PDA

View Full Version : Rules for Merchantmen Up Dated



Bos'n
06-13-2015, 15:56
Yo Ho Mates, :shock::sad::question::thumbsup::hatsoff::help::beer::drinks:

This is an updated version of the Rules for Merchant Ship that can be found in the Rules Help forum that you are looking at. Many people have contributed to this project by making suggesting changes to the document, recommending resources to look at, and play testing the the rules. Many thanks go to those people. I hope that this is a final draft and we can put this to bed, the final play test is on Monday, June 15, 2015 at 7pm. If you're in the area of Columbia or Laurel, Maryland we are playing in The Savage Mill Mall, in the Family Game Store. We have the ships, we need the players. :minis:


Here is my 2nd (last?) draft. Now would be the time to suggest changes.


Merchantmen Rules (purposed)

Ships
1. Choose any warship with a burden of three or less.
2. Cover half of the boxes on both the hull and crew damage rows, round up, never down. This represents the space taken up with cargo. If you decide to take on more cargo then just cover more boxes. The more boxes you fill with cargo increases the point value your ship is worth at the end of the game.
3. The hull and crew damage boxes that are left are treated like any other ship in the game.
4. A merchant ship must reduce her veer by two. Their crews are just not as good as the crews of fighting ships.
5. Merchantmen take 2 turns to load a broadside. Their crews are just not as good as the crews of fighting ships.
6. Merchant ships may not initiate an attack on another ship. The captain does not have to wait to be fired on. If an enemy ship makes threatening moves that makes the ships commander think he may be under attack, the merchant may fire.
:cannonboom:

Capturing a Merchant Ship: :surrender:
1. The safest way to capture a merchant ship is to sail within half a ruler length from his side and telling him to surrender. :shootleft::cheezy::shootright: He will often do as you ask. :pray:
2. If he doesn’t surrender then send him a broadside to let him know whose boss.
3. You may have to fight the merchant in order to capture the ship. Be careful, if you sink it, you loose the cargo

You can control your prize by:
1. Putting a prize crew on board the prize. She is yours and will stay yours unless she is recaptured be the enemy.
a. Move your ship and make base contact.
b. Remove all movement cards from both Ships’ Mats.
c. You may plan a movement that will not happen until later.
d. On the next turn you may plan a 2nd move and move the first card as normal.
e. Sails are not set and the ship must raise sails 1 level at a time
2. If a ship has to be towed:
a. Ships under tow follow the towing ship by 1 ruler width.
b. The towing ship’s acceleration occurs with a -1 on movement.
i. Struck sails there is no movement.
ii. Backing sails act like struck sails, no movement.
iii. Battle sails act like backing sails, use the shortest arrow on movement.
iv. Full sails act like battle sails; use the middle arrow.

Or by . . .
3. Keeping all other ships from coming between you and the prize ship.
a. If an intervening ship is your friend he can take over control of the captured ship for you.
b. An enemy will steal your prize from you.
4. Not getting involved in fights that will distract you from your prize.
5. By issuing clear and precise directions to the captive ship. They must follow them or get blown out of the water.
6. Do not let the prize ship get more than half a ruler away from you. If you can’t shoot them you don’t control them.

Prize Crews :rum::sick::beer::envy::fixit::swordright:
1. The only way to control the captured ship is to put a prize crew on board.
2. Your ship must stay in base contact with the captured vessel for one extra turn for the prize crew to transfer to the captured ship and get things ready for the long voyage to the nearest port controlled by your allies.
3. The prize crew can be part of a boarding party or part of your crew that is put on the captured ship after the fight is over.
a. You cover at least one crew damage box representing the prize crew that has been left on the captured ship.
b. The prize ship uncovers the same number of crew damage boxes, again, representing the prize crew’s presents.
4. If you cannot afford to send a prize crew, then you have to hope that the stricken ship will stick around until the game is over. If a captured ship tries to leave, then any other warship can capture it or sink it.

Scoring :singin::hatsoff:
1. A merchant ship that is captured is worth one point for each point of burden, plus points for each box devoted to cargo. The cargo can be doubled or tripled if the part of the hold (box} carries gold (3x), silver (3x), other metals (2x) furs (2x) the normal value of that box. The cargo must be determined, using tokens, or by writing on a piece of paper.
2. If the merchant is sunk, then it is worth only one point for each point of burden.
3. The merchant that survives gets points for each box of cargo as above and 1 point for each point of burden.

