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7eat51
05-28-2014, 17:01
Ahoy Mateys,

If you are interested in participating in a three month solo campaign starting 1 July and running through 30 September, welcome aboard.

For our first campaign, we'll have a monthly scenario, each developed by a different volunteer. Each month, all of us who participate will play the scenario, and post an AAR. This campaign will provide us the opportunity to play test a basic solo rule set, and to enjoy playing together, despite our geographical locations. We will use Wave 1 Ships, and the actions would encompass no more than 3-4 ships per side.

Each participant will create a roster of captains. As captains gain experience, they will receive additional abilities. After this campaign, hopefully, we'll have another set of rules developed that includes additional rules, for example sail or ammo selection. Surviving captains will be able to move onto the new campaign. As captains are injured, they might not be eligible for a scenario or two. Initially, create a roster with 8-10 captains.

If you are interested in playing, please state so in this thread. If you are interested in creating one of the scenarios, please indicate which month, based on first to post. Scenarios need to be uploaded one week before the first of the associated month. Scenario requirements will be provided.

7eat51
05-28-2014, 17:02
Italicized portions will be deleted.

Rosters
Each player will create a roster of eight captains. During a game, players can choose, from their roster, those captains that are available. As captains gain experience through victories, they will gain skills. As they are injured, they might have to sit out one or more scenarios. Assign ranks to your captains as appropriate to the nation for which you sail.

We'll play two three-month mini campaigns this year to play test rule sets. In January, we'll kick off a year+ campaign that will be thematic and chronological. However, for those few who brave the waters during these two mini campaigns, whatever victories they, and their AI captains, have achieved will follow onto next year's campaign. In that sense, these mini campaigns can be thought of as backstory, albeit loosely. I will set up a spreadsheet to track successes, deaths, and injuries of our captains.

For the 2015 campaign, we'll probably focus on British vs. French given the ships that are available since that campaign will be thematic. For the scenarios between now and the end of the year, we can do anything we want, substituting ships for ships of other nations. Any scenario writer who wants to do so simply tells us what we need and gives us the stats - for example "2 Dutch SoLs with the following ship logs". Any captains from this year's scenarios can be carried over to next year's campaign, and if the captains are not British or French, then they can be assumed to sail under those colors next year, or have their names “legally” changed. I will create rosters for the AI captains, and they, too, will gain experience.

Captain-Crew Mixes
Captains are able to move from ship to ship.
Crews are assigned to a specific ship.

With our game, it could make sense to have some limits based on rank, for example a Lt. not commanding a 1st rate. I don't know how restrictive we should be given that this is for fun, and is not a tournament or competition.

I think the above scheme would be the easiest regarding record keeping, and it would allow some choices as to how players set up their side for a given scenario. It might to might not be historically accurate, but it probably will work for fun gameplay.

Skills
Captains accrue skill points according to the following schema. For every 10 skill points accrued, a captain gains a new skill.


1 point for every ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
2 points for every ship defeated of the same broadly defined class.
3 points for every ship defeated of a broadly defined larger class.
1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.

For the first solo campaign, choose two captains and assign each one a skill of your choice.

If a crew survives two scenarios with 50% or more of the crew intact, the crew earns a skill. It will maintain the earned skills until it receives more than 50% casualties. To earn a skill, the crew must have engaged in battle, i.e. the crew must have fired its guns at an enemy ship, and received fire from an enemy ship.

Skill List

Good Aim-When firing a broadside, and opponet draws one or more "0s", you may use this ability to make them draw an additional counter (may be used twice)
Well-trained gunners- Single broadside may be reloaded after it has fired (may be used once)
Elite Marines- When shooting muskets, if a "0" damage counter is drawn, you may force the opponent to draw an additional counter (may be used once)
Hold Fast- Ship has one free crew damage box left to take a crew hit in, the ship may take an additional three crew hits before surrendering
Skilled Quartermaster- May increase Veer by 1 for duration o the turn (may be used twice)


Folks, let's create a list of potential skills that folks can earn as they accrue victory points. I read through the captain/crew cards, but I think a more expansive list of captain/crew skills is desirable.

Awards
If you know of awards/medals captains of your respective navy earned during the time period covered, please list them here along with their requirements. These will not affect gameplay, but will give us something to toast upon recognition.

After Action Report (AAR)
After each player plays the given month's scenario, the player will write up an AAR and post it in the campaign thread. Again, I will set this up. You can write in any style you want. I will provide some guidelines as to the information I will need at the end of the AAR to do the record keeping.

Basic Rule Maneuver Principles:
Solo Maneuver Chart: http://sailsofglory.org/downloads.php?do=file&id=84
1. Choose the quadrant in which the majority of the appropriate ship is. If the ship is equally in two sectors, choose the quadrant containing the front of the ship.
2. If the wind direction falls exactly on a quadrant dividing line, randomly determine which quadrant via a die roll.
3. If a ship is taken aback, use the red card corresponding to the maneuver card generated by the AI chart.
4. When determining the +1 or +2 die roll modifier due to range to enemy ship, measure from the most advantageous firing arc red dot on the AI ship to the base of the player ship.
5. Sails are set to Battle Sails.
6. If a die roll would cause a ship to violate veer, choose sharpest turn within veer limits.

Basic Rule Combat Principles:
1. Only use Ball ammo.
2. When choosing between short and long distance shots for the AI ship, always choose short unless raking - B-damage is more deadly than A-damage - better to have less chits with greater chance of inflicting damage per chit.


Disengagement
When a ship is within the last three boxes of hull damage or crew hits, role a 6-sided die for disengagement: 1-4 = remain in battle; 5-6 = disengage. Roll each time a ship takes additional damage. Disengaging ships will attempt to exit their side as directly as possible, and will avoid combat, only taking shots of opportunity. The nature of disengaging can be altered based on scenario specific rules.

Modifiers to Disengagement Die Rolls

+1 if both hull damage and crew hits are within the last three boxes
+1 for each enemy ship that is not disengaging
-1 for each friendly ship that is not disengaging
Additional modifiers as per relevant captain/crew skills

7eat51
05-28-2014, 17:02
Important Links

Solo Maneuver Charts (http://sailsofglory.org/downloads.php?do=file&id=84)

Player Rosters (https://docs.google.com/a/lincolnchristian.edu/spreadsheets/d/12z3NHwaMHz8uFi8-OztucbV8rOXXf35TwzeUS1xegKQ/edit#gid=961004061)

7eat51
05-28-2014, 17:02
res6

7eat51
05-28-2014, 17:03
res10

Ducky
05-28-2014, 17:06
Count me in for the campaign! Dont know If I have enough experience now to make a scenario but I have a scenario with Dutch vs English fleet in mind :beer:

7eat51
05-28-2014, 17:14
Count me in for the campaign! Dont know If I have enough experience now to make a scenario but I have a scenario with Dutch vs English fleet in mind :beer:

I think as long as the ships use the same stats, so no one has to do much work in preparation, I am fine with ships substituting for other navies, especially given the limited range of ships we currently have. Additionally, scenarios need not be based on actual historical events. They can be completely fictitious, or representative of a given, or typical, historical events, such as the generalized attack of merchant ships with escorts.

One thing to consider, though, is that you will play for the same country throughout a given campaign, hence the roster. Similarly, the opposing side will have a roster to enable advancement of some of its captains. We do this in the WoG campaigns, adding an ace skill every five kills a given pilot scores.

Looking forward to playing with Thijs.

Ducky
05-28-2014, 17:44
Using both french and english ships among with their stats for my Dutch navy at the moment.
From what I know the Dutch navy seems to have similar tactics as the French navy.

The Dutch ships even had French flags on them during the time it was under the control of the french republic.
But when in port the french flag was substituted for the Dutch one.

Do you want to use the captain and crew ability deck for the careers of the captains and their crew in a campaign?

Looking forward to sail with you too shipmate!

Cheers,

Thijs :drinks:

Nightmoss
05-29-2014, 08:51
I'd certainly be interested in taking part of this too. Let me know what I should be reading/reviewing and I'll start my preparations right away.

Ducky
05-29-2014, 09:07
Glad to play with you Jim, your ships look nice in every AAR!

fredmiracle
05-29-2014, 12:14
I'm interested in playing and scenario writing

luckysolo7
05-30-2014, 06:33
Count me in. Sounds interesting.

7eat51
05-30-2014, 07:28
Thijs, you have first dibs on which month to prepare a scenario; Jim, you have second choice; Fred you have the remaining month. If any of you rather not write a scenario, please let me know.

As for scenarios in this campaign, they need not be thematically tied to each other. This campaign is an opportunity for us to cut our teeth with a set of solo rules, running a campaign, writing AARs, etc. Therefore, write any type of scenario, historical or fictitious, using Wave 1 ships and the basic rules we'll have completed by the end of June. Another reason for the 1 July start date is to force us to complete the first round of a basic set of rules within this next month. For the basic set, we should keep to ball ammo, one setting for sails, etc. During the campaign, we can work together on a standard set of rules for the next campaign.

Once we have a more thorough set of rules hammered out, we'll do another short play testing campaign, say October through December. With the two short campaigns under our belt, we can look to 2015 to play a thematic campaign, for example engagements that take place during a given set of years, a given war, etc. Those games can be based on historical events or loosely based on the types of engagements fought. We would run such a campaign chronologically though, so the scenarios would be based on what was happening during the chosen time period in a chronological fashion; this is what we do on the 'Drome, and it works out quite well.

This current campaign can have three discrete, unconnected engagements. The captain and crews can move on, though, accumulating experience accordingly, so one way to think about captains this year is that these scenarios are like the backstory to their positions come the first scenario in the 2015 campaign.

JAC
05-30-2014, 10:09
I will love to join all of you in the solo campaingn. I am a VERY green sailor (just get the game 2 weeks ago) but I m loving it!!! the problem is that there is not many people around to play with!! Where can I find the rules to play solo so i can give them a try and join all of you?

ps. By the way…what is AAR?

7eat51
05-30-2014, 10:25
Hi Jaime,

Welcome. Stop by the Welcome Aboard forum and introduce yourself; folks will be happy to meet you: http://sailsofglory.org/forumdisplay.php?5-Welcome-Aboard

I will post some stuff here for you in a few minutes.

7eat51
05-30-2014, 10:37
Jaime, an AAR is an After-Action-Report. After you sail a mission, you will write up an account of what happened. You can do this in various formats, making it straightforward, writing from a 1st person perspective, etc.

Below is a two-part scenario we played in a solo mission on the Aerodrome. Look at post number 3 in the scenario link for the specific mission. Following that, is 2 AARs that cover both parts of that given scenario. You can read other AARs to see how different folks put different spins on things; F.O. Kyte, for example, is a master story teller. Be free in creating AARs as you desire; in the end, it's about having fun playing together and interacting with each other's stories. You will find that by playing in the solo campaign, you will have a great opportunity to learn, ask questions, share different things you try during games, create some additional house rules, and the list goes on.

Scenario: http://www.wingsofwar.org/forums/showthread.php?13661-All-The-Final-Months-OTT-Campaign-Scenarios
Part 1: http://www.wingsofwar.org/forums/showthread.php?14771-AAR-OTT-Final-Months-2a-There-and-Back-Again
Part 2: http://www.wingsofwar.org/forums/showthread.php?14920-OTT-Final-Months-2b-Can-you-hear-me-now

JAC
05-30-2014, 10:52
Hi Eric, thanks for your soon answer! This looks great!! I love wings of war also and this seems great! Now about Sails of Glory campaign…where do I find the solo rules so I can start trying it and be ready for the campaign?

Ducky
05-30-2014, 11:00
The solo Rules are in the download section:
http://www.sailsofglory.org/downloads.php?do=file&id=76

Its just a chart and works with the same template used for wings solo play
I believe the sector template isnt in the sails download section.

The Rules are still in development right now but playable, we are tweaking the Rules a bit to get a decent solo ruleset

JAC
05-30-2014, 11:05
Great I will try them and let you know how it goes!

7eat51
05-30-2014, 11:16
Jaime, if you look at the link below, you will see the type of rule system toward which we're working. On post #3, you will see links to maneuver charts, etc.

Hopefully, we'll have a few versions of rules developed by year's end, so players can use a set based on the degree of complexity desired. As you play, please share any ideas, feedback, etc.

Final Months Rules: http://www.wingsofwar.org/forums/showthread.php?13711-Final-Months-Campaign-Rules

Ducky
05-30-2014, 12:39
End of the year ? :shock: I believe we can do better than that :singing:

7eat51
05-30-2014, 13:14
I figure we'll have a set of basic rules by 1 July, and an intermediate set by 1 October, in time for a second three-month campaign. That should put us in a good place for a year-long, thematically unified campaign for 2015. Thijs, I look forward to the ideas you'll be putting forward. If here is anything like the 'Drome, we'll see quite a few house rules being born out of these solo campaigns.

fredmiracle
06-10-2014, 00:52
I guess it would be good to nail down who is designing the first scenario sooner rather than later (or, more specifically, is it me? :wink:)

Ducky
06-10-2014, 07:52
Uhm for me rather later. Dont have the experience yet and would like to see what you guys come up with...
Ive got the story in mind but it needs to translated into a scenario.

