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Post by Commodore Vendari on Oct 27, 2009 14:00:12 GMT -5
It's tempting to suggest that the fighting fleet be three masted or less and the Merchants be three masted or larger... Shiver me timbers! Nic Your scenario is a lot like my blockade run scenario, but with a different twist in that all players have both the running and battling fleets. What I'd recommend is to make the Merchant ships 3 or fewer masts and the battling ships 3 or more masts. Also, reduce the base move of all battling ships to S (cannot be increased) and give all Merchant ships S+S. This should make for a realistic, yet fair game.
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Post by Swift Nic on Oct 28, 2009 12:00:06 GMT -5
It's tempting to suggest that the fighting fleet be three masted or less and the Merchants be three masted or larger... Shiver me timbers! Nic Your scenario is a lot like my blockade run scenario, but with a different twist in that all players have both the running and battling fleets. What I'd recommend is to make the Merchant ships 3 or fewer masts and the battling ships 3 or more masts. Also, reduce the base move of all battling ships to S (cannot be increased) and give all Merchant ships S+S. This should make for a realistic, yet fair game. Commodore, Thanks for the link to your scenario. I may well try it out some time. Arr, we likes scenarios, we does... ;D My 'big ships, little ships' suggestion doesn't have to be played with Merchants. It's almost a scenario-seed for a wolf-pack game in it's own right. It would give the Merchants more resistance to capture by boarding, which might make them more playable as they can't really fight it out. I didn't specify Speed restrictions for either side. I've no objection to fighting ships or merchants using the fastest ships they can get hold of. Bear in mind, that the Fighting ships can use Helmsmen or movement SA's which aren't available to Merchants. One spur for Merchant games was the opportunity to use ships that were pretty much unplayable in a normal scenario, e.g. lousy cannons or useless SA's. The best factor for a Merchant is Hull space, then speed. Nic
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Post by Commodore Vendari on Oct 28, 2009 20:11:18 GMT -5
Your scenario is a lot like my blockade run scenario, but with a different twist in that all players have both the running and battling fleets. What I'd recommend is to make the Merchant ships 3 or fewer masts and the battling ships 3 or more masts. Also, reduce the base move of all battling ships to S (cannot be increased) and give all Merchant ships S+S. This should make for a realistic, yet fair game. Commodore, Thanks for the link to your scenario. I may well try it out some time. Arr, we likes scenarios, we does... ;D My 'big ships, little ships' suggestion doesn't have to be played with Merchants. It's almost a scenario-seed for a wolf-pack game in it's own right. It would give the Merchants more resistance to capture by boarding, which might make them more playable as they can't really fight it out. I didn't specify Speed restrictions for either side. I've no objection to fighting ships or merchants using the fastest ships they can get hold of. Bear in mind, that the Fighting ships can use Helmsmen or movement SA's which aren't available to Merchants. One spur for Merchant games was the opportunity to use ships that were pretty much unplayable in a normal scenario, e.g. lousy cannons or useless SA's. The best factor for a Merchant is Hull space, then speed. Nic I can see where you are going with this.
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Post by marhawkman on Oct 29, 2009 17:21:06 GMT -5
Yeah, I like that idea. Of course there's a few that are absurdly slow juggernauts.... and some that are just absurdly slow in general. I really don't like the speed restriction. Just feels too much like a bad idea.
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Post by Commodore Vendari on Oct 29, 2009 20:12:29 GMT -5
Yeah, I like that idea. Of course there's a few that are absurdly slow juggernauts.... and some that are just absurdly slow in general. I really don't like the speed restriction. Just feels too much like a bad idea. The way I see it, the runner ships can't be given shoot actions, so they have no way to defend themselves. Plus, they are smaller, so it's easier to sink them. By putting a speed handicap on the gunships, it makes for fair a game in that the blockade runners have a chance to survive because the big, bad battleships with the huge guns have to be able catch them. It also adds a little strategy on the battling fleet's side for that player to determine where a runner is going and how to get there first with a slow vessel. Also, if you have the ability to win with a slow fleet, it could also save you some points from the helmsmen you no longer need.
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Post by Swift Nic on Dec 2, 2009 10:50:58 GMT -5
SS. Iskander (500 tons) Out of: Tortuga, Santo Domingo and ports West Master: Sawyer, Jas. G. 1st Mate: Matthews, Hezekiah I. 2nd Mate: MacGully, 'Black' Patrick O'R. Supercargo: Stephanopopoulos, Spyridion Bosun: Radavindraban, J.J. Offladen -
Black Lotus, 2 doz. chests (consigned, in bond) Indigo, 80 kilos approx. Peppers (dried), 1 tonne Conqueror root (in bale), 2 tonnes Coffee Bean (Grand Inca), 4 tonnes Skins - Merhorse, 2 gross (consigned) Plank flamewood, 38 tonnes Auk down, 20 bales (comp.) Proof Cane Spirits, 50hg. (Consigned) Nighteye, 1.5 tonnes
Now loading for return Tortuga, Huy Brazeal and ports West Capacity: spoken for, deck cargo only at skipper's risk
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Post by Swift Nic on Dec 2, 2009 11:09:42 GMT -5
Iskander, 500 tons - merchant sailing vessel, 3 mtr. Reg. Huy Brazeal, Ref. Register of Shipping vol. 1868
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Post by marhawkman on Dec 14, 2009 15:56:12 GMT -5
hunh... what book did you find that in?
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Post by Swift Nic on Dec 15, 2009 7:45:56 GMT -5
hunh... what book did you find that in? 'Chase The Morning' by Michael Scott Rohan. www.users.zetnet.co.uk/mike.scott.rohan/spiral/chase.htmIt's a damned good read for anyone with a piratical inclination. The main protagonist takes a wrong turn in his BMW and becomes embroiled in a fight on the docks. Back in his office he googles the international shipping database for SS Iskander and finds the entries listed... This leads to encounters with various characters both heroic and utterly scurvy, a voyage off the edge of the world and across the oceans to New Orleans and Old Haiti, kidnapping, pursuits, sea battles, sword fights, swashbuckling, romance, jazz and Voodoo. If you are looking for a really well written novel with Pirates, sailing ships, steam boats, sea battles, monsters and magic then this could well be it. What's more there are three other books in the series when you've finished this one. Nic
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Post by marhawkman on Dec 23, 2009 10:22:15 GMT -5
Hunh... cool!
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