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Thread: Tacking and Movement to Reflect Ship Size

  1. #1
    Stats Committee
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    Default Tacking and Movement to Reflect Ship Size

    Page 10
    Burden 1 Movement: Due to their agility, unlike larger ships which must plan two movement cards ahead, all vessels with a Burden of 1 need only plan one movement card ahead.

    Page 11
    Tacking: At the end of any turn that a ship with one gundeck ends its movement in the red arc, its sail setting counter is temporarily moved one to the right. The next turn, as long as the ship’s new speed is either Battle or Backing Sails, but the ship is still in the red zone, the player uses the 1st hourglass movement on the red cards. Any turn where a ship’s sail speed has dropped to “Struck Sails”, the ship must move using the 2nd hourglass on the appropriate red card. For instance, a ship moving at “Backing Sails” and turning into the red would, at the end of the turn, temporarily reduce its speed to “Struck Sails”. While it remains in the red arc, any movements for this ship would use the 2nd hourglass movements on the red cards.

    Any ship that uses a 2nd hourglass movement will be stationary for the first move after it has exited the red arc.

    Once movement reverts to blue bordered cards, the ship must move for that turn at the speed to which the counter dropped. If the counter dropped to “Struck Sails”, the ship is stationary for the first card after the last red bordered card. The ship can gain one sail setting per turn afterward, back to its original speed or any speed the player chooses.

    A ship’s speed exiting a tack is based on its original speed entering a tack, regardless of sail changes or wind speed changes.

    * Ships with two gundecks only get one 1st hourglass move, whether moving at Battle or Full Sails.

    * Ships with three or more gundecks only get to use a 1st hourglass move if they are moving at Full Sails.

    If any ship turns into the red arc while using a damaged mast card, it must use the 2nd hourglass movement on the next turn. If a ship must use a red card while it is using the damaged mast cards for movement, the player draws a red card randomly.

  2. #2
    Admiral of the Fleet.
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    Been trying this system out in a limited way Dobbs, and like the extra degree of realism that it portrays.
    Am also using it where ships have been entangled, or in collision with no way on them. First move from stationary will be at slowest speed available and working up per move.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  3. #3
    Stats Committee
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    Glad to hear that you're enjoying my house rule, Rob! I heartily concur with your collision and entanglement methodology.

  4. #4
    Admiral of the Fleet.
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    Just thought it was stupid continuing with your next card move and sail setting as if nothing had happened. I am also looking at a way for the ship with the wind gauge to slide along the other ship as they part company, getting a head start as it were.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

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