How many ships are we going to use per side in the scenario?

And do the three scenario's fit together like a story or are they single scenario's?

Nightmoss
06-10-2014, 08:48
Uhm for me rather later. Dont have the experience yet and would like to see what you guys come up with...
Ive got the story in mind but it needs to translated into a scenario.

How many ships are we going to use per side in the scenario?

And do the three scenario's fit together like a story or are they single scenario's?

I think most of your questions are touched on or answered by Eric in post #19 of this thread. You were first up and I was second, Fred was third. I'm not ready to be first that's for sure. As Eric gets ready for Origins some of this discussion might have to wait until he gets back next week?

fredmiracle
06-10-2014, 10:06
Sounds like I'm doing the July scenario by default? :happy: (Dang, I used my best ideas for the scenario contest :wink:)

I think it would be more enjoyable if the three scenarios fit together into a single narrative, although that doesn't seem to be a hard requirement.

I looked at a few of the airplane scenarios, but I'm going to spend some more time over there to get a feel for what is required and what creative ideas people have come up with.

On the other hand, we are trying to test the rules and kick the tires, and restricted to wave 1 ships, so I think these will necessarily end up being fairly small/simple scenarios. That probably makes having a good backstory all the more important to keep it fun...

7eat51
06-10-2014, 10:10
I guess it would be good to nail down who is designing the first scenario sooner rather than later (or, more specifically, is it me? :wink:)

Fred, since you have third choice, and since our another two authors do not desire July, then it is true that the last shall be first.

If you have not read any scenarios from Over the Trenches - Final Months on the Aerodrome, I suggest a quick read there. It will give you an idea of what we will be working toward. Keep it simple, given that we're using a very basic set of rules and options. If you want to include scenario specific rules such as the French get to shoot first in the first combat phase, and damage is assessed before the British return fire, so be it. The story could be that the French caught the British asleep or some such thing. As long as scenario specific rules are easy to implement and do not require much beyond the basic rule set, you're fine.

7eat51
06-10-2014, 10:23
Rosters

When I return from Origins, I will set up a spreadsheet to track successes, deaths, and injuries of our captains. Each player needs to create a roster of eight captains. During a game, players can choose, from their roster, those captains that are available. As captains gain experience through victories, they will gain abilities - akin to flying aces. As they are injured, they might have to sit out one or more scenarios (I am creating such dice charts).

For the 2015 campaign, we'll probably focus on British vs. French given the ships that are available since that campaign will be thematic. For the scenarios between now and the end of the year, we can do anything we want, substituting ships for ships of other nations. Any scenario writer who wants to do so simply tells us what we need and gives us the stats - for example "2 Dutch SoLs with the following ship logs". Any captains from this year's scenarios can be carried over to next year's campaign, and if the captains are not British or French, then they can be assumed to sail under those colors next year, or have their names legally changed. :wink:

I will create rosters for the AI captains, and they, too, will gain experience.

After each player plays the given month's scenario, the player will write up an AAR and post it in the campaign thread. Again, I will set this up. You can write in any style you want. I will provide some guidelines as to the information I will need at the end of the AAR to do the record keeping. Before the end of the month, post your roster in this thread. As for ranks and starting experience, I will provide some info upon returning from Origins. For now, simply choose names.

7eat51
06-10-2014, 10:28
Fred, you're spot on. These first few scenarios are simply to play test rules, gain experience writing AARs, etc. Keeping the scenarios free from thematic ties will be easier. During the fall, we'll run another three-month campaign to test additional rules. Next year, we'll run a 12-month campaign that is thematically based on a given time period. We have plenty of time to discuss that during the fall, and hopefully by then, we'll have a better idea of available ships for next year.

I suggest keeping all scenarios to a few ships or less per side, otherwise it could be quite unwieldily and time consuming. This is especially true given that players will be taking photos and notes for the AARs.

7eat51
06-18-2014, 08:04
It looks like we are solidifying a set of basic rules, and, therefore, should be ready to go come 1 July. If you would like to play in this campaign, please send me a roster of captain names, and the navy for which you would like to sail. Information about the campaign can be found in previous posts.

Hobbes
06-18-2014, 09:29
I would gladly join.

David Manley
06-18-2014, 10:18
Coming late to the party, sounds like fun.

Is that 8 captains for one nation?

7eat51
06-18-2014, 11:29
Coming late to the party, sounds like fun.

Is that 8 captains for one nation?

Yes - one nation. This way, as captains go down or are out due to injuries, you'll have other captains to fill in. I will develop a spreadsheet to be shared via googledocs, tracking successes, injuries, fatalities. I will also develop rosters for the AI fleets players will go up against.

As captains (players and AI) score victories, they will gain abilities akin to ace abilities in WoG. We'll play two three-month mini campaigns this year to play test rule sets. In January, we'll kick off a year+ campaign that will be thematic and chronological. However, for those few who brave the waters during these two mini campaigns, whatever victories they, and their AI captains, have achieved will follow onto next year's campaign. In that sense, these mini campaigns can be thought of as backstory, albeit loosely.

I played in a solo campaign for WGF this past year, and am starting one for WGS this month - a little late to that party. I can attest that the campaign was a lot of fun, gave me a chance to learn through playing, reading AARs, and experimenting with house rules, and helped me connect to a dozen folks. I also learned history and about technology as some players based their missions on historical events. It was well worth the time. I am looking forward to the same happening here.

Nightmoss
06-18-2014, 17:05
I will sail for the French. My Captains are:

1. Rene Rapin
2. Jean-Paul Leconte
3. Barthélemy Delcourt
4. Emmanuelle Cabaret
5. Yanis Duchateau
6. Gaspard Florin
7. Victor Catteau
8. Boniface Merlin

Let me know if there's anything else you need? Cheers!

7eat51
06-19-2014, 11:24
So far, we have the following rosters:

British
David (David Manley)
Rob (soul taker)

French
Jim (Nightmoss)

Undeclared
Sebastian (Hobbes)
Fred (fredmiracle)
Thijs (Ducky) - Dutch?
Glen (luckysolo7)
Jaime (Jac)
Eric (7eat51)

We do not need the same number of players for each nation. I will do a little math after each month to give an idea of how the two, or more, nations are doing. A little bit of bragging rights is not a bad thing. A forewarning though, having worked for Chicago's Board of Election Commissioners in my younger days, the nation for which I play will always be, miraculously, in the lead.

As a reminder about rosters:

I will set up a spreadsheet to track successes, deaths, and injuries of our captains. Each player needs to create a roster of eight captains. During a game, players can choose, from their roster, those captains that are available. As captains gain experience through victories, they will gain abilities - akin to flying aces. As they are injured, they might have to sit out one or more scenarios (I am creating such dice charts).

For the 2015 campaign, we'll probably focus on British vs. French given the ships that are available since that campaign will be thematic. For the scenarios between now and the end of the year, we can do anything we want, substituting ships for ships of other nations. Any scenario writer who wants to do so simply tells us what we need and gives us the stats - for example "2 Dutch SoLs with the following ship logs". Any captains from this year's scenarios can be carried over to next year's campaign, and if the captains are not British or French, then they can be assumed to sail under those colors next year, or have their names legally changed.

I will create rosters for the AI captains, and they, too, will gain experience.

After each player plays the given month's scenario, the player will write up an AAR and post it in the campaign thread. Again, I will set this up. You can write in any style you want. I will provide some guidelines as to the information I will need at the end of the AAR to do the record keeping. Before the end of the month, post your roster in this thread. As for ranks and starting experience, I will provide some info upon returning from Origins. For now, simply choose names.

spiessbuerger
06-19-2014, 14:32
Sounds very good.
So I report for duty too! :salute:

Did I understand right? We can choose each nation we want for this year campaign?

7eat51
06-19-2014, 21:30
Sounds very good.
So I report for duty too! :salute:

Did I understand right? We can choose each nation we want for this year campaign?

Yes, you can choose any side. If you choose a navy for which we don't have ships, simply pretend. This first campaign is an opportunity for broader play testing of the solo rules, for all of us to start gaining experience with solo play and AAR writing, and a chance to play and spend some time together. For this campaign, we'll only use Wave 1 ships, and at most 3 per side. Starting in January of 2015, we'll set up a longer, thematic campaign - think chronological through a given time period/war. As new ships are produced, we can incorporate them as appropriate.

7eat51
06-19-2014, 21:32
British
David (David Manley)
Rob (soul taker)
Eric (7eat51)

French
Jim (Nightmoss)
Fred (fredmiracle)

Undeclared
Sebastian (Hobbes)
Thijs (Ducky) - Dutch?
Glen (luckysolo7)
Jaime (Jac)

Ducky
06-20-2014, 04:06
Dutch, captain and ship names will follow

spiessbuerger
06-20-2014, 04:58
Then I sail for Prussia.
:drinks: Names will follow

7eat51
06-20-2014, 08:05
We have quite the international representation occurring here. The scenarios should be written in such a way as to accommodate different nations. I just read a preview of one by one of our scenario authors, and he did just that, splendidly.

I will post AAR guidelines and we will solidify campaign rules over the next week, so by 1 July, we should be good to go. The first scenario will be posted close to 1 July, once we have the rest of the items settled.

British
David (David Manley)
Rob (soul taker)
Eric (7eat51)

French
Fred (fredmiracle)

Dutch
Thijs (Ducky)

Prussia
Matthias (spiessbuerger)

Privateer
Jim (Nightmoss)

Undeclared
Sebastian (Hobbes)
Glen (luckysolo7)
Jaime (Jac)

Nightmoss
06-20-2014, 21:29
Eric, congratulations on 3,000+ posts! Not sure when that happened, but not too long ago I'm sure. :salute:

CSherrange
06-21-2014, 21:36
Would love to join, flying either American or Privateer colours, or an American Privateer fleet. Or if it fits in better I could fly either Spanish, Dutch, Russian, or a Scandinavian country's colours.

CSherrange
06-21-2014, 21:39
Will create captain names once youguys tell me what Nation to sail for...

7eat51
06-21-2014, 21:52
Will create captain names once youguys tell me what Nation to sail for...

For this campaign, choose whatever you like. We will have another short campaign October through December to test play additional rules. Starting 1 January, we'll look to do a full year campaign that will be thematic, based on a given time period. During that campaign, specific nations will be more pertinent.

CSherrange
06-21-2014, 22:00
I'll sail for America then, with the following captains-
1)Colton Miller
2)Paul Williams
3)Caleb Thompson
4)Isaac Davies
5)Charles Simpson
6)Benjamin Dance
7)Ephraim Hill
8)Daniel Jones

Greatly looking forward to this, cannot wait to post some AARs...

Hobbes
06-23-2014, 10:23
I'll fight for the English, Hessen-Darmstadt (during the Napoleonic Wars being souverin over my home town), not having any coastline forcing me to seek my fortune elsewhere.

My Captains are:
Captain Thomas Boulden Thompson
Captain Robert Devereux Fancourt
Captain Henry Inman
Captain Edward Riou
Captain Graham Eden Hamond
Captain Samuel Sutton
Captain Jonas Rose
Captain William Bolton

If seniority has any influence, they are already sorted. Do we need Commanders for later campaigns involving ships of the second wave?

Comte de Brueys
06-23-2014, 14:21
Missed this thread during my participation at Prague Summer Con. :shock:

Only one French player???

Inacceptable!

Please count me in for the Revolutionary French, Eric. :hatsoff:

I want to give the development of SoG solo rules a chance.

1) François-Paul Brueys d'Aigalliers
2) Louis-Jean-Nicolas Lejoille
3) Louis-René Latouche Tréville
4) Jean-Jacques Magendie
5) Luc-Julien-Joseph Casabianca
6) Jean-Françcois Renaudin
7) Joseph Marechallannes
8) Gerard Dujardin

CSherrange
06-23-2014, 14:48
Also just realized we will be using wave 1 vessels. Just got into this game 3 weeks ago and I have a starter and all of wave 2, most I have 2 copies of, but very few wave 1 ships. I'm sure we can make it work and I do plan on buying more wave 1 when they are in stock.

