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Wave 2 Sloops as merchantmen.
Until the merchant ships come out, I was thinking about using Wave 2 Sloops as light merchantmen, and cutting the Ships Logs to ???
I was thinking to start firepower at 1 2 1, musketry at 1, crew actions at 3 and Ships Log to ? boxes.
Does anyone have thoughts and ideas:question:
DeRuyter
03-21-2014, 10:54
Wave 2 Sloops as merchantmen.
Until the merchant ships come out, I was thinking about using Wave 2 Sloops as light merchantmen, and cutting the Ships Logs to ???
I was thinking to start firepower at 1 2 1, musketry at 1, crew actions at 3 and Ships Log to ? boxes.
Does anyone have thoughts and ideas:question:
You need to cut down on the maneuverability as well. Say change the Veer to a 5 like an SOL. Not sure I would have a musketry rating at all, except for East Indiamen which were better armed. Still with crews much smaller and a general lack of training in both musketry and great guns 1 musketry pull is generous.
You're right about veer 5 Eric and maybe B deck to keep it nice and slow to give time for capture/surrender before it leaves the board. I wrote that down but forgot to put it in the original post.
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