Let me know your thoughts,

Bob :salute::thanks:

Bos'n
06-15-2015, 12:34
Ok Mates

Here is a scenario that uses the Rules for Merchantmen located in the Rules Help section of the forum. This is a new thread on this topic because I wanted to kept the comments on each draft separated. Enjoy the game.


Convoy
The names have been changed to protect the no so innocent.

A small squadron and the merchant ships under escort approached their destination, St. Jorge in the Azores. Admiral 7eat51 smiled saying, “Bos’n, this has been a quiet voyage, I wonder what could go wrong now?”

“Sail ho,” called the lookout, “Off the starboard rail.”

Both officer and sailor looked west and saw the enemy glide out of an early morning fog bank.

“Battle stations, Bos’n, we’re in for a fight!"

The whistle screeched and the sound of running feet broke the morning’s peace. . .

You must get the convoy safely into the harbor with as little damage as possible.

Set-up

Ships

Merchantmen
1. Burden 3 ships 101, SS01
2. Burden 2 ships 103, SS03
3. Burden 1 ships 107

British
1. HMS Zealous 104C
2. HMS Vanguard SS04

Spanish
1. Argonauta 102C
2. Heroe 102C

French
1. Le Berwick 104A
2. Genereux SS02
3. Commerce de Bordeaux 102B


Playing Surface:
1. 2 Ares game mats or larger surface with the long edges put together
2. Use landforms to create a harbor on the Southwestern corner of the mat.
3. The convoy enters from the Northeastern corner.
4. The attackers enter from the Northwestern corner.
5. The wind is from the North

Sides:
The number of players in the game determines which nation represents each side.
• 2 players: Each player chooses a ship from different countries and 2 merchantmen. Either player can choose to be the Escort.
• 3 players: A player chooses one British ship and is the escort; the other 2 are the Spanish attackers. Use 3 merchantmen.
• 4 players: 2 players are the British and 2 are the Spanish; either side may be the escort. Use four merchantmen.
• 5 players: 2 players are either the Spanish or British and are the escort and the other 3 are the French attackers. Use 5 merchantmen.
• 6 or more players: 3 players play the French escort and the other 3 or 4 are the coalition attackers, both Spainish and English.

When choosing ships for merchantmen,
begin with no. 1 and work your way down the list.

Winning Conditions:

Attacker:
1. For capturing a merchant ship you get 1 point for each point of burden and 1 point for each unit of cargo space used for storing merchandise.
2. For sinking a merchant ship you get 1 point for each point of burden, that’s all.
3. For capturing a fighting ship you get 3 times the burden.
4. For sinking a fighting ship you get 1 point for each point of burden, no multipliers.

A captured prize ship is worth more than bragging rights.

Escort:
1. For getting a merchant ship in the harbor, you get 1 point for each point of burden and 1 point for each unit of cargo space used for storing merchandise.
2. For capturing a fighting ship, you get 3 times the burden.
3. For sinking a fighting ship you get 1 point for each point of burden.

Both French and British:
1. If a merchant ship leaves the playing area anywhere but the harbor, the ship gets lost and no one gets any points for that wayward wonderer.
2. High score wins.

Special Rules: (rules to consider)
1. Merchantmen Rules found in the Anchorage Forum under Rules Help.
2. Sinking Ships (Rulebook for Sails of Glory p. 40)
3. Flagship (Rulebook for Sails of Glory p. 40)
4. Ammunition Explosion (Rulebook for Sails of Glory p. 40)
5. Surrendered Ships (Rulebook for Sails of Glory p. 41)
6. Aim High (Rulebook for Sails of Glory p. 37)

Loki 13
06-16-2015, 18:27
:beer: got to keep this or print it up for future use. Thank you . Cheers :drinks: :beer:

Chiron0224
06-16-2015, 22:35
I just saved this thread. I might have to give these rules a try when I run the game at Ancient City con here in Jacksonville Florida.

Bos'n
06-16-2015, 23:20
I just saved this thread. I might have to give these rules a try when I run the game at Ancient City con here in Jacksonville Florida.


Please wait. We play tested these rules and discussed some changes. I'll work on it starting tomorrow.

Thanks for the interest.

Bob. :salute:

7eat51
06-17-2015, 01:06
Great contribution, Bob. I look forward to seeing your finished set.