Jack Aubrey
06-23-2014, 15:27
Hi friends,
think I will join and try it. :wink:

I will sail for the historic privateers, called "Vitalienbrüder"

My Captains are:

Arnd Stuke
Henning Mandüvel
Nikolaus Milies
Klaus Störtebeker
Gödeke Michels
Henning Wichmann
Klaus Scheid
Magister Wiebold
Wilhelm Varensbeke

http://en.wikipedia.org/wiki/Victual_Brothers

http://de.wikipedia.org/wiki/Vitalienbr%C3%BCder

Cheers :beer:

fredmiracle
06-23-2014, 16:10
Also just realized we will be using wave 1 vessels. Just got into this game 3 weeks ago and I have a starter and all of wave 2, most I have 2 copies of, but very few wave 1 ships. I'm sure we can make it work and I do plan on buying more wave 1 when they are in stock.

Yes, I have no doubt you can make appropriate substitutions as needed.

Nightmoss
06-23-2014, 17:11
Missed this thread during my participation at Prague Summer Con. :shock:

Only one French player???

Inacceptable!

Please count me in for the Revolutionary French, Eric. :hatsoff:

I want to give the development of SoG solo rules a chance.

1) François-Paul Brueys d'Aigalliers
2) Louis-Jean-Nicolas Lejoille
3) Louis-René Latouche Tréville
4) Jean-Jacques Magendie
5) Luc-Julien-Joseph Casabianca
6) Jean-Françcois Renaudin
7) Joseph Marechallannes
8) Gerard Dujardin

Sven, I was with the French initially but decided to switch to Privateer (Corsair). It gives me more options to act as an 'independent contractor'. :wink:

7eat51
06-24-2014, 07:00
I will update our rosters later today. I will create a googledoc this week with all of our captains. Please PM me an email address so I can invite you into the googledoc.

The first scenario will be posted on Monday, the 30th of June. We will have all of July to play it and post our AARs. I will spell out a few AAR guidelines as well.

Good times are ahead.

7eat51
06-24-2014, 09:15
Rosters

British
David (David Manley)
Rob (soul taker)
Eric (7eat51)
Sebastian (Hobbes) - Hessen-Darmstadt

French
Fred (fredmiracle)
Sven (Comte de Brueys)
Kevin (Execchefkev)

Dutch
Thijs (Ducky)

Prussian
Matthias (spiessbuerger)

Privateer
Jim (Nightmoss)
Ulrich (Jack Aubrey) - Vitalienbrüder

American
Charles (CSherrange)

Undeclared
Glen (luckysolo7)
Jaime (Jac)

spiessbuerger
06-24-2014, 12:44
Hi friends,
think I will join and try it. :wink:

I will sail for the historic privateers, called "Vitalienbrüder"

...

Damn! I picked some of the "Vitalienbrüder" too. For example, the most famous, Klaus Störtebeker.
But he better sails under your privateer flag. :beer: I can hire other "prussian" captains for these gloryfull adventure

spiessbuerger
06-24-2014, 13:43
here my prussian captains:

Philipp von Mansfeld
Gebhard von Blücher
Gerhard von Scharnhorst
Carl von Clausewitz
Karl Rudolf Brommy
Eduard von Jachmann
Wilhelm von Tegetthoff
Hein Godenwind
:swordright:

Ducky
06-24-2014, 14:02
The Dutch "Batavian fleet"

1. Captain de Winter
2. Captain van Rossem
3. Captain Reyntjes
4. Captain Jacobson
5. Captain Zegers
6. Captain Holland
7. Captain Huys
8. Captain van Rysoort

Jack Aubrey
06-25-2014, 04:16
Damn! I picked some of the "Vitalienbrüder" too. For example, the most famous, Klaus Störtebeker.
But he better sails under your privateer flag. :beer: I can hire other "prussian" captains for these gloryfull adventure

Sorry, Matthias, aber Deine neue Auswahl ist doch sehr gut.
Sorry, but your new choice of captains are great.
Uli

PS: Sven hat natürlich einen Dujardin dabei....:drinks:

Comte de Brueys
06-25-2014, 05:09
Dujardin counts as two "Let the men drink!" tokens. :beer:

Jack Aubrey
06-25-2014, 12:01
Dujardin counts as two "Let the men drink!" tokens. :beer:

:happy:
:clap::thumbsup:

7eat51
06-25-2014, 15:09
I set up the roster google-spreadsheet and sent out invitations. If you have not been invited, either I missed your email somewhere, don't have it, or am awaiting a confirmation on it.

As for ranks, what say you to having 5-6 at the rank of captain, and 2-3 at the rank of lieutenant, allowing for promotions over time? Or would it be better to have all 8 at the rank of captain?

Ducky
06-25-2014, 15:30
I like the idea of lieutenants, what say for 4 captains and 4 lieutenants-captains?
Maybe one will be more carefull with the captains they have in their roster?

What are the penalties for a lieutenant? Or does a captain have a ability?

fredmiracle
06-25-2014, 15:43
although I'm not entirely sure what it means in practice, in principle I like the idea of lieutenants. Certainly in the fiction there's a lot of stress placed on how good one's first lieutenant is, the bond between officer and the loyal subordinates, the chance for promoting one's protoges, etc. The biggest promotion, seemingly, was that from lieutenant to "commander". And later on we might have more "backstory," charting the admirals' rise all the way from the lowly rank of lieutenant :happy:

Also when we start using wave 2 ships, Lieutenants might be acceptable for commanding the small sloops (?)

7eat51
06-25-2014, 15:52
We can set up a rank structure to follow victory points (to be determined), and with each rank, the character can gain a skill. Those that start as captains could start with one skill bonus, or some such thing. As for bonuses, we should not depend upon, or be restricted by, the captain/crew cards, but devise what we want, using them accordingly.

Also, we can work out an award/medal system based on the given navy. In the WoG campaigns, characters gain skills for every five kills (what I refer to above), but also receive medals/awards based on being wounded, seeing combat, etc., as was given historically by country (no skill bonus attached, but markings nonetheless).

Nightmoss
06-25-2014, 15:53
I set up the roster google-spreadsheet and sent out invitations. If you have not been invited, either I missed your email somewhere, don't have it, or am awaiting a confirmation on it.

As for ranks, what say you to having 5-6 at the rank of captain, and 2-3 at the rank of lieutenant, allowing for promotions over time? Or would it be better to have all 8 at the rank of captain?

I'm fine with whatever the majority wishes to do. Captains with some Lieutenants is fine; alive and functional is the most important part. :wink:

Oh, I did not get an email. I'll PM you with mine. Thanks, Eric!

7eat51
06-25-2014, 15:55
Speaking of functional and alive, I am developing a system for determining if a captain gets injured or killed when crew hits are taken. If injured, it is possible the captain will sit out one or more scenarios. Similarly with being captured.

soul taker
06-25-2014, 18:03
Speaking of functional and alive, I am developing a system for determining if a captain gets injured or killed when crew hits are taken. If injured, it is possible the captain will sit out one or more scenarios. Similarly with being captured.

Have you looked at the Captain and Crew ability rules? There are some guidelines in there for when a Captain gets wounded or killed. That could give you a starting place.

soul taker
06-25-2014, 18:07
[QUOTE=Nightmoss;34805]I'm fine with whatever the majority wishes to do. Captains with some Lieutenants is fine; alive and functional is the most important part. :wink:

With the way the AI has been treating me lately the alive and functional part might be a challenge for me.:surrender:

7eat51
06-25-2014, 21:04
Have you looked at the Captain and Crew ability rules? There are some guidelines in there for when a Captain gets wounded or killed. That could give you a starting place.

Thanks. I will read through these before hitting the sack tonight. I haven't looked at them much, so I am not sure what all they contain.

CSherrange
06-26-2014, 09:01
Whatever everyone decides is fine with me. I am more than willing to have men of different ranks. Hopefully I manage to keep them alive and well however...

Comte de Brueys
06-26-2014, 09:40
Lieutenant de vaisseau - Lieutenant
Capitaine de corvette - Lieutenant Commander
Capitaine de frégate - Commander
Capitaine de vaisseau - Captain
Contre-amiral - Rear Admiral

I can easy spilt up my Captains in different ranks.

I need some Captains for my frigates anyways.

1) Contre-amiral François-Paul Brueys d'Aigalliers
2) Capitaine de vaisseau Louis-Jean-Nicolas Lejoille
3) Capitaine de vaisseau Louis-René Latouche Tréville
4) Capitaine de vaisseau Jean-Jacques Magendie
5) Capitaine de frégate Luc-Julien-Joseph Casabianca
6) Capitaine de frégate Jean-Françcois Renaudin
7) Capitaine de frégate Joseph Marechallannes
8) Capitaine de corvette Gerard Dujardin

7eat51
06-26-2014, 10:56
Sven, I will update your roster accordingly.

We need to determine if higher ranks will start with any skills. I think if we split our rosters into different ranks, giving two captains a skill apiece to start would be fine. Thoughts?

So far 0-0. I think Germany played a better half - more aggressive offense. Toward the end, the US started to do the same. Both teams started becoming more physical as well. Enjoyable thus far.

soul taker
06-26-2014, 11:07
I don’t see a problem with giving two captains a skill each. That seems to match up with how you guys play on the Aerodrome and it seems to work out. It would also probably make people try to protect those two a bit more. All in all sounds good so far.

spiessbuerger
06-26-2014, 13:45
...
So far 0-0. I think Germany played a better half - more aggressive offense. Toward the end, the US started to do the same. Both teams started becoming more physical as well. Enjoyable thus far.

That was a nice end - Only winners where leaving the field :drinks:

7eat51
06-26-2014, 13:46
Skills

Folks, let's create a list of potential skills that folks can earn as they accrue victory points. I read through the captain/crew cards, but I think a more expansive list of captain/crew skills is desirable.

For ship captains, we can create a victory point schema independent of scenario victory points; scenario victory points are set by the authors to make sense in light of the given scenario. An independent scheme could like the following:

1 point for every ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop.
2 points for every ship defeated of the same broadly defined class
3 points for every ship defeated of a broadly defined larger class
1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal

For every 10 points earned, the captain gains a skill

I am unsure about crew skills as it could become cumbersome to assess and track. One way of assigning crew skills is that if a crew survives three scenarios with 50% or more of the crew intact, the crew earns a skill. It will maintain the earned skills until it receives more than 50% casualties. I am open to not using crew skills, solely focusing on captain skills. I could go either way with this one.

Thoughts?

7eat51
06-26-2014, 13:47
That was a nice end - Only winners where leaving the field :drinks:

Agreed - :drinks:

Germany earned a fine victory.

CSherrange
06-26-2014, 13:49
Here are my captin ranks:

Commodore Colton Miller
Capt. Paul Williams
Capt. Caleb Thompson
Cmdr. Isaac Davies
Cmdr. Charles Simpson
Cmdr. Daniel Jones
Lt. Ephraim Hill
Lt. Benjamin Dance

7eat51
06-26-2014, 13:49
Awards

If you know of awards/medals captains of your respective navy earned during the time period covered, please list them here along with their requirements. These will not affect gameplay, but will give us something to toast upon recognition.

7eat51
06-26-2014, 13:52
As for starting skills, what do you think if each player can choose two captains to give a skill apiece instead of basing it on rank? There might be a fine young officer with more skill than an older higher ranking officer. I saw such a thing when I served. Once we compile a list of skills, folks can state what skill goes to whom.

7eat51
06-26-2014, 13:53
Here are my captin ranks:

Commodore Colton Miller
Capt. Paul Williams
Capt. Caleb Thompson
Cmdr. Isaac Davies
Cmdr. Charles Simpson
Cmdr. Daniel Jones
Lt. Ephraim Hill
Lt. Benjamin Dance

Roster updated

CSherrange
06-26-2014, 13:53
Also, I think that considering the crew damage track in the game, if a ship survives 2 fights with more than 50% of crew remaining (and it was under fire and fired itself), it should gain a crew ability until it losses at least 50%. However if that becomes too problematic I am more than willing to just have captain abilities.

7eat51
06-26-2014, 14:01
In the 'Drome solo campaigns, the pilot is the crew. Here, the two are separate, so differentiating between them makes sense prima facie. This first campaign is a good opportunity to play test rules regarding the crew skill schema. If the schema makes sense, let's try it; if it doesn't, we can forego it from the start. If we try one but find it too cumbersome, we can drop it at any time.

I am willing to go with 2 scenarios provided the ship see sufficient action. Otherwise, it wouldn't make sense to give any skill award.

spiessbuerger
06-26-2014, 14:01
...

As for ranks, what say you to having 5-6 at the rank of captain, and 2-3 at the rank of lieutenant, allowing for promotions over time? Or would it be better to have all 8 at the rank of captain?

5 captains and 3 lieutenants would be fine.

About Crew skills: I agree - lets simply try out.
+50% left, two or three times could run well.

CSherrange
06-26-2014, 14:13
Congressional Gold Medal- Congress has commissioned gold medals as its highest expression of national appreciation for distinguished achievements and contributions.
Congressional Silver Medal- During the War of 1812, if a ship's captain was awarded a gold medal, sometimes his officers would receive silver duplicates. Also given for lesser feats.

