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Naval Combat - Fave Rules Why?
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<blockquote data-quote="Celebrim" data-source="post: 5087525" data-attributes="member: 4937"><p>Wrote my own for 1e play based on my unhappiness with rules systems I'd tried. Not light, designed with a wargamer in mind, so would probably come in the 'too detailed' category for you.</p><p></p><p>If you aren't going to model artillery combat or ramming actions, my advice to you would be not worry about naval combat rules. Instead, do one of the following:</p><p></p><p>1) If naval combat is period approriate boarding actions, just make the motion of the ships flavor, and fight on the decks in the same way you'd fight on any other terrain. Map the ship's decks and go with it.</p><p>2) If the main interest of the action is a chase of some sort, simply use a generic chase system like 'Hot Pursuit' and don't worry about the particular details of sailing a vessel.</p><p></p><p>You really only need naval rules if the position and orientation of ships relative to each other is very important, and if you need that you are going to find that light weight rules really don't cut it from a simulation perspective. Too many things factor into a good simulation of Great Age of Sail style artillery duels, including the thickness of the hull, lenght of the ship, size of shot, direction of the wind, type of rigging, quality of construction, quality of the crew, etc.</p><p></p><p>Briefly, my combat resolution system was: <total wieght of metal> - (# cannon * armor value of target) / 10 = number of hits. Each hit then was resolved on a table as to where it struck the ship to apply damage (rigging, hull, mast, critical hit of some sort). Movement was done with a ruler and a compass, and you got a bonus for staying on a particular tack depending on your rigging.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5087525, member: 4937"] Wrote my own for 1e play based on my unhappiness with rules systems I'd tried. Not light, designed with a wargamer in mind, so would probably come in the 'too detailed' category for you. If you aren't going to model artillery combat or ramming actions, my advice to you would be not worry about naval combat rules. Instead, do one of the following: 1) If naval combat is period approriate boarding actions, just make the motion of the ships flavor, and fight on the decks in the same way you'd fight on any other terrain. Map the ship's decks and go with it. 2) If the main interest of the action is a chase of some sort, simply use a generic chase system like 'Hot Pursuit' and don't worry about the particular details of sailing a vessel. You really only need naval rules if the position and orientation of ships relative to each other is very important, and if you need that you are going to find that light weight rules really don't cut it from a simulation perspective. Too many things factor into a good simulation of Great Age of Sail style artillery duels, including the thickness of the hull, lenght of the ship, size of shot, direction of the wind, type of rigging, quality of construction, quality of the crew, etc. Briefly, my combat resolution system was: <total wieght of metal> - (# cannon * armor value of target) / 10 = number of hits. Each hit then was resolved on a table as to where it struck the ship to apply damage (rigging, hull, mast, critical hit of some sort). Movement was done with a ruler and a compass, and you got a bonus for staying on a particular tack depending on your rigging. [/QUOTE]
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