- Groups
- Solo Play rule development thread
- Signal the fleet!
- Windage Dice
- Mortars
- Bow Chasers
- Dice Damage Distribution
- Order of Movement
- draft Land and Boat Variant Rules Uploaded
- Movement when base-to-base with a stationary object
- House Rule - Carronades
- House Rule - OIbusiers and Howitzers
- Advanced Boarding at the end of combat instead of at the end of planning
- More interesting shoals
- Heated shot?
- Collison Damage too Harsh?
- Obstructed Line of Sight
- Missing your Tack!
- Victory Conditions - Based on the Ares Point Values and Battlefleet Gothic Rules.
- Andy's demo house rules
- sailing close to the wind
- Airship pirates!!
- resolving boarding: much more realistic
- Less damage counters against a sloop?
- What do ya do with a Wizkids sailor (earli in the mornin')?
- Weather Effects
- Up Helm, a suggestion for small tweets to movement
- R.F.P-T: *Really* Simple Die-Based Damage Rules
- Requesting playtest, two special ships
- Quick and Dirty: Bow/Stern Chasers
- Prize crews
- SGN Tournament Rules -- interest?
- Cable spring while at anchor
- Request for Playtest: Enhanced Maneuverability rule
- Turning into & away from the wind (and tweak suggestion)
- House rule preview
- Battle sail and fire start
- Tacking action?
- A try at advanced rules without crew actions.
- Sloop Agility
- Wind Speed Changes
- "Clear for Action!"
- fast moving ships harder to hit?
- Better boarding
- Powder Monkey V2a now available
- Overbearing/stealing wind
- Squadron Maneuvers
- Extreme Range
- Idea: Moving cannons to an island?
- Ideas: tacking, leadsmen
- Brigs
- Finer grained wind + compass rose
- Emergency Stop
- Backing Sails Tacking
- Collision Rules
- Advanced Carronade Rules proposal
- Proposed Alternate Carronade Rule
- Small Merchant Stats.
- Tweaked Sailing Angles
- Morale Rules
- Stats Committee unofficial ship information.
- Burdens
- Adding the Effects of Current
- Smoke as an Obstruction
- Weight of Shot
- Side Specific Damage
- My Chase Rules - and an AAR
- My Portland 50 Re-envisioned, and others...
- Fictional Captain/Crew cards
- Captain's Experience
- More reflections on cannon fire.
- Expanded Winds Speeds
- Question/Idea for ships run aground
- My Latest Side Specific Damage Charts
- Advanced Anchoring and Springing Rules
- Tacking and Movement to Reflect Ship Size
- Random outcome!
- Part battery fire.
- Non-Ares Fortifications
- Tokens for anchored
- Gunboat Ideas
- Sideslip Cards
- Reducing damage from broadsides
- Played my first SoG game
- Wind Table Variations
- Fleet Rules - input welcome!
- Modified Bases for SGN101-105
- Hove To
- Sail Damage at Different Sail Settings
- Double shot with different ammunition
- Xebec Sailing Characteristics
- Reflections on Xebec stats.
- Reflections on Springing at Anchor
- Algerine and Barbary coast ships.
- Voyaging
- Extreme Range
- Stats for ships.
- Planning
- Splitting card decks?
- Question about oars.
- Pulling Chits for Damage is Fun....Pulling Chits other than for damage is painful
- Alternative Movement Method
- Cutting Out Missions as a Game
- Random Events While Voyaging
- Fallen Masts
- Movement without using the Movement Decks
- Artillery fire from fortifications?
- Carronades fire power.
- Solo charts by fredmiracle
- Another solo apk
- Goldilocks Syndrome
- An AAR with 1 Picture
- First Broadside
- Full sails during the battle
- Apparent Wind
- A question from Hammerhead.
- Squadron rules ?
- Fortifications
- Signalling orders
- Flagship rule
- Creating a more forgiving rule for running aground?
- Creating named famous captains