Bos'n
06-20-2015, 00:39
Yo Ho Mates, :shock::sad::question::thumbsup::hatsoff::help::beer::drinks:

This is an updated version of the Rules for Merchant Ship that can be found in the Rules Help forum that you are looking at. Many people have contributed to this project by making suggesting changes to the document, recommending resources to look at, and play testing the rules. Many thanks go to those people. I really hope that this is a final draft and we can put this to bed. The final play test was Monday, June 15, 2015 at 7pm.

Here is my 3rd (last?) draft. Now would be the time to suggest changes.


Rules For Merchantmen (purposed)

Ships
1. Choose any warship with a burden of three or less.
2. Cover half of the boxes on both the hull and crew damage rows, round up, never down. This represents the space taken up with cargo. If you decide to take on more cargo then just cover more boxes. The more boxes you fill with cargo increases the point value your ship is worth at the end of the game.
3. The hull and crew damage boxes that are left are treated like any other ship in the game.
4. A merchant ship must reduce her veer by two. Their crews are just not as good as the crews of fighting ships.
5. Merchantmen take 2 turns to load a broadside. Their crews are just not as good as the crews of fighting ships.
6. Merchant ships may take shots of opportunity. They don’t want to tangle with ships built for war.


:cannonboom: :takecover:

Capturing a Merchant Ship: :surrender:
1. The safest way to capture a merchant ship is to sail within half a ruler length from his side and telling him to surrender.
:shootleft::cheezy::shootright:
He will often do as you ask. :pray:
2. If he doesn’t surrender then send him a broadside to let him know whose boss.
3. You may have to fight the merchant in order to capture the ship. Be careful, if you sink it, you loose the cargo.
4. You can control your prize by putting a prize crew on board the prize. She becomes yours and will stay yours unless the enemy recaptures her.
5. To surrender, a merchant ship must turn into the wind, douse all sail and prepare to be boarded.

If you can’t put a prize crew on your captive then there are ways you can lose control of the prize ship.
1. Another ship could come between you and the prize ship. If an intervening ship is your friend he can take over control of the captured ship for you. An enemy will steal your prize from you.
2. If you get involved in fights that will distract you from your prize, he may just slip away.
3. Issue clear and precise directions to the captive ship. They must follow them or get blown out of the water.
4. If the prize ship gets more than a cannon shot away from you, then he no longer feels obliged to follow your orders. If you can’t shoot them you don’t control them.

Prize Crews :rum::sick::beer::envy::fixit::swordright:
The most foolproof way to control the captured ship is to put a prize crew on board.
To do this simply:
1. Move your ship to make base contact with the surrendered ship.
2. The prize crew can be part of a boarding party or part of your crew that is put on the captured ship after the fight is over.
o Cover at least one crew damage box representing the prize crew that has been left on the captured ship.
o Uncover the same number of crew damage boxes on the prize ship, again, representing the prize crew’s presents.
3. Remove all movement cards from both Ships’ Mats.
4. On the next movement turn both ships may plan a movement that will not happen until later.
5. On the next movement turn you move your 1st movement card to the first slot (no movement) and plan a 2nd move as normal.
6. Sails are not set and the ship must raise sails 1 level at a time to rejoin the action. (movement)

Towing a Ship
The ship under tow follows the towing ship by 1 ruler width.
The towing ship’s acceleration occurs with a -1 on movement.
1. Struck sails there is no movement.
2. Backing sails act like struck sails, no movement.
3. Battle sails act like backing sails, use the shortest arrow on movement.
4. Full sails act like battle sails; use the middle arrow.

Scoring :singin::hatsoff:
1. A merchant ship that is captured is worth one point for each point of burden, plus points for each box devoted to cargo.
2. If the merchant is sunk, then it is worth only one point for each point of burden.
3. The merchant that survives gets points for each box of cargo as above. The merchant also gets 10pts. for staying alive.

You are given permission to copy, alter, or ignore these rules at your discretion.

Please let me know how your game went and if these rules helped make it a good experience. You can message me as “Bos’n” on the Anchorage web page. (www.sailsofglory.org)

Thanks

Bob :salute::thanks:

Herkybird
10-28-2015, 13:51
Thanks for this, I have copied it and will use it ... when I have done my merchantmen! :thumbsup:

Naharaht
10-28-2015, 15:51
Thank you for all the work you have put in to produce these rules, Bob. :thumbsup:

Kentop
10-29-2015, 09:03
Excellent rules. But I think that in order to surrender, a merchant ship must turn into the wind, douse all sail and prepare to be boarded.

