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July 1, 2021 at 9:53 am #185828Steve BurtParticipant
The supplied ratlines and sails stay on fine. The sails are thick paper. Gel superglue works well for sails and ratlines. I use thin wire for rigging rather than thread as I find it easier and it also strengthens the models a lot.
Basing the ships helps a lot with protecting them, and also means you don’t touch the model when picking it up; it also give you somewhere to put the label with the ship’s name.
May 26, 2021 at 10:10 am #185571Steve BurtParticipantTurned out to be academic. Out of 40 bombing dice rolled, only 3 6s came up, and not two at the same time.
On the other hand, out of about 30 light flak, there were no 6s at all
October 14, 2020 at 2:31 pm #182401Steve BurtParticipantHow does this work if the ship leaves off the downwind edge of the board (probably the commonest case?). There isn’t an ‘upwind’ direction along that edge.
January 24, 2020 at 10:14 am #173612Steve BurtParticipantCould carronades actually load chain shot? I’m pretty sure they couldn’t be double shotted.
December 16, 2019 at 2:03 pm #172674Steve BurtParticipantWe gave +2 to all privateer ships for all boarding actions – otherwise it is almost impossible for them to win.
December 13, 2019 at 11:27 am #172642Steve BurtParticipantJust increase the cost of all English vessels would be my advice.
December 12, 2019 at 2:21 pm #172616Steve BurtParticipantI should also add, the current tacking rules are fine for brisk winds; square riggers had a hard time tacking in a brisk wind and would probably wear instead of tacking.
December 12, 2019 at 12:23 pm #172597Steve BurtParticipantBattle sails when closed hauled is not realistic at all; in fact sailing within 45 degrees of the wind is not realistic for a square rigger; fore and aft rig can do that, square rig is more like 60 degrees off the wind.
What square rigged ships did do was turn a little away from the wind to get seaway, then put the helm over, but that’s not the same as battle sails. I think +2 to skill tests for tacking is fine (but not if you’ve lost a mast! That should pretty much make tacking impossible). Tacking should be slow and carry a risk of either ‘falling off’ back to the original tack or being caught in irons and drifting downwind.December 4, 2019 at 10:08 am #172281Steve BurtParticipantYou can get schooners, sloops, gunboats, shore defences etc all in 1:700 for very reasonable prices here:
https://www.hagen-miniatures.de/tabletop-schiffe/napoleonische-epoche/schiffe/?page=2It’s in German, but I’m sure you can all manage
November 28, 2019 at 4:18 pm #172177Steve BurtParticipantIt’s from the latest FAQ, as clarified by Andy Chambers on the Facebook group:
Q: When do Multi Engine Aircraft get damaged?
A: REMEMBER: A shooting attack can be conducted against a Multi Engine Aircraft regardless of its advantage level relative to the shooter (Para 2 Page 10 Expanded Rules).
A multi engine that is shot at, hit and fails to dodge loses advantage levels until they get to disadvantaged, but no Boom chits are generated. Hits while disadvantaged start to place
boom chits directly on the aircraft itself. Each boom chit reduces Speed and turret firepower by one, also damaged multi engine planes can no longer be Advantaged (i.e. they might climb back up to neutral but no further). Once the number of boom chits equals the number of engines it has, the multi engine plane crashes, generating another boom chit. (E.g. an
Advantaged twin engine bomber would go through these stages – Advantaged – Neutral – Disadvantaged – 2 x Engines – Crash)Andy’s clarification:
Yes the change in wording was/is deliberate, if you’re hit by shooting while disadvantaged in a multi you take damage. I think there are some Ace skills that can wheedle you out of taking damage in a disadvantaged multi but a normal dodge won’t do it.November 27, 2019 at 10:14 am #172130Steve BurtParticipantThe other thing about agile multi-engine planes which I had missed is that once disadvantaged they don’t get to dodge any more – they just take boom chits when hit.
November 18, 2019 at 10:22 am #171747Steve BurtParticipantI have splash markers for WW1 and WW2 games (1:3000 scale). I made them by gluing a small screw to a washer, then covering the screw bit with acrylic texture gel. Paint blue/green and then highlight with white. I don’t think cannonballs make big splashes like 12″ shells, though.
November 11, 2019 at 3:21 pm #171519Steve BurtParticipantIf using the advanced sailing rules, then there’s no choice about level of sails; you must be on light sails as you come out of the tack.
The advanced sailing rules are no more complex and a lot more realistic.November 11, 2019 at 11:35 am #171503Steve BurtParticipantWhen an entangled (or grappled) ship activates it can make a skill test if it wantw to disengage; if it succeeds, it can move off. I think it says somewhere to put the two ships parallel after a collision, so either can move off if it makes the test.
I think the rules say re-roll if you get the same critical twice.November 11, 2019 at 10:27 am #171501Steve BurtParticipantHome advantage is over-powered; I feel the game works better if you only get to use it once.
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