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  1. Groups
  2. Solo Play rule development thread
  3. Signal the fleet!
  4. Windage Dice
  5. Mortars
  6. Bow Chasers
  7. Dice Damage Distribution
  8. Order of Movement
  9. draft Land and Boat Variant Rules Uploaded
  10. Movement when base-to-base with a stationary object
  11. House Rule - Carronades
  12. House Rule - OIbusiers and Howitzers
  13. Advanced Boarding at the end of combat instead of at the end of planning
  14. More interesting shoals
  15. Heated shot?
  16. Collison Damage too Harsh?
  17. Obstructed Line of Sight
  18. Missing your Tack!
  19. Victory Conditions - Based on the Ares Point Values and Battlefleet Gothic Rules.
  20. Andy's demo house rules
  21. sailing close to the wind
  22. Airship pirates!!
  23. resolving boarding: much more realistic
  24. Less damage counters against a sloop?
  25. What do ya do with a Wizkids sailor (earli in the mornin')?
  26. Weather Effects
  27. Up Helm, a suggestion for small tweets to movement
  28. R.F.P-T: *Really* Simple Die-Based Damage Rules
  29. Requesting playtest, two special ships
  30. Quick and Dirty: Bow/Stern Chasers
  31. Prize crews
  32. SGN Tournament Rules -- interest?
  33. Cable spring while at anchor
  34. Request for Playtest: Enhanced Maneuverability rule
  35. Turning into & away from the wind (and tweak suggestion)
  36. House rule preview
  37. Battle sail and fire start
  38. Tacking action?
  39. A try at advanced rules without crew actions.
  40. Sloop Agility
  41. Wind Speed Changes
  42. "Clear for Action!"
  43. fast moving ships harder to hit?
  44. Better boarding
  45. Powder Monkey V2a now available
  46. Overbearing/stealing wind
  47. Squadron Maneuvers
  48. Extreme Range
  49. Idea: Moving cannons to an island?
  50. Ideas: tacking, leadsmen
  51. Brigs
  52. Finer grained wind + compass rose
  53. Emergency Stop
  54. Backing Sails Tacking
  55. Collision Rules
  56. Advanced Carronade Rules proposal
  57. Proposed Alternate Carronade Rule
  58. Small Merchant Stats.
  59. Tweaked Sailing Angles
  60. Morale Rules
  61. Stats Committee unofficial ship information.
  62. Burdens
  63. Adding the Effects of Current
  64. Smoke as an Obstruction
  65. Weight of Shot
  66. Side Specific Damage
  67. My Chase Rules - and an AAR
  68. My Portland 50 Re-envisioned, and others...
  69. Fictional Captain/Crew cards
  70. Captain's Experience
  71. More reflections on cannon fire.
  72. Expanded Winds Speeds
  73. Question/Idea for ships run aground
  74. My Latest Side Specific Damage Charts
  75. Advanced Anchoring and Springing Rules
  76. Tacking and Movement to Reflect Ship Size
  77. Random outcome!
  78. Part battery fire.
  79. Non-Ares Fortifications
  80. Tokens for anchored
  81. Gunboat Ideas
  82. Sideslip Cards
  83. Reducing damage from broadsides
  84. Played my first SoG game
  85. Wind Table Variations
  86. Fleet Rules - input welcome!
  87. Modified Bases for SGN101-105
  88. Hove To
  89. Sail Damage at Different Sail Settings
  90. Double shot with different ammunition
  91. Xebec Sailing Characteristics
  92. Reflections on Xebec stats.
  93. Reflections on Springing at Anchor
  94. Algerine and Barbary coast ships.
  95. Voyaging
  96. Extreme Range
  97. Stats for ships.
  98. Planning
  99. Splitting card decks?
  100. Question about oars.
  101. Pulling Chits for Damage is Fun....Pulling Chits other than for damage is painful
  102. Alternative Movement Method
  103. Cutting Out Missions as a Game
  104. Random Events While Voyaging
  105. Fallen Masts
  106. Movement without using the Movement Decks
  107. Artillery fire from fortifications?
  108. Carronades fire power.
  109. Solo charts by fredmiracle
  110. Another solo apk
  111. Goldilocks Syndrome
  112. An AAR with 1 Picture
  113. First Broadside
  114. Full sails during the battle
  115. Apparent Wind
  116. A question from Hammerhead.
  117. Squadron rules ?
  118. Fortifications
  119. Signalling orders
  120. Flagship rule
  121. Creating a more forgiving rule for running aground?
  122. Creating named famous captains