Bos'n
10-29-2015, 14:55
Excellent rules. But I think that in order to surrender, a merchant ship must turn into the wind, douse all sail and prepare to be boarded.


Tis true.

I'll add that.

Thanks

Kentop
10-29-2015, 18:14
Tis true.

I'll add that.

Thanks


Due to the rigging, sails and other stuff hanging over the sides of a square rigger, the prize crews were sent over in jolly boats under the guns of the capturing ship, which also hove to along side. The whole process of taking a prize took a while. Most ships expecting to take prizes carried extra crew specifically for that purpose. Maybe the first prize should not count against the capturing ship's crew. Or it should probably count against the marines who can no longer fire from the yardarms because they traditionally made up the bulk of the prize crews. Marines were drilled along with all other seamen to man the sails, haul the sheets, etc. They were the first to become the bulk of the prize crew. Marines were menacing enough that the surrendering crew would not get any stupid ideas about overpowering the prize crew after the ship was taken over and under sail. What you didn't do was get close enough to allow gang planks to pass between ships. The surrendering crew just might get up enough courage to charge across those very gang planks to try to save save their ship! Better to stand off and cover the jolly boats. In SOG , the capturing ship should just maintain their broadside to the captured vessel. If they veer off to meet a new threat, then the merchant ship can repel boarders, hoist sail and try to run.

Union Jack
10-30-2015, 01:21
Bob cheers for all the hard work you've done for this. Rules copied and will be used. I see no need to amend or change anything.

Neil

Bligh
10-30-2015, 02:20
Very impressive Bob.
Detailed enough to give the feeling of the spray in the faces of the prize crew, but simple enough to execute so that they don't hamper the flow of the action.
Thanks very much for taking the time to develop them.
Now as Richard said, all I need to do is my Merchantmen.
Rob.

David Manley
10-30-2015, 02:58
I will have to break out my Navwar merchies and give this a go

Herkybird
11-01-2015, 08:30
Hi there!

I have just been playing around with my GIMP program and tried doing a ships log for a frigate sized merchantman - this is what I managed...
Its not neat, but is IMHO probably playable!

17416

Has anyone else been able to do a better one, I know there are a lot of folk out there much more talented than me!!! :embarass:

Union Jack
11-01-2015, 11:13
Richard that seems perfect to me.

Union Jack
11-01-2015, 11:34
Richard could you possibly do one with guns up to the same point as you have the ship silhouette?

2/3/2:1/3/2:1/2/2:1/2/1:0/1/0 as something better than nothing.

Neil

Union Jack
11-01-2015, 11:45
What about this for one with guns?

17417

Neil

Bligh
11-01-2015, 11:48
Nice on chaps.
That would also just about fit my Bomb Ketch.
Rob.

Herkybird
11-01-2015, 13:55
Richard could you possibly do one with guns up to the same point as you have the ship silhouette?

2/3/2:1/3/2:1/2/2:1/2/1:0/1/0 as something better than nothing.

Neil

Will this do?

17419

Union Jack
11-01-2015, 14:17
Far better than my attempt Richard. Top man.

Neil

Herkybird
11-01-2015, 14:24
Far better than my attempt Richard. Top man.

Neil

Thanks, yours was fine, by the way! :drinks:

I had a little go at cleaning up the original unarmed merchantman, I will try to add it here:

17420

Bligh
11-01-2015, 15:28
Superb Richard. I want to give you Rep for this but the spread around injunction has come into force.
Rob.

Naharaht
11-01-2015, 17:09
Good work, Richard! :thumbsup:

Clipper1701
11-01-2015, 21:51
Love this! Most of our family will be gathering over Christmas from Idaho, Arizona and New Zealand for our yearly SOG game and this would be fun! Would it work with 8 players and 2 mats?

Herkybird
11-01-2015, 23:54
Nice on chaps.
That would also just about fit my Bomb Ketch.
Rob.

Hi there..Do you want me to do a version of the armed merchantman with the title 'Bomb Ketch', so it looks neater?

Bligh
11-02-2015, 02:17
Thanks Rich, very sporting of you. If you could do one with HMS. Vulcan it would be great because that is the name of my Ketch. I expect one or two other people would like "Bomb Ketch" though, if that's not too much bother.
Rob.

Union Jack
11-02-2015, 09:11
HMS Vulcan does for me Rob. Cheers Richard.

Herkybird
11-02-2015, 12:02
Hi Guys, I hope these will do for you?

