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Tomrcast
10-17-2016, 20:13
I'm a long time miniatures gamer but new to this game. We've played four total games using the standard rules. So here goes...
We wound up in a situation where a player found himself "in the red". He moved to the appropriate red border card which in this case was the veer 5. As both the single hour glass and the double are both straight lines there would appear to be no way out of this. Are we doing this correctly? He would literally put the first turn card at the bow and then subsequent turns taken aback at the stern. But as both are arrow straight, he was basically done for the game.

Also, does the "plan ahead" card stay in place as is until whatever time you get blown back into a favorable disposition or do you plot a new "next turn" eack turn you play a red border card as well? Many thanks in advance. Loving the game.

Comte de Brueys
10-17-2016, 21:39
As long as you do not turn the rudder to the left or the right, the ship is taken aback until it leaves the gaming area. :wink:


So your ship gets with a (orange or green) movement in a postion where the wind blows through the red zone, the next planed movement Card is important.
It's a straight with veer value 5 you use the straight red maneuver (sandglass 1) and go straight.
If you've planned again a maneuver with veer value 5 you use the straight red maneuver again (now: sandglass 2) and you will be pushed back straight.
This continues until you'r ship laeves the gaming area.
But you have to always plan a normal maneuver instead of a red one with standart rules.
So the moment you plan a movement card with a veer value higher or lower then 5 (a curve), you use the red card with veer value +5 or -5 (now use sandglass 2 if you already had a red maneuver with sandglass 1).
This will bring your ship out of the red zone with one or two moves.

Have a closer look on the movement deck and compare which normal maneuvers fit to the red border cards. So you see that the position of the rudder has influence in which direction you'll be taken aback.


...
Also, does the "plan ahead" card stay in place as is until whatever time you get blown back into a favorable disposition or do you plot a new "next turn" eack turn you play a red border card as well? ...

No, you always have to plan a new maneuver.

Hope that was clear. :beer:

Tomrcast
10-17-2016, 21:45
Makes perfect sense now!

Capn Duff
10-19-2016, 04:58
Using the method above also allows you to get a nice "handbrake turn" with the ships and can be used to advantage.
The thing to remember is that the red card replaces the planned card, so you plan moves as normal, but if you in the red you replace the planned card with the red card appropriate to the veer rating of the planned card, ie 4- or 5 or 6+

Bligh
10-19-2016, 08:01
In addition to this, if you plan carefully, by checking the value of the planned card you can effect the "handbrake turn" as Chris calls it to do what you want. Sometimes it is in your interest to be taken aback straight twice, before planning to turn so as to allow an enemy ship to come abreast of the position that you will want it in. Rather like using a stall in Wings. Familiarity with the decks of cards will teach you all the tricks of sailing close to the wind.
Rob. s

Tomrcast
10-19-2016, 08:30
I had already been thinking about that ��

Comte de Brueys
10-19-2016, 11:45
There is a little risk... :shock:

You've got to know which maneuver will bring your ship into the red zone. Especially if you play it with standard rules with one planed maneuver ahead.

I remember a few situations when a surprised captain said: "Oh damn, it's still Orange? :erk:"

Bligh
10-19-2016, 12:55
Yes indeed. That is always good for a laugh Sven.:clap:
It was difficult for the real Masters to get it right some of the time. You only need to look at the great battles to see that.I wonder what was said at Copenhagen for instance?:shock:
"Well bless me I never expected that sandbank there.":embarass:
Rob.