That is pretty much all that I could find avaliable to Americans during the age of sail, if anyone knows of anymore I would greatly appreciate the assist!

CSherrange
06-26-2014, 14:16
As for starting skills, what do you think if each player can choose two captains to give a skill apiece instead of basing it on rank? There might be a fine young officer with more skill than an older higher ranking officer. I saw such a thing when I served. Once we compile a list of skills, folks can state what skill goes to whom.

Would appreciate this more than just basing it on rank.

7eat51
06-26-2014, 14:33
Congressional Gold Medal- Congress has commissioned gold medals as its highest expression of national appreciation for distinguished achievements and contributions.
Congressional Silver Medal- During the War of 1812, if a ship's captain was awarded a gold medal, sometimes his officers would receive silver duplicates. Also given for lesser feats.

That is pretty much all that I could find avaliable to Americans during the age of sail, if anyone knows of anymore I would greatly appreciate the assist!

Thanks. We will need to figure out requirements in game terms.

I will compile medals as folks post, along with said game-related requirements.

It is funny how attached one could get to one's characters. I really like my lead pilot in the OTT campaign.

Nightmoss
06-26-2014, 16:24
Some quick questions? Does the captain, commander, etc., stay with the same ship? Same for the crew; always attached to the same ship? Does the crew stay with the captain? So, if you have a captain who takes a wound and has to sit out a scenario or two does the crew also sit out?

I like the idea of skills being applied to any level leader, which allows for advanced promotion if things go bad.

As I'm playing a privateer I'm not sure that we'll have any awards or commendations that make any sense unless we're aligned specifically with one nation? Then I suppose we could get some form of government recognition?

I'll go work on ranks for my privateers.

Coog
06-26-2014, 16:57
Some quick questions? Does the captain, commander, etc., stay with the same ship? Same for the crew; always attached to the same ship? Does the crew stay with the captain? So, if you have a captain who takes a wound and has to sit out a scenario or two does the crew also sit out?

What do they say about the captain going down with the ship?

10341

Nightmoss
06-26-2014, 17:30
What do they say about the captain going down with the ship?

10341

Yes, but Jack already had his eyes on the Dauntless and Interceptor. :wink:

CSherrange
06-26-2014, 17:33
Thanks. We will need to figure out requirements in game terms.

I will compile medals as folks post, along with said game-related requirements.

It is funny how attached one could get to one's characters. I really like my lead pilot in the OTT campaign.

Congressional Gold Medal should be incredibly hard to win...

Very few won it during the age of sail, and they were-

John Paul Jones Captain Thomas Truxtun Commodore Edward Preble Captain Isaac Hull Captain Stephen Decatur Captain Jacob Jones Captain William Bainbridge Captain Oliver Hazard Perry Captain Jesse D. Elliott
Lieutenant William Burrows Lieutenant Edward R. McCall Captain James Lawrence Captain Thomas MacDonough Captain Robert Henly Lieutenant Stephen Cassin Captain Lewis Warrington Captain Johnson Blakely

Most did something crazily brave....

7eat51
06-26-2014, 22:48
Some quick questions? Does the captain, commander, etc., stay with the same ship? Same for the crew; always attached to the same ship? Does the crew stay with the captain? So, if you have a captain who takes a wound and has to sit out a scenario or two does the crew also sit out?

I like the idea of skills being applied to any level leader, which allows for advanced promotion if things go bad.

As I'm playing a privateer I'm not sure that we'll have any awards or commendations that make any sense unless we're aligned specifically with one nation? Then I suppose we could get some form of government recognition?

I'll go work on ranks for my privateers.

In the OTT solo campaign, pilots were able to switch planes as later types came into play. We were playing a chronological campaign, so this made sense. With our game, it could make sense to have some limits based on rank, for example a Lt. not commanding a 1st rate. I don't know how restrictive we should be given that this is for fun, and is not a tournament or competition.

As far as captains remaining with crews or bouncing around, I would say the latter. This would require a bit more admin work on my part, and clear communication following AAR requirements on all of the players' part (I will spell out a few items that need to be in every AAR similar to the Butcher's Tally we use in WoG - makes record keeping much easier).

As far as receiving recognition for being a privateer, you might find this link (http://jobs.irs.gov/about/awards-accolades.html) useful.

Nightmoss
06-26-2014, 22:58
In the OTT solo campaign, pilots were able to switch planes as later types came into play. We were playing a chronological campaign, so this made sense. With our game, it could make sense to have some limits based on rank, for example a Lt. not commanding a 1st rate. I don't know how restrictive we should be given that this is for fun, and is not a tournament or competition.

As far as captains remaining with crews or bouncing around, I would say the latter. This would require a bit more admin work on my part, and clear communication following AAR requirements on all of the players' part (I will spell out a few items that need to be in every AAR similar to the Butcher's Tally we use in WoG - makes record keeping much easier).

As far as receiving recognition for being a privateer, you might find this link (http://jobs.irs.gov/about/awards-accolades.html) useful.

LOL. Nice link there, Eric.

I'm amenable to anything that folks agree on. As you mentioned above this is for fun and a test of the rules for the full solo campaign we'll start next year.

Also, here's my list of crew, now with rankings.

1. Lieutenant Duncan Parmenter
2. Lieutenant Damian Corzo
3. Commander Brian Coineagan
4. Commander Jaden Marcussen
5. Lt. Commander Hubert Hartwich
6. Lt. Commander Guido Giovino
7. Captain Angus Remmington
8. Captain Jean-Pierre Santos

Cheers!

7eat51
06-26-2014, 23:16
I will update your roster accordingly.

For clarification, I am not opposed in any way to the additional work regarding separate captains and crews. If a little more effort on our parts increases our enjoyment of the campaigns, it is worth it. If we find it too problematic, we can always drop it. My orientation toward the development of solo rules and campaigns is that if something makes sense in theory, let's try it. If we don't like it once implemented, we can either modify it or drop it. We never know what could surface if we refrain from trying.

soul taker
06-27-2014, 07:05
I like the idea of crews getting abilities. With the way I lose crew in this game though I’m not sure I would ever get any. Like you said lets try it and see what happens that’s the whole point of these three month campaigns is to test things out.

Can we get an ability to keel haul the crew? :swordleft: With the way I seem to be shooting during the solo game I’m in the middle of something needs to be done. Drawing way to many 0 for my targets. :takecover:

CSherrange
06-27-2014, 08:25
In the OTT solo campaign, pilots were able to switch planes as later types came into play. We were playing a chronological campaign, so this made sense. With our game, it could make sense to have some limits based on rank, for example a Lt. not commanding a 1st rate. I don't know how restrictive we should be given that this is for fun, and is not a tournament or competition.

As far as captains remaining with crews or bouncing around, I would say the latter. This would require a bit more admin work on my part, and clear communication following AAR requirements on all of the players' part (I will spell out a few items that need to be in every AAR similar to the Butcher's Tally we use in WoG - makes record keeping much easier).


Sometimes they moved during battle, like Perry transfering his flag under fire from the Lawrence to the Niagra.:shock:

Hobbes
06-27-2014, 08:52
Sometimes they moved during battle, like Perry transfering his flag under fire from the Lawrence to the Niagra.:shock:

Yes, but wouldn't such a move only be made by squadron commanders (Commodore or Admiral), but this role is reserved to ourselfs.

Currently, I only have Captains in my rooster. Since we do not use ships which would have Commanders in charge, I do not feel the need to create Lieutenants. This might change for later campaigns. Splitting Crew and Captain abilities might be a nice thing, though.

7eat51
06-27-2014, 10:14
If you desire to join us for the first solo campaign, please send me a roster and an email address if you have not done so already. We set sail next week.

:steer: :cannonboom: :pistole: :swordright: :smack:

David Manley
06-27-2014, 11:00
Could I suggest a PDF file uploaded somewhere with the various rules and requirements? Saves newbies and people like me who haven't kept up to speed with the solo rules an other stuff in the loop

7eat51
06-27-2014, 11:07
Could I suggest a PDF file uploaded somewhere with the various rules and requirements? Saves newbies and people like me who haven't kept up to speed with the solo rules an other stuff in the loop

In an hour or so, I will summarize everything and post it here as well as save it as a downloadable pdf for ease of interaction.

Once we have the final rules settled, I will post them as a pdf as well as in the first few posts to this thread - they have been reserved for this purpose.

CSherrange
06-27-2014, 11:47
Could I suggest a PDF file uploaded somewhere with the various rules and requirements? Saves newbies and people like me who haven't kept up to speed with the solo rules an other stuff in the loop
This has my full endorsement.:thumbsup:

7eat51
06-27-2014, 12:12
Summary of rules thus far is now listed in second post. I will continue to edit this post as we proceed.

7eat51
06-27-2014, 12:18
I am working on a scheme to determine captain injuries, deaths, and captures, AAR guidelines, and scenario writing guidelines.

We need to solidify the maneuver and basic combat rules. In the future, we'll develop a more advanced set of rules to include boarding, etc., play testing it in the October-December campaign.

We need to solidify a list of captain/crew skills, expanding on the captain/crew deck options.

We need to solidify a character advancement/promotion scheme.

Any suggestions to the solo rules, please make them on the solo rule thread. Any suggestions regarding the upcoming July-September campaign, please make them on the campaign thread.

Solo Rule thread: http://sailsofglory.org/showthread.php?1018-Solo-Play-rule-development-thread
Campaign thread: http://sailsofglory.org/showthread.php?2449-Solo-Campaign-July-to-Sept-2014

fredmiracle
06-27-2014, 13:36
Regarding the discussions on ranks and crews...

- I do agree that these campaigns won't offer too many opportunities for lieutenants to exercise independent command (although eventually they could command Wave 2 sloops). But a frigate or larger ship could have a captain and a lieutenant at the same time. Would that make things more fun? Would they have to split experience, or both gain from success (certainly a captain could make sure that a success reflected favorably on a subordinate's reputation and prospects)? During battle would all their skills be added together? Would the skills for a lieutenant be different (a subset?) from those of a captain?

- Certainly captains could switch ships, but there were also cases of captains serving a long time on a single ship and becoming closely connected. Ideally the campaign can handle both dynamics. Possibly there could even be some advantage granted for maintaining continuity(?). Some open questions include the extent to which the scenarios will support using the same ship repeatedly, and the time periods assumed to elapse between scenarios and the possibility for a ship can be repaired and reused, etc. These issues might be a bit more predictable in future iterations where we may have a more cohesive overarching campaign narrative.

CSherrange
06-27-2014, 19:53
Potential crew abilities-
The ones from the Ares website work really well I believe, they are-
Good Aim-When firing a broadside, and opponet draws one or more "0s", you may use this ability to make them draw an additional counter (may be used twice)
Well-trained gunners- Single broadside may be reloaded after it has fired (may be used once)
Elite Marines- When shooting muskets, if a "0" damage counter is drawn, you may force the opponent to draw an additional counter (may be used once)
Hold Fast- Ship has one free crew damage box left to take a crew hit in, the ship may take an additional three crew hits before surrendering
Skilled Quartermaster- May increase Veer by 1 for duration o the turn (may be used twice)

In addition other crew abilities could be Fast repair, Fast fire fighting, skilled pumping, Rifle-equipped marines, and Skilled boarders

CSherrange
06-27-2014, 20:24
Also for the first scenarios I know we are using wave one ships. All I have is a starter kit and one or two of every wave 2 ship. I hope it will be ok with everyone if I can sub in and out with wave two ships for the wave one ships. I plan on accquiring more once my store gets some in and my wallet recovers from the $300 dollar intial investment, and the wife lets me spend again... :girlieangry:

Nyos
06-28-2014, 00:22
I'm seriously exited for this, looks like it's going to be great. I am sailing with the tricolour at the mizzen, and my captains are as follows:

1) Émilien Donat L’heureux
2) Jean-Michel Hugo Lopez
3) Dieudonné Vincent Pélissard
4) Jean-Charles Gervais Bouvard
5) Eugène Ferdinand Broussard
6) Louis-Marcel Charles de Laleuf
7) Théodore Raphaël Daubresse
8) Luc-Alphonse-Christian Gaudeau

Berthier
06-28-2014, 04:28
Being for the French, it was necessary for me to be fashionably late to the party. Also being a francophile and thus innately contrary :wink: my officers will be from the Revolutionary and Imperial Armies since I know them better! CONFUSION TO OUR ENEMIES :shock:

Captain Louis Gabriel Suchet
Captain Jean Lannes
Captain Louis Nicolas Davout
Captain Louis Lazare Hoche
Captain Louis Charles Antoine Desaix
Lt Antoine Drouot
Lt Jean Maximilien Lamarque
Lt François Séverin Marceau-Desgraviers

7eat51
06-28-2014, 07:58
Also for the first scenarios I know we are using wave one ships. All I have is a starter kit and one or two of every wave 2 ship. I hope it will be ok with everyone if I can sub in and out with wave two ships for the wave one ships. I plan on accquiring more once my store gets some in and my wallet recovers from the $300 dollar intial investment, and the wife lets me spend again... :girlieangry:

No problem with swapping. We didn't want to require Wave 2 ships due to their recent release and the mast problems. Scenarios should be written in such a way that players have a degree of flexibility in choosing ships, anyway.

7eat51
06-28-2014, 08:03
Daniel, you fearless leaders have been added to the roster. PM me with an email address and I will invite you to the google spreadsheet.

For those interested, the French have the most players. Is a revolution occurring here?

Jack Tar
06-28-2014, 18:42
I am interested in possibly joining this, but I may wait until the 2015 campaign. At any rate it will be interesting to occasionally pop in and see how everyone is doing on it.

7eat51
06-30-2014, 06:56
Last Call

1. If you have any other suggestions for campaign-related rules for our first campaign, please submit today. I will update the campaign rules first thing tomorrow morning. The campaign rules are located at the beginning of this thread.
2. If you have not submitted a roster for this campaign, please do so and I will add it to the google spreadsheet.
3. If you have not PMed me with your email address, please do so and I will invite you to the google spreadsheet.

I am working on a scheme to determine captain injuries, deaths, and captures, AAR guidelines, and scenario writing guidelines.

We need to solidify the maneuver and basic combat rules. In the future, we'll develop a more advanced set of rules to include boarding, etc., play testing it in the October-December campaign.

We need to solidify a list of captain/crew skills, expanding on the captain/crew deck options.

We need to solidify a character advancement/promotion scheme.

Any suggestions to the solo rules, please make them on the solo rule thread. Any suggestions regarding the upcoming July-September campaign, please make them on the campaign thread.

Solo Rule thread: http://sailsofglory.org/showthread.p...lopment-thread
Campaign thread: http://sailsofglory.org/showthread.p...y-to-Sept-2014

7eat51
06-30-2014, 12:27
I changed the name of this thread to Solo Campaign Development Discussions - July to Sept. 2014.

I am working on a closed sticky thread that will contain the rules and associated links for our campaign. Closed means nobody other than me will be able to post there; sticky means it will always be accessible at the top of the forum. By keeping such threads closed, one could go to the thread and find rules, etc. without wading through comments and discussions.

Each scenario writer will post his/her scenario in the 2014 Solo Campaigns forum, and each player will post his/her AARs there. I will then copy each scenario and links to the associated AARs into a closed sticky for ease of reference.

7eat51
06-30-2014, 21:03
Please take a look at the latest version of the solo campaign rules at this sticky, closed thread: http://sailsofglory.org/showthread.php?2530-July-September-Rules&p=35188#post35188

Please post any comments to this thread, and I will edit the sticky accordingly.

I will add the captain wounded/killed/captured rules tomorrow.

I will add AAR writing guidelines this week.

We need ideas/info for promotions and decorations. We have a couple for the U.S. to be added.

We could use additional captain/crew abilities.

The scenario writing schedule and campaign roster are posted.

7eat51
06-30-2014, 22:34
Rosters have been updated on the google spreadsheet

I will be uploading AI captains.

As for crews, we will note crews that have gained abilities separately, as they might be less frequent and not as long-lasting.

fredmiracle
07-01-2014, 19:27
Please take a look at the latest version of the solo campaign rules at this sticky, closed thread: http://sailsofglory.org/showthread.php?2530-July-September-Rules&p=35188#post35188

Please post any comments to this thread, and I will edit the sticky accordingly.


Looks good!

Some comments:

- Maybe we should allow captains to earn crew cards from the abilities deck, and not just captain cards. These would allow them to grant that ability to their crew, just for the duration of the engagement? Like if a captain had "skilled quartermaster" then maybe that would indicate they were good at training masters, or promoting the right people into the job. Good Aim could indicate that they were good at training their crew. etc.

- Can lieutenants ride along under captains (in frigates and larger ships)?

- If the player has multiple ships in the scenario, does each get a captain from their ranks?


- Some ideas for new abilities

-- evasive maneuver: once per game, when the player's ship would collide with another ship, he can play this card so they do not collide, are not entangled, and are not subject to grappling/boarding the next turn

-- deft with the helm: once per game, after all ships have moved, the player can play this card, and rotate the ship. The procedure is that any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler.

-- close to the wind: once per game, when wind facing is determined, if the ship is in the red zone, it can be rotated the minimum amount, so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect.

-- spilling wind: once per game, when the player is moving their ship, they can choose to stop at an intermediate spot along the arrow, and not at the end as normal.

-- small target: once per game, when fired upon by a ship with a larger burden at less than 1/2 ruler distance, you may play this card, and the number of chits of damage taken is reduced by one-third (rounded up)

7eat51
07-01-2014, 20:10
Good questions, Fred.

I was thinking about some of the crew abilities along similar lines. Maybe instead of adopting them outright, we could have an ability for supervision that grants some form of bonus to crew members performing certain tasks. Either way, I think it would be good to expand both lists.

Lieutenants could ride along, but, personally, I wouldn't have them affect gameplay, otherwise it could become cumbersome regarding record keeping, divvying up ability acquisition points, overpowering a ship with officers having abilities, etc. For story writing, etc., they could add color.

Each ship on the board will have a captain from the player or AI roster, each gaining experience and ability acquisition points as earned. It can make it interesting when AI captains become stronger along with player captains. As for AI rosters, it is difficult for me to create names at present because we are not playing a thematic campaign in which everyone is from one of two sides. So for this campaign, I will instruct folks to name their AI captains as they go along. I think it might be good to use captain with a small "c" when referring to the head of a ship, and Captain with a capital "C" when referring to the rank, or some such differentiator.

I like all of your suggested abilities, but I am not sure about the last one. Would it make more sense at more than 1/2 ruler distance? I would like to hear your logic behind this because my knowledge of AoS seamanship and combat is not extensive - always eager to learn.

Fred, once you feel comfortable with the scenario guidelines as far as your scenario goes, let me know. I will ensure a couple more items in the rules are taken care of, and then we'll begin. I would like to finish the captain wounded/killed/captured rules, add your new abilities, etc.

You have me thinking here. Do you think it would be a good idea to dispense with crew abilities and only focus on captain abilities, but add the crew abilities to the captain's list as if the captain is influencing the crew? It could make things easier regarding gameplay and record keeping. Since we're not going for a simulation, do you think such an abstraction is acceptable?

fredmiracle
07-01-2014, 20:35
I like all of your suggested abilities, but I am not sure about the last one. Would it make more sense at more than 1/2 ruler distance? I would like to hear your logic behind this because my knowledge of AoS seamanship and combat is not extensive - always eager to learn.

ok, the idea originated from the scenario in the first O'Brien book, where the Sophie was so low to the water that the Spanish frigate couldn't depress its guns to hit at short range. Maybe it should be "low profile target" :happy:


Fred, once you feel comfortable with the scenario guidelines as far as your scenario goes, let me know. I will ensure a couple more items in the rules are taken care of, and then we'll begin. I would like to finish the captain wounded/killed/captured rules, add your new abilities, etc.

I think I'm ready to go--I've made the suggested changes to the scenario and I think it meets the guidelines. The only open issue is that I'm still not sure how the scenario victory conditions map to the campaign experience rewards, but I'm thinking you will handle that (?)


You have me thinking here. Do you think it would be a good idea to dispense with crew abilities and only focus on captain abilities, but add the crew abilities to the captain's list as if the captain is influencing the crew? It could make things easier regarding gameplay and record keeping. Since we're not going for a simulation, do you think such an abstraction is acceptable?

Personally I think this idea is better. In principle I like the idea of tracking ships and developing a crack crew and a history for each ship. But practically speaking the scenarios (plus damage effects?) may not allow a given ship to be used all that often anyway (since they are not tightly coupled into a single narrative), and as others have stated, crews do often get decimated pretty badly. So maybe keeping it simple and focusing on the captains will give better results, especially for the first campaign

7eat51
07-01-2014, 20:56
A scenario's victory points should be developed to give players a feel for how the game went. What you showed me was great. As for accruing points for ability acquisition, that is based on the campaign rules outlying how points are earned. This will be determined at the end of the AAR when players summarize victories. I will spell this out. Outside of the obvious sink/capture a ship, there could be a point or two earned if the scenario had other than ship-to-ship combat as a goal. For example, let's say the player had to keep the AI ships from crossing the playing board and exiting on the player's side. This could be done by sinking the ships or driving them into retreat. If the AI ships disengage and retreat, exiting their own side safely, the player should still receive some sort of ability acquisition point even if no ship was sunk. Otherwise, abilities are only tied to sinking ships, which does not seem quite right to me and would only encourage players to forego strategic goals for the sake of racking up kills. It is like in chess when a player goes around capturing pieces while his/her opponent says "Checkmate". Again, this would be handled at the end of an AAR, and only for those scenarios in which a strategic goal is tied to something beyond dueling - in other words, no double dipping. I see this really coming into play with advanced rules that can support scenarios in which a player captures a fort or some such thing.

Let's wait a day and see if anyone else responds to the captain/crew ability issue. Your support for the idea of captain only but with broader range of abilities is pushing me in that direction - easier without much loss I think.

7eat51
07-01-2014, 23:32
Hi Fred,

I am including your ability suggestions, rewording them a bit so it is clear that an AI captain can have the ability also.

For Evasive Maneuver, I am not including the boarding part so as not to cause confusion with this campaign. For the next campaign, when boarding is a possibility, we can include it, or create another ability, for example Defensive Captain - once per game the captain can deny a boarding action.

Again, thank you for all of your work on the solo rules and this campaign.

7eat51
07-01-2014, 23:37
Folks, in the previous few posts, Fred and I have discussed the captain/crew abilities. Both of us are under the opinion that with this first campaign, it might be better to only have captain abilities, and to expand those abilities to cover some of the crew abilities, as if the captain was able to provide sufficient supervision. Please take a look at our discussion and share your thoughts.

We should everything ready to go tomorrow or Thursday. Fred has the scenario ready, and I am finishing the last few rules that need to be in place before gameplay. Any feedback is appreciated.

Solo Rules: http://sailsofglory.org/showthread.php?2530-July-September-Rules

7eat51
07-02-2014, 00:59
Additional rules have been added.

We need to devise a mechanism to determine if a surrendered ship results in the captain being captured. One possibility is for surrenders to automatically result in capture. If the capturing ship, in turn, surrenders, the captain is freed. Another possibility, especially if other ships are in the area and able to engage the victorious ship, is for the first ship to touch the surrendered ship and remain there the following turn, secures the surrendered ship's captain. The ship basically foregoes maneuvering in the securing turn as if it was grappled - since we're playing with a basic rule set, some degree of abstraction is necessary. Captured captains will miss 1D6 scenarios. Thoughts?

soul taker
07-02-2014, 07:16
I’m for just tracking the Captains. I like the idea of including the crew abilities as additions to the list the captains can choose from. Shows that some captains put more importance on some crew skills over others. Plus I can’t seem to keep 50% of my crew alive with the exception of the larger ships, so this would give the smaller ships a more even chance as far as skills go.

soul taker
07-02-2014, 07:39
Additional rules have been added.

We need to devise a mechanism to determine if a surrendered ship results in the captain being captured. One possibility is for surrenders to automatically result in capture. If the capturing ship, in turn, surrenders, the captain is freed. Another possibility, especially if other ships are in the area and able to engage the victorious ship, is for the first ship to touch the surrendered ship and remain there the following turn, secures the surrendered ship's captain. The ship basically foregoes maneuvering in the securing turn as if it was grappled - since we're playing with a basic rule set, some degree of abstraction is necessary. Captured captains will miss 1D6 scenarios. Thoughts?

I like the idea of the first ship to touch the surrendered ship. Gives you a chance to try and run off the enemy to keep them away form your ship, or to go for a daring rescue and attempt to save a favorite captain.

7eat51
07-02-2014, 07:50
I like the idea of the first ship to touch the surrendered ship. Gives you a chance to try and run off the enemy to keep them away form your ship, or to go for a daring rescue and attempt to save a favorite captain.

My thinking exactly. From a gameplay standpoint, it offers a decision without a lot of mechanics involved. It could even serve as the basis for a scenario.

By having to stay stationary one turn, it comes with a little cost, again making the player have to think about the choice.

We would need a rule for surrendered ships as to when another AI ship would attempt the rescue or the capture. Maybe something like if it is within one ruler of the surrendered ship, and the player's ship is more than one ruler from both the Ai and surrendered ship, it goes to the surrendered ship. Otherwise, it prepares to attack or defend itself against the oncoming player's ship. Something like that that has a measure of logic but is also easy to determine.

soul taker
07-02-2014, 08:01
We would need a rule for surrendered ships as to when another AI ship would attempt the rescue or the capture. Maybe something like if it is within one ruler of the surrendered ship, and the player's ship is more than one ruler from both the Ai and surrendered ship, it goes to the surrendered ship. Otherwise, it prepares to attack or defend itself against the oncoming player's ship. Something like that that has a measure of logic but is also easy to determine.[/QUOTE]

I think this is a good start. It’s simple and easy to do plus has some logic to it. If I get a chance later today I will have to try it out and see how it works.

7eat51
07-02-2014, 08:10
Great, Rob. Thanks.

At this point, we need either quick play testing, or to allow the campaign to be the play test. If something seems reasonable and easy, I say go for it and adjust as we go. This is a community effort, so hearing input from folks throughout the campaign is important, and sometimes, personally, I need to interact with something a bit, and have some time to think about it subsequently, before rendering an opinion.

I look forward to hearing your feedback if you get the chance.

Hobbes
07-02-2014, 08:15
Would surrendered ships, whose captain has not been captured yet, be an auto-capture for the winner at the end of the game?

I thought about this and I think it would have pros and cons. If not, the Captain in the last ship could never be captured as surrendering his ship effectively ends the game. If yes, we could simplify the rule to the "winner takes it all". Picking up the Captain would only make sense if you would make a run afterwards.

7eat51
07-02-2014, 08:56
I think if the only remaining ships of a given side on the board are surrendered, and if the opposing side as at least one functioning ship remaining, then the surrendered captain(s) can be considered auto-captured without having to sail around and touching bases.

I would not phrase it winner takes all because a given side could win by achieving strategic goals without having defeated all of the enemy's ships. So for clarity's sake, I would phrase it - "If the only remaining ships of a given side on the board are surrendered, and if the opposing side as at least one functioning ship remaining, then the surrendered captain(s) are auto-captured".

I would keep the option of securing surrendered captains during the game because it adds decisions, and could make for interesting engagements.

7eat51
07-02-2014, 10:30
Updated the solo rules. Feedback is appreciated.

Solo Rules (http://sailsofglory.org/showthread.php?2530-July-September-Rules)

Nightmoss
07-02-2014, 16:17
Eric, it just occurred to me to ask that before we post AAR's can we submit them for review by those who have better rules knowledge of SoG? I'm still in basic rules mode and may not have all the rules down 100%. I don't want post errors as part of an AAR and thereby cause confusion.

Or are the AAR's generally peer reviewed for errors, corrections, etc. by fellow captains? I'm fine either way I guess although I'd prefer not making embarrassing mistakes in game play? :wink:

7eat51
07-02-2014, 17:21
Jim, part of the joy of these campaign is writing with and for friends. No need to ever feel embarrassed. So many times did I realize, while writing, that I played something wrong. Fortunately, I was in good company. When managing multiple craft, it is quite easy. Similarly, the solo games is where many of the rules started to take root for me. Don't worry; simply enjoy the ride. That is the best advice I can give to anyone wanting to join us.

Nightmoss
07-02-2014, 17:44
Jim, part of the joy of these campaign is writing with and for friends. No need to ever feel embarrassed. So many times did I realize, while writing, that I played something wrong. Fortunately, I was in good company. When managing multiple craft, it is quite easy. Similarly, the solo games is where many of the rules started to take root for me. Don't worry; simply enjoy the ride. That is the best advice I can give to anyone wanting to join us.

I can accept that. The ride may well be bumpy at times, most likely when I'm driving, or should I say commanding. :)

7eat51
07-03-2014, 00:35
The rules should be sufficiently done to allow us to begin play. I will continue to edit them as we proceed, and will announce such changes here.

I edited all of the captain/crew abilities to be for captains only. We will forego tracking crew experience. The abbreviation for each captain ability will used in the spreadsheet.

Please remember to include the AAR tally at the end of each AAR for every captain used in a given scenario. Post campaign AARs in the campaign forum.

Any suggestion for improvement is welcome

soul taker
07-03-2014, 08:08
Great, Rob. Thanks.

At this point, we need either quick play testing, or to allow the campaign to be the play test. If something seems reasonable and easy, I say go for it and adjust as we go. This is a community effort, so hearing input from folks throughout the campaign is important, and sometimes, personally, I need to interact with something a bit, and have some time to think about it subsequently, before rendering an opinion.

I look forward to hearing your feedback if you get the chance.

Okay I got a chance to try this out last night. The idea seemed to work out just fine. I ended up with a nice tense moment when I had to let an enemy frigate escape so that I could distract the enemy 3rd rate that was getting ready to capture the captain of my surrendered ship. One more shot should have taken care of the enemy frigate, but it was let it go or lose a captain.

7eat51
07-03-2014, 08:19
Okay I got a chance to try this out last night. The idea seemed to work out just fine. I ended up with a nice tense moment when I had to let an enemy frigate escape so that I could distract the enemy 3rd rate that was getting ready to capture the captain of my surrendered ship. One more shot should have taken care of the enemy frigate, but it was let it go or lose a captain.

Very cool!

This is the kind of story impact that makes for enjoyable playing and AARs.

Thanks for testing.

fredmiracle
07-03-2014, 10:12
One thing I'm not clear on is AI captains (I apologize if I somehow missed this in the rules). I've seen some references to them--suggesting they will also be tracked and gain experience. I notice they are on the spreadsheet. Do we need to assign names to them? Do we just pick any AI captain for the opposition before playing the scenario, or select one randomly, or?

Also, did I see somewhere that some of our captains are supposed to start with abilities, or did I imagine that? If the former, how do they get chosen and assigned?

7eat51
07-03-2014, 10:41
One thing I'm not clear on is AI captains (I apologize if I somehow missed this in the rules). I've seen some references to them--suggesting they will also be tracked and gain experience. I notice they are on the spreadsheet. Do we need to assign names to them? Do we just pick any AI captain for the opposition before playing the scenario, or select one randomly, or?

Also, did I see somewhere that some of our captains are supposed to start with abilities, or did I imagine that? If the former, how do they get chosen and assigned?


Assign names to your AI captains as you need them. The first two mini-campaigns will have generically written scenarios given the various nations represented. Next year as we do a thematic scenario, I will develop the AI captain roster.
Choose AI captains from the available roster. Sometimes, captains are unavailable due to wounds or capture.
Choose any two captains, and assign each one an ability. I have assigned the AI captains' abilities already.

7eat51
07-03-2014, 10:54
Fred, I edited the rules to address your questions, and to make things clearer. Please let me know what you think. Thanks.

Nightmoss
07-03-2014, 13:51
Eric, I don't wish to complicate the record keeping, but I'm currently on a second computer that cannot access the Player and AI Rosters. Clicking on the link in post #3 in this thread takes me to a .edu website requiring a username login and password. I'm assuming this is the Google Document on your university account, but it's not letting me through to view contents? Thanks.

7eat51
07-03-2014, 15:16
That's odd, Jim.

I am going to make a new googledoc and invite you. Let me know if you can access that. It will be a relatively blank document we can use as a test.

Nightmoss
07-03-2014, 17:33
That's odd, Jim.

I am going to make a new googledoc and invite you. Let me know if you can access that. It will be a relatively blank document we can use as a test.

I can only access the Google document via the email link you provide and then logging into Google itself. I don't have email on the second computer, laptop or tablet so getting to the spreadsheet of information wont work when I'm in the basement gaming/hobby area.

Just an fyi that if you click on the "Player Roster" link in Post #3 in this thread you'll see it still takes you to the university website: http://sailsofglory.org/showthread.php?2449-Solo-Campaign-Development-Discussions-July-to-Sept-2014

7eat51
07-03-2014, 18:41
Hi Jim,

I will contact our 'Drome members who set up the google rosters there, and ask for advice. It might be a day or two before I get this sorted out. You can still play the scenario if you want; not having access to the google spreadsheet won't hamper that. If you want a given AI captain to have an ability, I would choose either Charismatic or Iron Captain. Those are the ones I assigned to the two AI captains because I think they provide the best chance for survival early on. If you rather assign a different one, please feel free to do so.

Nightmoss
07-03-2014, 19:45
Hi Jim,

I will contact our 'Drome members who set up the google rosters there, and ask for advice. It might be a day or two before I get this sorted out. You can still play the scenario if you want; not having access to the google spreadsheet won't hamper that. If you want a given AI captain to have an ability, I would choose either Charismatic or Iron Captain. Those are the ones I assigned to the two AI captains because I think they provide the best chance for survival early on. If you rather assign a different one, please feel free to do so.

Thanks Eric. Not a critical need as I wrote down the important stuff and have that near where I'll endeavor to set up the game soon. Not sure if that will happen over the Holiday weekend or not? Cheers!

7eat51
07-03-2014, 21:47
If you play this weekend, Jim, let me know if you think any rules need another look or are unclear. I know of a few things that need to be fleshed out - hopefully this weekend.

Hobbes
07-04-2014, 07:03
This questions came up in our regional german forum:

Do we use only Basic rules or whatever suits us?

Do we, as the AI has to to, use only Ball Ammo?

Especially, the July scenario cries for the possibility to use Grape Shot Ammo.

CSherrange
07-04-2014, 07:11
Looking forward to playing the scenario next week. Getting some games in this weekend with my father.

Comte de Brueys
07-04-2014, 08:21
I want to announce the two captain's abilities:

Capitaine de vaisseau Louis-Jean-Nicolas Lejoille Aiming Captain

Capitaine de frégate Joseph Marechallannes Charismatic Captain

fredmiracle
07-04-2014, 10:49
This questions came up in our regional german forum:

Do we use only Basic rules or whatever suits us?

Do we, as the AI has to to, use only Ball Ammo?

Especially, the July scenario cries for the possibility to use Grape Shot Ammo.

I guess Eric is the arbiter of such matters.

I envisioned use of Grapeshot when I wrote the scenario, but didn't use it when I playtested it, so it should be winnable without it. However I'm certainly open to allowing it if Eric concurs

spiessbuerger
07-04-2014, 11:46
This questions came up in our regional german forum:

Do we use only Basic rules or whatever suits us?

Do we, as the AI has to to, use only Ball Ammo?

Especially, the July scenario cries for the possibility to use Grape Shot Ammo.

Found it (#143):
http://www.sailsofglory.org/showthread.php?1018-Solo-Play-rule-development-thread&p=35045#post35045

...Only basic rules!

fredmiracle
07-04-2014, 12:52
I haven't done this kind of thing before, so as I said before, I would defer to what Eric says and his much greater experience (and if anyone else here has played the Wings of War solo campaigns feel free to chip in).

Having said that, I think the bottom line is to have fun. So, if a given individual feels they will enjoy it a lot more using advanced rules, I'd be inclined to say they should go for it, even though that's not the campaign parameters.

There may be small effects on play balance, but my sense is that the scenario should be difficult-but-competitive with all different rule combinations.

Nightmoss
07-04-2014, 13:17
Do you need a name for the AI Captain? If so I'll use: Salvadore Narez (Charismatic Captain)

1st Leader: Captain Angus Remmington (Charismatic Captain)
2nd Leader: Commander Brian Coineagan (Aiming Captain)

Ships yet to be determined, but soon. :sly:

Captain Angus Remmington / Commanding (HMS Juno)
Commander Brian Coineagan / Commanding (La Concorde)

Captain Salvadore Narez / Commanding Buque de Playa (Redoutable)

Nightmoss
07-04-2014, 18:01
I know there's a thread on collisions, but I'm going to ask for a ruling here as I'm in the middle of our first solo scenario and I'd like Fred or Eric's input.

First, are we using collision damage? (I don't think that's in the basic rules?)

So, I'm in turn four and managed to orchestrate a collision between the AI ship and one of my player ships. My ship also happens to be taken aback and while I know the burden goes first until it touches the base of the Juno, but how does the player ship move? Does the Juno trace the front of the ship back and then forward until it touches the Redoutable's base, or does it use the stern of the ship to trace backwards and then forward until it touches the Redoutable? Photo included to help answer the question. And to complicate things both ships are withing 1/2 ruler of the mat/map edge.

10423

7eat51
07-04-2014, 21:37
As for collisions, I don't think the AI mechanism should be held accountable for collisions at the basic game level regarding damage. As for players, I am open to it. The collisions should be resolved, sans damage, according to the rules, and when in doubt there, by what seems reasonable, i.e. how you envision the ships moving and where you envision the ships ending.

In your situation Jim, once the Redoubtable moves, can the Juno move backwards tracing its movement along the arrow via the stern?

7eat51
07-04-2014, 21:52
Sebastian, I agree with Fred. If you think playing with a fuller set of rules would increase your enjoyment, by all means utilize whatever you desire. The only time I would suggest against it is if the scenario author has something specific (s)he desires us to experience or experiment with. It might be worthwhile playing the scenario more than once. The first time using the basic rules, and subsequent times adding rules. This could provide good intel for subsequent rule development.

At this stage, I think it might be best not to confuse issues regarding a basic rule set, so if anyone plays with more advanced rules, I suggest making notes of ideas, thoughts, questions, etc., and reserve them for when we start discussions on the next set of rules. I figure we could start those in a month, giving us the next few weeks to solidify the basic set. The goal regarding rules is to offer folks multiple versions so players can choose whatever level of complexity serves their purpose.

Nightmoss
07-04-2014, 21:53
As for collisions, I don't think the AI mechanism should be held accountable for collisions at the basic game level regarding damage. As for players, I am open to it. The collisions should be resolved, sans damage, according to the rules, and when in doubt there, by what seems reasonable, i.e. how you envision the ships moving and where you envision the ships ending.

In your situation Jim, once the Redoubtable moves, can the Juno move backwards tracing its movement along the arrow via the stern?

This is the complication I think. Redoutable moves forward on the line until its base touches the Juno (puts them almost exactly corner to corner). In any attempt to move the Juno back tracing the line from the stern its base is going to hit the Redoutable base as it swings back. Only if I pick up the ship can this be avoided and that seems to contradict tracing a line from the stern? Ironically, if the angle of approach on the Redoutable had been different I think the Juno would at least be able to move back initially, but then collide when moving forward?

7eat51
07-04-2014, 22:00
I think I understand the logic of the heavier ship moving first, but since movement is simultaneous, it can create confusing situations regarding what would have happened if both ships actually moved at the same time. Jim, as with Sebastian's questions, I think players should be able to make judgment calls regarding rule implementation. After all, we are not in a tournament in which the outcomes of our solo missions lead to some prize. So if you think a different way of handling this should be done, do so.

One thing I might try is to move both ships along the arrows simultaneously, adjusting for what I think the speeds of both ships would be. When the collision occurs, the ships stop.

Nightmoss
07-04-2014, 22:12
I think I understand the logic of the heavier ship moving first, but since movement is simultaneous, it can create confusing situations regarding what would have happened if both ships actually moved at the same time. Jim, as with Sebastian's questions, I think players should be able to make judgment calls regarding rule implementation. After all, we are not in a tournament in which the outcomes of our solo missions lead to some prize. So if you think a different way of handling this should be done, do so.

One thing I might try is to move both ships along the arrows simultaneously, adjusting for what I think the speeds of both ships would be. When the collision occurs, the ships stop.

Thanks Eric. I appreciate the input.

My judgement call is going to be move the Redoutable forward until it touches Juno's base. Then move the Juno backwards tracing the stern line just 'grazing' the Redoutable's base as it swings on the apex of the taken aback line, move it forward until it touches the Redoutable's base once more. Combat is going to be ugly this turn.

Oh, btw, I'm very much enjoying this scenario so far. Cheers! :happy:

David Manley
07-04-2014, 22:38
This is the complication I think. Redoubtable moves forward on the line until its base touches the Juno (puts them almost exactly corner to corner). In any attempt to move the Juno back tracing the line from the stern its base is going to hit the Redoubtable base as it swings back. Only if I pick up the ship can this be avoided and that seems to contradict tracing a line from the stern? Ironically, if the angle of approach on the Redoubtable had been different I think the Juno would at least be able to move back initially, but then collide when moving forward?

AKAIK Redoutable would move forward until she was in contact with Juno, which then (having been contacted) would not move. But check also what the positions would be if the ships were both to move their full move distance. If the bases don't touch then they execute that movement as collisions only occur if bases would overlap after all movement is completed. From the photo it looks like this would be the case, but worth checking :)

Hobbes
07-05-2014, 11:33
Thanks for larification,

I couldn"t find the rules set stated in this thread and I wasn"t sure if all things written in the development thread carried over into this rule set.

I'm not sure if I will use the advanced rule set. Used it in a previous Solo game, but AI wasn"t moving in that game. Worked fine (I won) and I couldn"t find a situation in which I would have used actions different from the AI choice.

Nice to hear, people are enjouing the scenario already. Don't know when I will have the time, yet.

Nightmoss
07-05-2014, 14:15
I finished the solo campaign about 1:30 this afternoon. I took something over 50 pictures (I do promise I wont post them all). I don't wish to spoil the AAR, which I'll start working on soon, but I will say that Captain Remmington and Commander Coineagan will be dining on gold plate service this evening. :sly: :wink:

I did enjoy this mission and I'll probably try it again, perhaps with some different ships and skils? Thanks Fred!

fredmiracle
07-05-2014, 18:54
I finished the solo campaign about 1:30 this afternoon. I took something over 50 pictures (I do promise I wont post them all). I don't wish to spoil the AAR, which I'll start working on soon, but I will say that Captain Remmington and Commander Coineagan will be dining on gold plate service this evening. :sly: :wink:


Good work men! Can't wait to see their dispatches

Nightmoss
07-05-2014, 22:32
Good work men! Can't wait to see their dispatches

Sorry, it's taking so long. I think I've spent more time on the AAR than I did on the entire battle?!

7eat51
07-06-2014, 08:09
Sorry, it's taking so long. I think I've spent more time on the AAR than I did on the entire battle?!

Welcome to being a part of a campaign, Jim. :dazed:

I am not sure what the ratio is, but I spent far more time on each AAR than playing the associated game, even more so when considering the time it took to take photos, etc. This is why the solo games need to have a ship limit; otherwise, each game could take a significant amount of time.

Nightmoss
07-06-2014, 09:20
Welcome to being a part of a campaign, Jim. :dazed:

I am not sure what the ratio is, but I spent far more time on each AAR than playing the associated game, even more so when considering the time it took to take photos, etc. This is why the solo games need to have a ship limit; otherwise, each game could take a significant amount of time.

Thanks! :dazed:

I want to create a worthy AAR, but perhaps I'm getting too carried away and need to streamline my approach? It's bringing back bad memories of conference Power Point presentations. :shock: LOL.

7eat51
07-06-2014, 11:01
First, I cannot imagine you posting anything not worthy of our reading.

Second, I encourage you to read some of the AARs for a given OTT Final Months scenario on the 'Drome. You can see how different the AARs on the same game can be.

Nightmoss
07-06-2014, 12:48
First, I cannot imagine you posting anything not worthy of our reading.

Second, I encourage you to read some of the AARs for a given OTT Final Months scenario on the 'Drome. You can see how different the AARs on the same game can be.

Thanks! I have read some of those 'Drome AAR's, which is why I want to get it right! :wink:

7eat51
07-06-2014, 13:21
Please post AARs in the Campaign sub-forum under Normal Threads: http://sailsofglory.org/forumdisplay.php?38-2014-Solo-Campaigns

7eat51
07-06-2014, 13:23
Thanks! I have read some of those 'Drome AAR's, which is why I want to get it right! :wink:

My Friend, I am confident you will do just fine. :thumbsup:

Nightmoss
07-06-2014, 16:45
Testing AAR Powerpoint Conversion to individual slides, which don't require user downloading. Please let me know if you have issues viewing the images. Thanks!

10427
10426
10428
10429

7eat51
07-06-2014, 17:15
Jim, so far she looks great. No problems at all.

Your game photo is fantastic - lighting, clarity, closeness.

Poncho Latour
07-09-2014, 14:00
Hi, I would like to participate with this roster of captains of the Dutch Navy:

Rank / Name / Ship / Class
Kapitein ter Zee / Cornelis Tromp / Aemilia / 1st rate SoL
Kapitein ter Zee / Michiel de Ruyter / Zeven Provinciën / 3rd rate SoL
Kapitein ter Zee / Maarten Tromp / Brederode / 3rd rate SoL
Kapitein ter Zee / Jacob van Meeuwen / Amsterdam / 3rd rate SoL
Kapitein ter Zee / Willem van Ghent / Agatha / 40 gun frigate
Kapitein ter Zee / Pieter Melvill / Castor / 36 gun frigate
Kapitein ter Zee / Gerardus Oorthuys / Den Briel / 36 gun frigate
Kapitein ter Zee / Piet Hein / Groene Draeck / 26 gun clipper

:salute:

CSherrange
07-09-2014, 20:38
Just finished the July mission, AAR will be out tomorrow. For a sneak peak I will inform all that the Americans were brash and very lucky.

Nightmoss
07-09-2014, 21:03
Just finished the Juy mission, AAR will be out tomorrow. For a sneak peak I will inform all that the Americans were brash and very lucky.

Grats to those plucky Yanks!! :drinks:

Looking forward to your AAR when you find the time.

7eat51
07-11-2014, 22:04
Hi Alfonso,

The roster has been updated.

Pick two captains, and give each one a single captain ability from the solo rules list.

Welcome aboard.

7eat51
07-14-2014, 10:20
Hi Folks,

I am just now catching up on the solo campaign and rules.

I want to clarify something regarding victory and ability points. There are two sets of points, one for the scenario (victory) and one for the campaign (ability). The scenario victory points are determined by the scenario writers as a means to help players gauge how well they played a given scenario, to help players determine scenario-based priorities, etc. These can be set to any numbers the scenario writers deem useful. Campaign ability points are outlined in the campaign rules. These remain consistent throughout the campaign, and are the points reflected in the rosters and used for gaining captain abilities.

Keeping these separate should ease any burden on a scenario writer regarding setting up victory conditions for a given scenario, while providing a mechanism for captain improvement over time as captains gain experience via multiple engagements and the accomplishment of multiple strategic objectives. It provides a measure of consistency between scenarios regarding how much a captain receives for successfully doing similar things. It precludes a situation in which a captain can effectively gain a new ability after each scenario due to points set by the scenario writers. For example, if each scenario writer gave 10 points for accomplishing a strategic goal, and it takes 10 points to gain an ability ...

In the AAR tallies, all you will need to state is if a given captain captured a ship, successfully accomplished a strategic goal, etc. I will award points, then, based on the campaign ability point rules.

If you have any questions or comments, please let me know. Thanks.

Nightmoss
07-14-2014, 13:07
Hi Folks,

I am just now catching up on the solo campaign and rules.

I want to clarify something regarding victory and ability points. There are two sets of points, one for the scenario (victory) and one for the campaign (ability). The scenario victory points are determined by the scenario writers as a means to help players gauge how well they played a given scenario, to help players determine scenario-based priorities, etc. These can be set to any numbers the scenario writers deem useful. Campaign ability points are outlined in the campaign rules. These remain consistent throughout the campaign, and are the points reflected in the rosters and used for gaining captain abilities.

Keeping these separate should ease any burden on a scenario writer regarding setting up victory conditions for a given scenario, while providing a mechanism for captain improvement over time as captains gain experience via multiple engagements and the accomplishment of multiple strategic objectives. It provides a measure of consistency between scenarios regarding how much a captain receives for successfully doing similar things. It precludes a situation in which a captain can effectively gain a new ability after each scenario due to points set by the scenario writers. For example, if each scenario writer gave 10 points for accomplishing a strategic goal, and it takes 10 points to gain an ability ...

In the AAR tallies, all you will need to state is if a given captain captured a ship, successfully accomplished a strategic goal, etc. I will award points, then, based on the campaign ability point rules.

If you have any questions or comments, please let me know. Thanks.

Thanks for the clarification. I've updated my AAR, removing any scenario points and simply indicating that the one captain did capture a ship. No ship losses with crews both under 50% casualties so no penalty there. Other than sinking the ship or taking it as prize I don't think we had any other victory requirements?

7eat51
07-14-2014, 22:16
Once I read through the AARs, Jim, I can make further clarifications if need be. I will, at the least, post in the AARs how points for that mission will be allotted.

Ducky
07-23-2014, 13:33
Due to the workload on my work and im leaving for a well deserved vacation this weekend for two weeks I wont be able to complete the july mission within the month july..... Is it ok to complete both the july and August missions in August? Because I will still have 2 weeks vacation when I returned from italy :)

So I plan to sail a lot with my ships in August to get me some Well deserved game time ;)

Cheers Thijs

Nightmoss
07-23-2014, 16:10
Due to the workload on my work and im leaving for a well deserved vacation this weekend for two weeks I wont be able to complete the july mission within the month july..... Is it ok to complete both the july and August missions in August? Because I will still have 2 weeks vacation when I returned from italy :)

So I plan to sail a lot with my ships in August to get me some Well deserved game time ;)

Cheers Thijs

Eric will have to answer your question on scenario completion. I don't know how extensions work?

Have a wonderful relaxing vacation, and don't forget you are up for writing the September Solo scenario! :sly:

We'll expect something extra special seeing as you'll be rested and alert after your holiday.

Cheers!

Ducky
07-23-2014, 17:39
No I didnt forget about the september scenario,
Im still cooking on a chefs specialty ;)

I agree its Erik's call, and ofcourse the other palters should agree too!

But I will try to play a game before the vacation ;)

7eat51
07-23-2014, 20:38
Hi Thijs,

Please enjoy your vacation in peace. The campaign is for our enjoyment; it is not work.

Where in Italy will you be traveling? My family is in the south, up in the mountains.

Please think of us while you are eating, and raise a glass in our honor.

Blessings on your trip,
Eric

Uthoroc
07-30-2014, 00:47
Hi folks,

it's been a while since I dropped anchor in the Anchorage, but your solo rules and the campaign are just too intriguing to pass them by! After two short games of SoG I played a while ago, this gives me the chance to test my sailing and gunnery again.

I'm not sure I'm not too late to join in, but I played the July scenario yesterday and will post the AAR shortly (working on it). In the meantime, here is my captain roster - if I'm too late, I'll just tag along unofficially.

I'll be sailing for the British Royal Navy, my love for Horatio Hornblower just leaves me no other choice.

1. Captain Robert Frederick Moore
2. Captain Geoffrey Charles Hurst
3. Captain Norbert Peter Stiles
4. Commander Martin Stanford Peters
5. Commander Roger Hunt
6. Commander George Reginald Cohen
7. Lt. Commander Alan James Ball
8. Lt. Commander Gordon Banks

Uthoroc
07-30-2014, 02:53
I have a question regarding the "AI taken aback" rules: Does "AI ships handle being taken aback normally" mean the standard rules (1st turn 1 hourglass, subsequent turns 2 hourglasses side) or the basic rules (always 2 hourglasses side)? For my play of the July scenario I assumed standard rules, so that AI ships handle the same as player ships (apart from time to react), but it's not quite clear from the rules.

soul taker
07-30-2014, 08:33
Ralf

I have always handled the AI ships taken aback the same way as the players ships. Since officially this first campaign is using the basic rules you can probably do it how you think best. Everyone seems to be doing things a little bit differently, so play it how it would be the most fun for you.

Nightmoss
07-30-2014, 10:39
We're in testing mode so don't worry too much about it, but these first solo scenarios are supposed to be using Basic Rules only. For taken aback that means using the 2nd hourglass. As Rob pointed out folks are doing things a bit differently as we start this journey so it's all good. Cheers!

7eat51
07-30-2014, 22:25
Hi Ralf,

Welcome to the campaign. I will add you to the roster. PM me with an email address, and I will send an invitation to the google spreadsheet.

Choose two captains, and give one captain ability to each of them.

JAC
08-21-2014, 14:41
wow!!! a lot has happened since my last time her…I was in a long trip in the Amazon until few days ago…I will read and let you know if I can statt with a campaign soon!

7eat51
08-21-2014, 15:58
Jaime, welcome back. A trip up the Amazon - that sounds interesting.

If you can't make this outing, we'll be starting a new one in October.

JAC
08-24-2014, 07:28
Jaime, welcome back. A trip up the Amazon - that sounds interesting.

If you can't make this outing, we'll be starting a new one in October.

Hola Again!!!

Thanks for the welcome! I am a Biologist and most of my time I am in the Amazon, right now working with tapirs and subsistance hunting, that is why I tend to dissappear from time to time….
I will prepare for october!! right now thinking about my rooster….

Nightmoss
09-16-2014, 09:25
Forgive me for being pushy, but we're half way through September and I don't think we've heard anything about our September solo scenario?

Fred did July, I did August and still no September? Are we waiting on some new rule clarifications?

Thanks for any update. Cheers!

7eat51
09-16-2014, 09:35
Not pushy at all, Jim. If we don't have one loaded by Friday, I will post one over the weekend.

Jim, thank you for your steadfastness.

CSherrange
09-16-2014, 09:49
I know I have fallen a bit behind, but I intend to play August's scenario this week. Been crazy busy at work

Nightmoss
09-16-2014, 18:45
No worries everyone. Work and real life always come first. I was just wondering where we might be at in the development queue.

Diamondback
09-16-2014, 19:40
Jim, I'm not playing but for a campaign I'm writing myself, I'm hatching some ideas for campaign mechanics... things like persistent damage and crew losses, attrition losses--more than once a ship on a distant station was deemed "uneconomical to repair," stripped and scuttled, and I gotta find out how many places around the world could re-set masts--for example, did a French ship that lost a mast in the Indian Ocean have to go all the way home to repair? (I'd still like an option to differentiate between broken masts and field-replaceable broken spars...)

I'm thinking of a between-battles "Asset Management" stage where you can reassign crews and guns between ships if so warranted in order to bring damaged ships up to combat strength--still trying to figure out how to split Hull, Crew and Gun assets to better represent slow repairs. Gotta pick DM and Rif Winfield's brains about that one...

It sounds complicated, but I'm also hatching an Excel spreadsheet to track it all, with macros to automatically determine starting stats for the next battle after damage, repairs, transfers etc. are adjusted for and add Experience Points, so it should work a lot simpler than it seems.

Nightmoss
09-16-2014, 20:08
Jim, I'm not playing but for a campaign I'm writing myself, I'm hatching some ideas for campaign mechanics... things like persistent damage and crew losses, attrition losses--more than once a ship on a distant station was deemed "uneconomical to repair," stripped and scuttled, and I gotta find out how many places around the world could re-set masts--for example, did a French ship that lost a mast in the Indian Ocean have to go all the way home to repair? (I'd still like an option to differentiate between broken masts and field-replaceable broken spars...)

I'm thinking of a between-battles "Asset Management" stage where you can reassign crews and guns between ships if so warranted in order to bring damaged ships up to combat strength--still trying to figure out how to split Hull, Crew and Gun assets to better represent slow repairs. Gotta pick DM and Rif Winfield's brains about that one...

It sounds complicated, but I'm also hatching an Excel spreadsheet to track it all, with macros to automatically determine starting stats for the next battle after damage, repairs, transfers etc. are adjusted for and add Experience Points, so it should work a lot simpler than it seems.

Some excellent ideas that I could easily see implemented in solo scenarios and/or entire campaigns. Field repair, logistical support, etc. Very neat.

Diamondback
09-16-2014, 21:28
Could add to scenarios... what happens if between Sadras and Providien, Suffren catches Hughes's fleet in the middle of making repairs, or vice versa?

jmkinki
09-24-2014, 10:30
Greetings friends!!

How is it working your solo campaign rules??

After summer holidays and my homework (WoG playmats), I'm going to start to give you some ideas and help at SoG solo rules. I have some suggestions that I'm going to send to fredmiracle about his rules, and I'm ready to help you with artwork. I can make a template, tables and anything we can need for solo game and of course for campaign game.

Best regards!




Jose Manuel

Union Jack
10-18-2014, 00:15
Some basic stats for your campaign you might like to work around:
Royal naval estimates 1792: roughly £2m between Sailors (£700,000) Extra estimate (£300,000) and ordinary (£1m).
Royal naval estimates 1815: roughly £19m between Sailors (£14,500,000) Extra estimate (£2.5m) and ordinary (2m).

Slight drop 1802/04 but 1806 to 15 was pretty constant at around £18/19m.

Union Jack
10-18-2014, 00:45
British Fleet Distribution: (may not actually be on station)
1795:
Plymouth: (7 SOL, 1 frigates, 5 others)
Portsmouth: (14 SOL, 14 frigates, 15 others)
Thames/Medway/Nore/Downs: (13 SOL, 27 frigates, 38 others)
Channel Fleet: (26 SOL, 17 frigates, # others)
Irish and Channel Islands Squadrons: (1 SOL, 7 frigates, 11 others)
Raiding France under Smith: (3 frigates, 26 others)
Jamaica Squadron: (3 SOL, 9 frigates, 7 others)
Leeward Islands Squadron: (8 SOL, 10 frigates, 9 others)
Nova Scotia Squadron: (3 SOL, 7 frigates, 2 others)
Newfoundland Squadron: (2 others)
Mediterranean Squadron: (16 SOL, 11 frigates, 4 others)
East India Squadron: (5 SOL, 5 frigates, 2 others)
Convoys and Cruisers: (3 SOL, 26 frigates, 24 others)
1808:
Channel Fleet: (35 SOL, 16 frigates, # others)
Irish and Channel Islands Squadrons: (3 SOL, 12 frigates, 8 others)
Jamaica Squadron: (1 SOL, 15 frigates, 27 others)
Leeward Islands Squadron: (5 SOL, 10 frigates, 48 others)
North America Squadron: (2 SOL, 9 frigates, 20 others)
Newfoundland Squadron: (4 frigates, 6 others)
Brazil: (6 SOL, 3 frigates, 4 others)
Coast of Portugal: (11 SOL, 5 frigates, 9 others)
Cape of Good Hope: (4 SOL, 2 frigates, 8 others)
Mediterranean Fleet: (29 SOL, 26 frigates, 29 others)
Baltic Fleet: (13 SOL, 5 frigates, 9 others)
East India Squadron: (6 SOL, 17 frigates, 9 others)

Union Jack
10-18-2014, 01:04
Dockyards:
Home Major:
Deptford
Chatham
Woolwich
Sheerness
Portsmouth
Plymouth
Home Minor (No drydock):
Deal
Dover
Harwich Leith
Kinsale
Cork
Great Yarmouth
Milford Haven
Pembrock Dock
Gravesend
Hull
Purfleet
Pendinnis Castle

Overseas Bases (no dry docks):
Gibratar
Port Mahon (Minorca) 1799-1801
Lisbon 1790-9/1808-14
Ajaccio (Corsica) 1794-6
Malta 1800+
Alexandria 1801-2
Madras
Bombay (Dry Dock facility)
Cape Town 1795-1801/1806+
Halifax
Bermuda
Antigua
Port Royal (Jamaica)
Curacao 1807+
Martinique 1794-1802
Barbados 1806+

Victualling Facilities:
Plymouth
Portsmouth
Deptford
Woolwich
Cheerness
Chatham
Deal
Dover
Harwich
Cork
Gibraltar
Malta
Cape Hope
Rio de Janeiro
Heligoland
Lisbon

Union Jack
10-18-2014, 01:05
For French and Spanish pick the ports where they were holed up and blockaded.

Diamondback
10-22-2014, 23:47
It might help to note that in the Indian Ocean Campaign, the French were basing and repairing at Dutch facilities on Ceylon (Sri Lanka).

Union Jack
11-15-2014, 16:44
If I can I would like to post a roster, cheers:

England:
Captain Jack Union
Captain George Belfrey
Captain John Goodman
Captain Stephen Keel
Captain Howard Tombs
Captain Andrew Hunt
Captain William Swift
Captain Jonathan Trimble

Capn Duff
11-17-2014, 07:12
Have the solo rules been finalised as yet?
I wouldn't mind having a go at a few games while in digs

7eat51
11-17-2014, 09:03
If I can I would like to post a roster, cheers:

England:
Captain Jack Union
Captain George Belfrey
Captain John Goodman
Captain Stephen Keel
Captain Howard Tombs
Captain Andrew Hunt
Captain William Swift
Captain Jonathan Trimble

Please PM me with your email address and I will add these to the roster. Thanks, Neil.


Have the solo rules been finalised as yet?
I wouldn't mind having a go at a few games while in digs

Chris, we have the basic set developed enough that folks have enjoyed playing it. We have not had much development beyond that to include more advanced topics. At this point, the basic rules could serve a multi-scenario campaign, but I think we will want to add to them as we progress through the upcoming year.

Union Jack
11-23-2014, 08:54
Cheers Eric, can't access the sheet yet, but not worried at present.

Neil

Iron Outlaw
02-21-2015, 23:28
I have only just stumbled across this thread and I am interested to know how it went last year. I have to play solo and am familiar with the WoW manoeuvre cards but I had not thought of them for solo SoG gaming.

Did you finalise a set of rules, and if so, are they available? And, of course, will you be doing a follow up campaign game this year?

Cheers

Iron Outlaw
02-21-2015, 23:33
Matthias, did you create a fictional fleet with Prussian Ensigns? If so, which ships did you use?

I could be temped! Either Prussian or Russian.

7eat51
02-22-2015, 11:08
Brad, here is the current forum: http://sailsofglory.org/forumdisplay.php?41-2015-Solo-Campaign

We have a set of rules in place, scenarios for January and February, and AARs for completed missions. If you desire to join us, and you would be most welcome, let me know and I will help you set up a captain roster.

Iron Outlaw
02-22-2015, 19:36
Thanks again Eric, I'll check out the forum and get back to you!

Cheers