17430

17431

Bligh
11-02-2015, 12:30
:salute:Richard,I would say that these were phenomenal if I could spell it.:clap:
Bligh:hatsoff:

Herkybird
11-02-2015, 12:33
:salute:Richard,I would say that these were phenomenal if I could spell it.:clap:
Bligh:hatsoff:

Many thanks! - It is always a pleasure to serve! 'Valar Dohaeris' as they say in Game of Thrones! :drinks:

Herkybird
11-08-2015, 08:48
Er..Hi again!

Got a little bored again this afternoon, so I had a little go at doing a sloop sized unarmed merchantman, I don't know if anyone is interested?

17563

I have given it the manoeuvrability of a 64 and a bit more veer rate than the larger merchantmen. :minis::fixit:

Bligh
11-08-2015, 09:37
Cheers Richard.
These things are always worth having.:thumbsup:
Rob.

Herkybird
11-09-2015, 13:38
Hi all, I have made some base cards for the ships I have put the logs on this thread. I think you will need to copy them onto a word doc or similar and resize the images to 1.75" by 2.75" and cut out the hole for your bases.

17623
17624
17625
17626
17627
17628

I hope you find these useful? :fixit:

Bligh
11-10-2015, 00:46
Thanks again Richard.
That puts the gilt on the gingerbread,
Rob.

Union Jack
11-10-2015, 02:37
Fantastic job Richard. That has saved a lot of time on our parts and will enhance our games further.

Bos'n
11-10-2015, 08:05
Love this! Most of our family will be gathering over Christmas from Idaho, Arizona and New Zealand for our yearly SOG game and this would be fun! Would it work with 8 players and 2 mats?

Yes. Your group could make any alterations you need to make it work. Please send me information on how you run such a wide spread group, the alterations you made, suggestions you have, and how the game went.

Thanks for your interest.

Bos'n
11-10-2015, 08:42
Hi there!

I have just been playing around with my GIMP program and tried doing a ships log for a frigate sized merchantman - this is what I managed...
Its not neat, but is IMHO probably playable!


17416

Has anyone else been able to do a better one, I know there are a lot of folk out there much more talented than me!!! :embarass:



Ok gang, what do these initials stand for? I am just an OLD salt and words with the vowels in unusual places confuse me. I spend way too much time being confused.

How many boxes are dedicated to cargo? Are the ship symbols cargo spaces? This may become important in future scenarios and campaigns.

These ship mat cards and the base cards are great. I am making an American navy and could use both of these. Is there a template that this old salt can use?

Thanks,

Union Jack
11-10-2015, 10:36
Bob I think with no guns these are just the hull factors to cross off once the Hull Factor of 4 is equaled or exceeded.

Devsdoc
11-10-2015, 10:56
I would say. That for a convoy game that just one hit would have the merchant-man strike his colours. It is for the escort ships to stop this from happening. Or get the ship back by firing one hit. If this goes on the merchant ship will sink. They are in the end only targets for 1 fleet to get or defend.
Be safe
Rory

Kentop
11-10-2015, 11:05
Hey Bos'n,

You're missing a vowel or two yourself. IMHO is an acronym that stands for "In My Humble Opinion". I do not see any boxes dedicated to cargo, just burden. Size and type of cargo are really "post facto" items for after a ship has been captured and don't really apply to ships engaged in combat. Unless you had intelligence that a certain merchantman was carrying a certain cargo, it was like opening up a christmas present and looking inside after the cargo ship surrendered. Some captains actually had their cargos thrown overboard rather than give it to their captors.

Herkybird
11-10-2015, 12:14
Hey Bos'n,

You're missing a vowel or two yourself. IMHO is an acronym that stands for "In My Humble Opinion". I do not see any boxes dedicated to cargo, just burden. Size and type of cargo are really "post facto" items for after a ship has been captured and don't really apply to ships engaged in combat. Unless you had intelligence that a certain merchantman was carrying a certain cargo, it was like opening up a christmas present and looking inside after the cargo ship surrendered. Some captains actually had their cargos thrown overboard rather than give it to their captors.

I agree, when I did the merchantmen, I assumed the cargo could be anything. I would suggest you did a chart, based on the size of merchantman, and got a randomly generated 'haul' from the captured ship, which could allow for masters ditching cargo as well as the type of cargo carried.
I assume also that the port of origin of a merchantman being intercepted would largely dictate the type of cargo carried. EG: Coffee, Tea, Cotton, Precious metals and gems et al.:question:

Union Jack
11-10-2015, 12:39
'aint that what I said?

Herkybird
11-10-2015, 13:24
As suggested by Rob (Bligh) I have uploaded all the images onto my album at http://sailsofglory.org/album.php?albumid=370 This, I am assured, will allow higher resolution images to be downloaded.
While I was at it, I made merchant base cards for Spanish and U.S. merchantmen.

I have added a couple of blank base cards, one without any fire arcs if you want unarmed merchantmen to look really unthreatening! I have also done versions of the merchantmen for all 4 nations without fire arcs, should you prefer to use them?

Want any more, please ask! :salute:

Bligh
11-10-2015, 15:32
Glad to be of service Richard.
Rob.

Herkybird
11-11-2015, 12:29
While we are discussing merchantmen, does anyone know what sort of flags, if any, they flew?
I am guessing some kind of commercial logo, rather than a national symbol?

I have tried a google search with no luck! :help:

Bligh
11-11-2015, 12:48
The only one I know was the HEIC flag with thirteen red stripes and a George in the hoist upper.


17812

Post 1801 it was this one.
Rob.

Herkybird
11-11-2015, 12:52
Interesting, I hope there is more information out there, though I have time to look before I get to do my merchant ships for my campaign! :thumbsup: Thanks!:salute:

David Manley
11-11-2015, 13:15
British merchant ships also flew the red ensign from 1674

David Manley
11-11-2015, 13:18
see here for French

http://www.crwflags.com/fotw/flags/fr~mon.html

Herkybird
11-11-2015, 13:25
British merchant ships also flew the red ensign from 1674

That's very useful, many thanks! :clap:

Herkybird
11-11-2015, 17:46
British merchant ships also flew the red ensign from 1674

Thanks David! I found this link eventually https://en.wikipedia.org/wiki/French_ensigns Which indicates at the start of the revolution, French merchantmen used a white flag with a tricolour in the top masthead canton, but this was considered too 'Bourbon' - and they changed to a full tricolour.
It appears Spain used a (variant of?) the national flag.

The link you put for French above seems to be the late Bourbon ones, but great site! :question:

I have found the US merchant flags:

17813

This was used till 1810, and after this is more likely:

17814

Bligh
11-12-2015, 00:42
I have also found that the HEIC flew the Red Ensign in the Atlantic if they were North of St. Helena.
Also here are some of the Merchant flags of Portugal

http://www.crwflags.com/fotw/flags/pt~hist.html (http://www.crwflags.com/fotw/flags/pt%7Ehist.html)

and Denmark.

(http://www.crwflags.com/fotw/flags/pt~hist.html)17815 (http://www.crwflags.com/fotw/flags/pt%7Ehist.html)


(http://www.crwflags.com/fotw/flags/pt~hist.html)The modern national (so also the merchant) flag was defined in 1748. Before that this was the usual form of the flag, apparently, with the cross centered. That such flags were actually used confirms this historic event explained here (http://www.crwflags.com/fotw/flags/dk-hiroy.html#cypher) regarding the defacing of the naval flags for use in the Mediterranean:
"Regulations dated 25 March 1757 inserted a white panel with the Royal cypher to the intersection of the cross in the Danish flag for ships sailing in the Mediterranean. This was made necessary because of increasing Danish trade and the conclusion of treaties with the North African states who on payment of tribute undertook to respect the flag of Denmark as long as it was distinguished from the flag of Malta. This variant civil ensign survived, with changing cyphers, until it was abolished in 1867.

(http://www.crwflags.com/fotw/flags/pt~hist.html)

Rob.

Herkybird
11-12-2015, 13:29
I have also found that the HEIC flew the Red Ensign in the Atlantic if they were North of St. Helena.

Rob.

Thanks Rob! - That makes it easier, as merchant models can represent East Indiamen as well as standard English merchantmen! :moneygone:

Mabinogian
11-14-2015, 06:21
THANK you for these useful rules for Merchantmen. Very useful and helpful indeed.

jazerjay
06-26-2016, 15:16
I have a really dumb question about the rules.... How do you determine if the merchantman surrenders when you are within a half rulers length?

Bligh
06-26-2016, 15:46
It usually depends on the written instructions in the Scenario Carl. Most Merchantmen would heave to after a shot across the bows from a Man of War. They knew that they could not stand up to the Fire power. If not a close pass double shotted into masts and rigging would do the trick. 25 to 30 men could not prevent 180 boarders taking the ship.
Rob.