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Thread: 2017 Campaign

  1. #1
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    Default 2017 Campaign

    Dear Solo Enthusiasts,

    I will be keeping up with the spreadsheet this year and I would like to begin inputting information as soon as possible. Please list your squadron's nationality, ships' name, skippers' ranks and names, and if they are participating in the Nation v Nation Campaign or the Letter of Marque Campaign.

    Thanks
    Last edited by Bos'n; 12-30-2016 at 11:12.
    Bob

    Rules are rough approximations of what you think I might do!

  2. #2
    Midshipman
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    Ideas for the Letter of Marque Campaign

    Please respond with your ideas and let me know if you like this idea.

    Iíd like to make this yearís campaign about money. That is what all good pirates, buccaneers, and privateers are all about isnít it.

    I propose that the relevant score be the monetary of the ships you beat up on.

    Denomination = Treasure Point (tp)

    Income

    1. Warships
    a. Value of the ship = 1 tp for each burden point
    b. Value of equipment = 1 tp for each undamaged hull box
    c. Bounty for a sunken ship = 1 tp for each burden point only
    2. Merchant Ship
    a. Value of the ship = 1 tp for each burden point
    b. Value of equipment = 1tp for each undamaged hull box
    c. Value of cargo = 1 tp for box reserved for cargo
    Expenditures

    1. Hull Damage: 1 tp repairs 1 hull box
    2. Crew Replacement: 1 tp recruits 1 crew box

    Repairs to half of the hull boxes each shipís log starts with can be repaired for free

    Merchant ships are exactly like warships except:

    1. Half of the hull and crew boxes are covered to represent space used for cargo
    2. Cargo spaces take up the left-hand boxes and effect the way the ship operates just as damage does.

    The richest scoundrel wins

    Use 2016 rules except as indicated above.
    Bob

    Rules are rough approximations of what you think I might do!

  3. #3
    Admiral of the Blue.
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    Hi Bob.
    I have put my Nation vs Nation list in, and will do LEM as soon as I can.
    Rob.

  4. #4
    Admiral of the Blue.
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    Three points about the new rules which spring out.

    1. It is usual to bring Ranks achieved, and abilities forward from previous campaigns.
    2. If a captain is wounded so badly that he misses four games it effectivly takes him out if he is wounded from game two onward.
    3. Merchantmen who only surrender on a six throw seem too brave. I would think a 50% chance more realistic.

    Having said this thanks for all the time and effort invested so far to get this years campaign underway Bob.
    Rob.

  5. #5
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    Quote Originally Posted by Bligh View Post
    Three points about the new rules which spring out.

    1. It is usual to bring Ranks achieved, and abilities forward from previous campaigns.
    2. If a captain is wounded so badly that he misses four games it effectivly takes him out if he is wounded from game two onward.
    3. Merchantmen who only surrender on a six throw seem too brave. I would think a 50% chance more realistic.

    Having said this thanks for all the time and effort invested so far to get this years campaign underway Bob.
    Rob.
    You are correct on all accounts. I'll make corrections on the rules and the spreadsheet.
    Bob

    Rules are rough approximations of what you think I might do!

  6. #6
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    Quote Originally Posted by Bligh View Post
    Three points about the new rules which spring out.

    1. It is usual to bring Ranks achieved, and abilities forward from previous campaigns.
    2. If a captain is wounded so badly that he misses four games it effectivly takes him out if he is wounded from game two onward.
    3. Merchantmen who only surrender on a six throw seem too brave. I would think a 50% chance more realistic.

    Having said this thanks for all the time and effort invested so far to get this years campaign underway Bob.
    Rob.
    Prior Experience:
    You got it my friend.

    Captain's Wounds:
    Now captains can die, or miss one scenario, or just the rest of that game.

    Merchant Ships Surrender:
    Merchant ships surrender on a roll of 5 or 6. If a pirate is hunting plunder, we don't want it to be too easy for them.
    Bob

    Rules are rough approximations of what you think I might do!

  7. #7
    Admiral of the Blue.
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    Thank you for your consideration of my suggestion.
    Rob.

  8. #8
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    Quote Originally Posted by Bligh View Post
    Thank you for your consideration of my suggestion.
    Rob.
    Consideration, those were good catches and will make the campaign better. This is a group effort, I'm not a king, I'm a scribe and bookkeeper.
    Bob

    Rules are rough approximations of what you think I might do!

  9. #9
    Admiral of the Blue.
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    Don't underestimate yourself sir. It was scribes and book keepers like Sam Pepys who made the Royal Navy what it became.
    Similarly you have taken on an onerous and essential job to keep the 2017 campaign on track.

    Rob.

  10. #10
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    Quote Originally Posted by Bligh View Post
    Don't underestimate yourself sir. It was scribes and book keepers like Sam Pepys who made the Royal Navy what it became.
    Similarly you have taken on an onerous and essential job to keep the 2017 campaign on track.

    Rob.
    I'm not underestimating myself, I'm denying the kingship.
    Bob

    Rules are rough approximations of what you think I might do!

  11. #11
    Admiral of the Blue.
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    Deny what you like Bob.
    We all know who really runs the Navy.
    The administrators with the pens.
    Rob.

  12. #12
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    Quote Originally Posted by Bligh View Post
    Deny what you like Bob.
    We all know who really runs the Navy.
    The administrators with the pens.
    Rob.
    Working with you is just plain fun.
    Bob

    Rules are rough approximations of what you think I might do!

  13. #13
    Admiral of the Blue.
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    Quote Originally Posted by Bos'n View Post
    Working with you is just plain fun.
    That quote must be a first ever for Bligh to receive Bob.

    Rob.

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