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[Skull & Bones] Naval Combat
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<blockquote data-quote="Captain Boff" data-source="post: 3018687" data-attributes="member: 36180"><p>Okay so last night me and some friends who were planning to run a skull and bones campaign decided to get together and run some naval combats just to familiarize ourselves with the rules (we've used them before but always in extremely close range encounters). </p><p></p><p>So each person (5 of us) statted up a vessel. Me and my friend alex played the part of the spanish convoy he used a Galleon and I used a 3rd rate. My other friends had a flotilla of dutch privateers consisting of a sloop, brigantine, and a corvette. We started by using the sighting rules and due to bad rolls and etc. we only spotted each other at about 6 miles. there was a NE wind so me and my friend alex kept our bearing N simply so we'd actually be heading in the general direction of the enemy. The wind speed allowed us to travel at 5 knots so we were making about 5 feet per round. The dutch privateers came directly at us bearing SW and travelling at 45 ft. per round ... we just skipped most of the travel calculations because we were headign towards each other and we placed our vessels on our battlemat which is 46 inches long (or 4600 feet using the suggested scale) so we calculated speed each round measuring it in physical distance using a ruler and marked off our new positions using markers and chips. After a few rounds we found that this was just outright insane and was not working very well using 6 second rounds ... despite the problems we foresaw we decided to use 1-minute rounds and it worked very well we engaged each-others ships and the spanish decimated the dutch fleet. </p><p></p><p>I'm not really providing too mcuh information, but i'm just sort of asking if anyone could provide a step-by-step example of some skull & bones ship combat from the time of sighting till the end .. our experience was very clunky and lengthy - so i just think we must of been doing things wrong and would like to see how a skull and bones naval engagement is supposed to work ...</p></blockquote><p></p>
[QUOTE="Captain Boff, post: 3018687, member: 36180"] Okay so last night me and some friends who were planning to run a skull and bones campaign decided to get together and run some naval combats just to familiarize ourselves with the rules (we've used them before but always in extremely close range encounters). So each person (5 of us) statted up a vessel. