm taking like 4-minutes between ticks

Glorious Austrian ascended naval tactic passed down from Tegethoff- only fight 25% of the Italian fleet present, let the rest sail off and go be Italians somewhere else.

>also bow torpedoes never fire
>not gonna ram

Well that hurt.

>screw this, I'm ordering a flotilla attack

Could it be?

>Nope.

Could it be???

YES!

>what the hell did I build all you torpedo boats for?
>there's like eight of them carousel'ing this just tiring out the stokers

Oh sure, NOW they can torp it.

>I'm not complaining- just about the only way left to screw up is to get torped by the cripple
>I think that's how HMS Black Prince went, actually
>no more risks

Anyone ever figure out how to change the hull forms? I've seen some people manage it...somehow...

Ok girls, field trip's over. Everybody say goodbye to the nice italian destroyers and head home. Don't strain your internal bulkheads and burst a tummy while running.

I'm not sure what you mean.

The shape of the hull itself. I've seen other people on the main RtW forums with differently shaped hulls with squared sterns and such.

Oh and what does the "Bulged" checkbox do during ship construction? I've never seen it do anything. Theoretically I know what it SHOULD do but the option doesn't seem to work...unless its some bit of tech that I haven't ever gotten researched.

I'll take it.

Knocks 2 knots off the design and gives you some torpedo protection, I think

STILL BLOCKADED!?

>ah, it's the two battleships down for repairs. it'll get better.

Fleet Battle in the Adriatic.

...I'm going to sleep.

How did Metternich get so far ahead of her consorts, let alone her escorts?

I'd say it was another episode of Full steam ahead! with a anyone that falls behind - can stay behind as subplot.

Nesselrode was the division leader and led a charge into the Italians- it got holed and dropped out. The escorts got into a duel with the Italian escorts. Nobody else kept up with either the charge or the weaving.

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Such is life.
>that enemy ship that is still in fighting shape and could use couple torpedoes up her ass? nope, not gonna even think about doing a torpedo run against her
>that enemy ship that is slowly sinking beneath the waves and is very much dead in the water? yup, that thing is gonna need at least 20 torpedoes up her ass right now and here

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Yeah, realistically these things never get built. They were simply ordered from Great Britain- the Hungarians never would have let them be paid for.

>very "advanced" legislative culture, the dual monarchy had
>for ex getting the Tegethoff dreadnaughts built was a nightmare
>one had to be contracted to the hungarians
>never mind there wasn't a capable shipyard for it

Admiral-mode can be frustrating, the second battleship division didn't feel like dodging through their destroyer screen getting their T-crossed at flank speed and their escorts staid with them. 1st Division's escorts actually kept up, but there were all these Italians for them to fight. They ended up peeling away everything for Metternich to get a pretty much 1-on-1 duel so I'm happy with them, mostly- destroyers that square off with light cruiser-led destroyer divisions so their battleships don't get torped in the night don't get criticized

>13in (-2)

the horror, the ai doesnt seem to realize how shit those are though, i've fought many a war with france in the early bb age where their whole fleet is armed with them while i have 0 or +1 12s, its pretty hilarious to read the battle reports and having 13s bounce off extended belts at point blank while i'm hulling them from max range.

My idea is to rebuild them with whoever comes up with a decent design first.

>even the hungarians, if it's me
>I imagine that's how we teased the money out of them- concrete rebuilding plans and schedules and guaranteed contracts
>they really are quite over-built

13-inch conning tower I give these things. 13-inches, what was the point? I guess my vice admiral is dead, then.

Personally I would only give CTs only enough armor to resist 6 inch and smaller guns, any armor beyond that is only gonna be worthless extra weight that you could use better as basically no amount of CT armor will stop a critical hit from BB or CC main battery.

Nah, that's just the bridge around the conning tower. A proper conning tower hit gives you a different message.

>play as russia
>end up in a war against uk
>my only ally is france
>my best ships are 3 16k ton dreads with 6 12-inch guns, 10-inch armored belt and 17 knot max speed (planned for 18 knots but then rng decided to fuck me with can't make their design speed event)
>their best ships are 20k ton dreads with 6 13-inch guns, presumably 10-inch armored belt and 22 knot max speed

This is gonna suck.

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UK is a huge dick, but if you're lucky you can chain magazine explosions.

My rec is night engagement Armageddon. Roll the dice.

Were dreadnoughts able to be resupplied with main battery gun projectiles and propellant as part of underway replenishment? or was it too dangerous/awkward to manage?

Did this situation get better or worse over time as main batter guns got bigger but underway replenishment technology and methodology developed developed?

I would assume so. If you can move several tons of coal aboard a ship to fire her boilers then how much harder would shells be? Given you have the crane and access down into the stores then all you need is the due diligence that handling ammo requires.

Share advice and suggestions for finding maps of ships and plans you can use AS maps of ships in an RPG.

I'll go first.

Game was going to start with the party being flown out to rescue a container ship in distress in the North Atlantic. (and dropping into operators operating operationally)

So of course a map would be really great. Especially one with horizontal and vertical representations of the ship that were aligned and in scale with each other.

Things I learned:

1. Finding the right search terms is important and takes time and work. After some research I found out that "general arrangement plan" "general arrangement and capacity plan" and "general layout and capacity plan" were productive search terms.

2. Finding sources for ship plans that AREN'T behind a paywall is difficult. (most of the plans I found were preview images that had been shrunken down so much they were largely useless)

3. budget time for figuring out how long 5 feet is (or whatever the standard measurement of the game system you are using is) and then setting up the grid to lay over your map. This is Especially true if you are using Roll20 because the controls for customizing grid size and measurements are a bitch.


Once it was all set up it was very helpful.
I still have a lot of trouble finding ship plans that make good maps though. So any advice on how to find more would be appreciated.

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Better than I expected but noticeably worse than what I hoped for.

Not sure that I would call it a major victory like the game tries to do, at best it looks like a Pyrrhic one to me, sure we sunk more ships than they did but RN has far more ships than IRN and I believe that their next gen capital ships will be out sooner than mine.

Just done checking the statics of this battle. It seems that all capital ships sunk during it fell victim to torpedoes.
>british dreadnought victorious - sunk due to flooding from 2 cl launched torpedoes
>russian dreadnought dvenadtsat apostolov - sunk after getting immobilized by british shellfire and being torpedoed by an enemy dd
>british pre-dread royal sovereign - sunk after a dd launched torpedo hit her magazine (whole ship blown up instantly because of it)

With RtW is there a research summary somewhere?

Machinery development - lowers machinery weight and allows oil firing
Armor development - lowers armor weight
Hull construction - lowers hull weight
Fire control - lets your boatfus shoot more accurately
Subdivision and damage control - helps your boatfus to stay afloat after getting hit
Turret and gun mountings - improves rate of fire and allows triple and quad turrets
Ship design - unlocks new armor schemes and turret arrangements
AP projectiles - improves your AP shell performance
Light forces and torpedo warfare - helps your DDs to grow bigger and stronger
Torpedo technology - helps your DDs to defend themselves from pedophiles
Submarines - this is your best friend if you want to u-boat
ASW technology - helps you to counter enemy u-boats
Explosive shells - improves your HE shell performance
Fleet tactics - helps your forces to fight smarter and not derp while communicating between themselves
Naval guns - improves your naval dakka

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Is there a list of every development in order?

What do people do with research? Not in terms of Percentage advancement
but in terms of priorities. Do you actually set priority areas of research? Do you
set others to low? I'm interested in hearing if people do because i've tried once
or twice and not really noticed all that much of a difference in what my guys end
up researching.

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The cross-section, including crew spaces, for one of the most common types of modern cruise ship.

posting PT Boat.

cool.
That is the inboard profile.
Do you have the deck plans?

cruisedeckplans.com/DP/deckimages/org/www.cruisedeckplans.com-deckplan.php-ship=Queen-Victoria.png
Just the public areas...

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Usually you'll want Fire control, Subdivsion and damage control, Turret and gun mountings, and Ship design set on high.

>Were dreadnoughts able to be resupplied with main battery gun projectiles and propellant as part of underway replenishment?

In WW1? No.

In WW2 with the US? Yes.

I've read accounts by officers of the British Pacific Fleet in '45 watching unreps the USN considered routine with both awe and envy.

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For WW2 and earlier ships, try Conway's "Anatomy of the Ship" series. They are *way* too spergy for me; but some would appreciate detailed schematics of hull girders and crew quarters.

>Machinery development
Improved surface condenser - 1% weight saving on machinery
Cockburn safety valve - 1% weight saving on machinery
Side drums - 1% weight saving on machinery
Preheater - 1% weight saving on machinery
Steam Turbines - 1% weight saving on machinery
Small tube boilers I - 1% weight saving on machinery
Oil firing - Enables oil firing if access to oil
Economizer - 1% weight saving on machinery
Small tube boilers II - 1% weight saving on machinery
Superheater - 1% weight saving on machinery
Circulation augmenter - 1% weight saving on machinery
Reduction gears - Increases endurance
Water wall furnace - 1% weight saving on machinery
Advanced superheater - 1% weight saving on machinery
Double reduction gears - 1% weight saving on machinery
Forced circulation - 1% weight saving on machinery
Turbo electric drive - 1% weight saving on machinery
Improved oil burners - 1% weight saving on machinery
>Armor development
Krupp armour - 1% weight saving on armour
Face hardening - 1% weight saving on armour
Quality control - 1% weight saving on armour
Improved annealing - 1% weight saving on armour
Krupp Cementit - 1% weight saving on armour
Quality control II - 1% weight saving on armour
Improved armour bracing - 1% weight saving on armour
Improved face hardening - 1% weight saving on armour
Improved homogenous armour - 1% weight saving on armour
Inclined armour - 1% weight saving on armour
Improved armour testing methods - 1% weight saving on armour
Internal belt - 1% weight saving on armour
Decapping belt - 1% weight saving on armour
Advanced face hardening - 1% weight saving on armour

>Hull construction
Improved riveting techniques - 1% weight saving on hull
High tensile steel - 1% weight saving on hull
Basic weight control - 1% weight saving on hull
Longitudinal framing - 1% weight saving on hull
Improved weight control - 1% weight saving on hull
Hydraulic riveting - 1% weight saving on hull
Better steel quality - 1% weight saving on hull
Improved longitudinal framing - 1% weight saving on hull
Slender hull girders - 1% weight saving on hull
Improved design calculations - 1% weight saving on hull
Weight saving - 1% weight saving on hull
Partial welding - 1% weight saving on hull
Lightweight fittings - 1% weight saving on hull
Hydrodynamic hull form - 1% weight saving on machinery
Lightweight scantlings - 1% weight saving on hull
Welded hull - 1% weight saving on hull
Improved welding - 1% weight saving on hull
>Fire control
Coincidence rangefinder - Gradual national accuracy improvement
6 ft rangefinder - Gradual national accuracy improvement
Central firing - Enables central firing as FC system on ships
Range calculator - Gradual national accuracy improvement
Control tops - Gradual national accuracy improvement
Automatic range transmitter - Gradual national accuracy improvement
9 ft rangfinder - Gradual national accuracy improvement
Mechanical fire control computer - Gradual national accuracy improvement
Stereoscopic rangefinder - Gradual national accuracy improvement
Plotting table - Gradual national accuracy improvement
Target designator - Gradual national accuracy improvement
Director firing - Enables director firing in ships
12 ft rangefinder - Gradual national accuracy improvement
Gyro stabiliser - Gradual national accuracy improvement
Ladder shooting - Gradual national accuracy improvement
15 ft rangefinder - Gradual national accuracy improvement
Secondary director - Enables directors for secondary battery and for CL
Improved Director
Synthetic fire control computer - Reduces penalty for own ship turning
Advanced director

>Subdivision
Double bottom - Gradual damage control improvement
Improved subdivision - Gradual damage control improvement
Torpedo protection I - Enables Torpedo protection I on ships
High capacity pumps I - Gradual damage control improvement
Torpedo protection II - Enables Torpedo protection II on ships
Extended double bottom - Gradual damage control improvement
High capacity pumps II - Gradual damage control improvement
Diesel generators - Gradual damage control improvement
Triple bottom - Gradual damage control improvement
Improved firefighting equipment - Gradual damage control improvement
Torpedo protection III - Enables Torpedo protection III on ships
Torpedo protection IV - Enables Torpedo protection IV on ships
Improved counterflooding equipment - Gradual damage control improvement
Non flammable materials - Gradual damage control improvement
Improved watertight hatches - Gradual damage control improvement
>Turrets
Hydraulic recoil - Gradual national ROF improvement
Power rammers - Gradual national ROF improvement
Pneumatic recuperator - Gradual national ROF improvement
Mechanical shell handling - Gradual national ROF improvement
Improved hoists - Gradual national ROF improvement
Triple turrets - Enables triple turrets
Hydraulic rammers - Gradual national ROF improvement
Reliable power training and elevation - Reduces ROF penalty for guns below 8 inches in turrets
Improved triple turrets - Eliminates ROF and reliability penalty for triple turrets
Quadruple turrets - Enables quadruple turrets
Increased elevation - Enables increased elevation
Improved power training and elevation - Eliminates ROF penalty for guns below 8 inches in turrets
Improved Quadruple turrets - Eliminates ROF and reliability penalty for quadruple turrets
Weight savings in turret fittings - 1% Weight saving on hull

>Ship design
Heavy secondary battery - Enables secondary guns heavier than 7 inches in casemates or single turrets
Medium wing turrets - Enables secondary wing double turrets up to 10 inches calibre
3 centreline turrets - Enables 3 centreline main turrets on ships
Main battery Wing turrets - Enables main battery wing turrets on ships
Cross deck fire - Enables cross deck fire for staggered wing turrets (positions D & F or E & G)
Superimposed X turret - Enables superimposed X turret on ships
4 centreline turrets - Enables 4 centreline main turrets on ships
Light cruiser armour configuration - Enables light cruiser armour configuration
Superimposed B turret - Enables superimposed B turret on ships
Triple turrets - Enables triple turrets
5+ centreline turrets - Enables 5 or more centreline main turrets on ships
Secondary turrets on BB - Enables secondary guns in turrets on BB
AON armour - Gives full benefits of all or nothing armour layout (no BE or DE)
Superimposed turrets on CA - Enables superimposed turrets on CA
More efficient hull form - 1% weight saving on machinery
Advanced design calculations - 1% weight saving on hull
Double gun mounts on DD - Enables double gun mounts on DD
Double gun mounts on CL - Enables double gun mounts on CL
Advanced weight saving - 1% weight saving on hull

>AP projectiles
Hardened AP penetrator - Gradual AP penetration improvement
Reliable bursting charges - Enhances damage from penetrating hits
Capped AP projectiles - Gradual AP penetration improvement
Improved AP cap - Gradual AP penetration improvement
Increased oblique penetration ability - Gradual AP penetration improvement
Improved AP penetrator alloys - Gradual AP penetration improvement
Stable explosive filler - Enhances damage from penetrating hits
Ballistic cap - Gradual AP penetration improvement
Improved shell quality control - Gradual AP penetration improvement
Heavy shells - Gradual AP penetration improvement
Improved ballistc cap - Gradual AP penetration improvement
Advanced penerator alloys - Gradual AP penetration improvement
Super heavy shells - Gradual AP penetration improvement
Increased muzzle velocity - Gradual AP penetration improvement
>Light forces
DD of up to 600 tons displacement - Enables building of DD up to 600 tons displacement
DD of up to 700 tons displacement - Enables building of DD up to 700 tons displacement
DD of up to 900t displacement - Enables building of DD up to 900 tons displacement
Double torpedo tube mount - Enables double torpedo mounts
DD of up to 1100t displacement - Enables building of DD up to 1100 tons displacement
Triple torpedo tube mount - Enables triple torpedo mounts
DD of up to 1500t displacement - Enables building of DD up to 1500 tons displacement
Above water tubes on CL - Enables above water torpedo mounts on CL
Superimposed X mount on CL - Enables superimposed X gun mounts on CL
Superimposed guns on DD - Enables superimposed gun mounts on DD
Quadruple torpedo tube mount - Enables quadruple torpedo mounts
Motor torpedo boats - Enables building of MTB squadrons
Superimposed B mount on CL - Enables superimposed B gun mounts on CL
Above water tubes on other ships - Enables above water torpedo mounts on all ships

>Torpedoes
Improved hydrostatic valve - Torpedoes now have range@speed 800@25/2000@15
Reliable pendulum mechanism - Torpedoes now have range@speed 900@28/2500@15
Gyroscope - Torpedoes now have range@speed 1000@28/3000@15
Improved compressed air supply - Torpedoes now have range@speed 2000@28/4000@18
Larger torpedo warheads - Torpedoes do more damage
Contra rotating propellers - Torpedoes now have range@speed 3000@28/5000@20
Preheater - Torpedoes now have range@speed 3500@30/7000@22
Horizontal turbines - Torpedoes now have range@speed 3800@30/8000@25
Wet heater engine - Torpedoes now have range@speed 4000@33/9000@26
TNT warhead - Torpedoes do more damage
Improved gyroscope - Torpedoes now have range@speed 4500@37/10000@27
Lenghtened torpedoes - Torpedoes now have range@speed 4800@37/10500@27
Enhanced pressure bottle - Torpedoes now have range@speed 4900@37/11500@27
Enhanced warhead explosives - Torpedoes do more damage
Improved wet heater engine - Torpedoes now have range@speed 5000@38/12000@27
Advanced preheater - Torpedoes now have range@speed 5000@38/13000@27
Oxygen fuelled torpedoes - Torpedoes now have range@speed 5000@38/18000@27

>Submarines
Pressure hull - 5% increase of submarine reliability
Early coastal submarine - Enables building of coastal submarines
Periscope - 5% increase of submarine reliability
Diving planes - 5% increase of submarine reliability
Coastal submarine - Better operating range for coastal submarines
Torpedo aiming system - 5% increase of submarine reliability
Diesel engines - 5% increase of submarine reliability
Improved diving gear - 5% increase of submarine reliability
Internal torpedo stowage - 5% increase of submarine reliability
Medium range submarine - Enables building of medium range submarines
Improved compressed air supply - 5% increase of submarine reliability
Minelaying submarine - Enables building of minelaying submarines
Improved diesel engines - 5% increase of submarine reliability
Increased battery capacity - 5% increase of submarine reliability
Improved pressure hull - 5% increase of submarine reliability
>ASW
Explosive sweeps - Gradual increase in national ASW capability
Anti submarine nets - Gradual increase in national ASW capability
ASW mines - Gradual increase in national ASW capability
Q-Ships - AMC on ASW patrol work as Q-ships
Hydrostatic pistols - Gradual increase in national ASW capability
Depth charges - Gradual increase in national ASW capability
Early hydrophones - Gradual increase in national ASW capability
Improved depth charges - Gradual increase in national ASW capability
Convoy system - Reduction in merchant losses to submarines
Improved depth charge racks - Gradual increase in national ASW capability
Reliable hydrostatic pistols - Gradual increase in national ASW capability
K-guns - Gradual increase in national ASW capability

>HE shells
Lyddite bursting charges - Gradual increase in shell damage
Safe fuze arming devices - Gradual increase in shell damage
Improved explosive filler packing - Gradual increase in shell damage
TNT bursting charges - Gradual increase in shell damage
Reliable delay fuzes - Increase in AP shell damage
Quality steel for shells - Gradual increase in HE shell damage
Base fuzes - Enables SAP ammo
Improved fuzes - Gradual increase in HE shell damage
Enhanced high explosive filler - Gradual increase in HE shell damage
Improved shell wall castings - Gradual increase in HE shell damage
Improved fuze reliability - Reduced dud rate
Enhanced explosive filler - Gradual increase in shell damage
Advanced explosive filler - Gradual increase in shell damage
>Tactics
Active mine warfare - Increased use of defensive minefields
Improved signalling - Makes signalling errors less likely
Destroyer screen - Enables screen formation for DD
Scouting force - Enables a separate scouting force with CA and BC
Mine rails on CL and DD - Enables fitting of mine rails on CL and DD
Fleet cruising formation - Enables crusing formation in parallel columns for the fleet
Battle turn away - Enables battle turn away maneuvre
Effective sigint - Better pre battle enemy strength asessment
Smoke Floats - Gives light cruisers the ability to launch smoke floats
Concentration firing - Reduces the penalty for more than one ship firing at the same target
Advanced signalling - Makes signalling errors less likely
Shell dyes - Reduces the penalty for more than one ship firing at the same target

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> Let's play the 'Who explodes first?' game!

How stupid are you, exactly?
There IS an All-the-RtW-techs list on the fucking forum, you know:
pastebin.com/x3krmL1c

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Does turret placement actually matter? I always just the normal 4 turrets (2 forward 2 rear), and it works fine.