CarlZog said:
Rel's proposed maneuvering rules are particularly abstract, and I'd proabably at least add a third category of speed. But at first glance, I think it covers the bases well enough to provide some tactical interest to the rpg.
Carl
Thanks for the various words of wisdom, Carl. Chalk me up as owing you another beer (I'm up to about a keg now I think

).
Tonight as our GM and another player were out of town, myself an the other two players sat down and playtested the rules I cobbled together above. I have to say that my expectations were low and I was all set to drop back to a more abstract and "hand wavy" method of ship to ship combat. But as it turned out, it went really, really well!
It turned out to be really neat as to how the fairly small number of variables (ship speed, wind speed, turning capability, sail configuration) combined with a few skill rolls to make for a very dynamic combat that somehow managed to feel a bit realistic at the same time. I was particularly happy with how quickly the players grasped the Point of Sail concept and how having to make a Sailing check to turn upwind and tack made wind direction an important aspect of the battle. The Weather Guage really does make a difference in these rules!
We tweaked the rules for cannon fire and dropped the idea of # of cannon equalling the range. What we did instead is to set a standard range of 6" and any shots fired beyond that range require a "scatter die" roll that still has a 2 in 6 chance of hitting the target but otherwise goes off in a random direction by a few inches. This makes firing long shots into groups of ships still let you have a good chance of hitting SOMETHING. It also means that if you fire a long way near your friends you might hit a friendly ship!
The damage mechanic worked nearly flawlessly. I need to cobble together a little set of sheets to keep track of Crew and Hull damage but that should be pretty easy. I also need to tweak my critical chart a bit and I think I may expand it to add some additional results. But the core means of attack and damage resolution worked in a way that I was most pleased with and the devastating effect of a large broadside being fired at your ship was clearly seen. I need to add Bar/Chain Shot and Grape to the available arsenal but I can already see how it would be easy to do so with no need to change the rules at all.
It was also noted that attacking a ship with a very large crew with a ship with a very small crew was probably ill advised because they had many more casualties to take to their crew as well as having more people to spare for repairing damage and putting out any fires.
Carl, I take your point about possibly adding another speed category. The thing that helped to broaden the range of speeds was that ships sailing close hauled were slowed down by that as well as an occasional shot into the sails and rigging, contrasted with the ships sailing at a Favorable Point of Sail AND whose Captains made skill checks to get the most efficient setting of the sails to gain an extra point of speed.
What made me keep smiling was all the other little customizations and tweaks that could be added to this basic setup. You've got cotton sails on your sloop? Well that's good for another point of speed! You've got bronze cannons on your frigate? Well they fire 8" instead of 6! You haven't careened your brigantine in months? Welcome to Wide turn status! (or maybe a slower speed, I dunno).
One thing that I for sure decided however was that as cool as I can see this ruleset being for campaign play, I'm not going to attempt to use it for the one-shot game I'm planning in the near future. It's just a bit too daunting to try and teach it to folks for one encounter of an adventure, particularly since few of them will have even played Warhammer FRP before. But that gives me more time to tweak it before I get around to running the campaign so it works for me.
If folks would like then I'll keep posting updates to the rules here but many of you may not care because this is designed to be Warhammer compatible rather than d20.