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A Warlock Alone, Island Empire solo game
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<blockquote data-quote="Scotley" data-source="post: 2981730" data-attributes="member: 11520"><p>Naval combat is not driven by cannon. They are too light due to the critical mass limitations on the powder. The heaviest guns available are the swivel guns listed in the firearms sheet. I'll send it out again. Ship combat is most often a race with faster ships able to run away. Ramming is not common, ships are too valuable a prize to be sunk. Fire is also not too common for the same reason. Wood and ships in the Island Empire are considerably more valuable than their real world counterparts. Remember how wealthy Marin seems to be? Keep in mind his fleet never numbered more than five ships. The Retribution is a huge prize perhaps more than I have made clear to you, even though it is a fairly small ship as merchantmen go. Ships are rarely scuttled even as a last resort. Captains would rather their ships fall to enemy hands so that they might one day be recovered rather than sunk and lost forever. Whoa unto the Captain who survives the loss of his ship. Better to go down with the ship than explain how such a valuable prize was lost. The Empire is a land of sailors and shipbuilders. The survivors of the Rain of Uncounted days were largely the founders of the lands that would become the Island Empire. They only survived because of their skill as sailors, shipbuilders and seafarers. </p><p></p><p>Magic is often the deciding factor in sea battles. Especially in demand are casters that can disable the crew without damaging the ship or spells that can damage steering, masts or sails without undo harm to the structure of the ship. Magic that can transfer men to the opposing ship is also good. Spells to becalm a foe, confuse their wheelman, blind them, or summon magical beasts to the deck of the foe are all popular tactics. When magic isn't available or is somehow countered, destroying the foes mobility by attacking sails or masts and even ramming rudders is common. Once the ship is unable to escape grapnels and gangways are the order of the day. Sharp shooters in the rigging and fierce raider over the side is usually the way most battles are decided. </p><p></p><p>Certianly, magic that can extend the range or hitting power of your guns will enable you to soften up a foe before the boarding party goes in. Cannon balls, as well as catapult or ballista missiles can be masterwork or enchanted. As ammunition they are done in groups of six for pricing. </p><p></p><p>Does that answer your questions?</p></blockquote><p></p>
[QUOTE="Scotley, post: 2981730, member: 11520"] Naval combat is not driven by cannon. They are too light due to the critical mass limitations on the powder. The heaviest guns available are the swivel guns listed in the firearms sheet. I'll send it out again. Ship combat is most often a race with faster ships able to run away. Ramming is not common, ships are too valuable a prize to be sunk. Fire is also not too common for the same reason. Wood and ships in the Island Empire are considerably more valuable than their real world counterparts. Remember how wealthy Marin seems to be? Keep in mind his fleet never numbered more than five ships. The Retribution is a huge prize perhaps more than I have made clear to you, even though it is a fairly small ship as merchantmen go. Ships are rarely scuttled even as a last resort. Captains would rather their ships fall to enemy hands so that they might one day be recovered rather than sunk and lost forever. Whoa unto the Captain who survives the loss of his ship. Better to go down with the ship than explain how such a valuable prize was lost. The Empire is a land of sailors and shipbuilders. The survivors of the Rain of Uncounted days were largely the founders of the lands that would become the Island Empire. They only survived because of their skill as sailors, shipbuilders and seafarers. Magic is often the deciding factor in sea battles. Especially in demand are casters that can disable the crew without damaging the ship or spells that can damage steering, masts or sails without undo harm to the structure of the ship. Magic that can transfer men to the opposing ship is also good. Spells to becalm a foe, confuse their wheelman, blind them, or summon magical beasts to the deck of the foe are all popular tactics. When magic isn't available or is somehow countered, destroying the foes mobility by attacking sails or masts and even ramming rudders is common. Once the ship is unable to escape grapnels and gangways are the order of the day. Sharp shooters in the rigging and fierce raider over the side is usually the way most battles are decided. Certianly, magic that can extend the range or hitting power of your guns will enable you to soften up a foe before the boarding party goes in. Cannon balls, as well as catapult or ballista missiles can be masterwork or enchanted. As ammunition they are done in groups of six for pricing. Does that answer your questions? [/QUOTE]
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