Andy Blozinski
04-06-2014, 11:28
Based on the few games that I've played and commentary from the group, the following is sounding like what I'll use for a game I'm running at small convention next weekend. Let me know your thoughts.
Full Advanced rules through Optional, except First Broadside<--not used. The only "Other Rules" section used is Variable Wind Direction.
1) Guns must be loaded with something besides double shot at start of game.
2) Collisions are handled same way friendly or foe. Use the Entanglement rules from page 35 and both ships draw a single E damage chit to see if their sails take damage.
3) Ships that have Disentangled re-start movement at Backing Sails.
4) Continuous Fire: Raking fire is figured after halving. Type of shot must be plotted with an ammo counter under the plotted fire counter. You still can't use Double Shot.*
5) Crew Action, Extinguish Fire: The first turn of Extinguish Fire action temporarily gets a fire damage marker under control (albeit after the first hull damage is already taken) and stops it from doing further damage. The second turn of Extinguish Fire action removes the Fire damage marker as usual as extinguished. If the crew does not plot the action for the second turn, the fire immediately gets out of control at the start of the second turn and starts causing hull damage again that turn.
6) Crew Actions: The number of Crew Actions available is only determined by the Crew Damage track.
*I'm thinking on changing this to no choice where ammo type for Continuous Fire is done only with whatever your last normal fire was done with on that broadside. If your last normal fire was Double Shot, then your Continuous Fire would default to regular Ball Shot as you can't use Double Shot in Continuous Fire.
Let me know your thoughts.
Full Advanced rules through Optional, except First Broadside<--not used. The only "Other Rules" section used is Variable Wind Direction.
1) Guns must be loaded with something besides double shot at start of game.
2) Collisions are handled same way friendly or foe. Use the Entanglement rules from page 35 and both ships draw a single E damage chit to see if their sails take damage.
3) Ships that have Disentangled re-start movement at Backing Sails.
4) Continuous Fire: Raking fire is figured after halving. Type of shot must be plotted with an ammo counter under the plotted fire counter. You still can't use Double Shot.*
5) Crew Action, Extinguish Fire: The first turn of Extinguish Fire action temporarily gets a fire damage marker under control (albeit after the first hull damage is already taken) and stops it from doing further damage. The second turn of Extinguish Fire action removes the Fire damage marker as usual as extinguished. If the crew does not plot the action for the second turn, the fire immediately gets out of control at the start of the second turn and starts causing hull damage again that turn.
6) Crew Actions: The number of Crew Actions available is only determined by the Crew Damage track.
*I'm thinking on changing this to no choice where ammo type for Continuous Fire is done only with whatever your last normal fire was done with on that broadside. If your last normal fire was Double Shot, then your Continuous Fire would default to regular Ball Shot as you can't use Double Shot in Continuous Fire.
Let me know your thoughts.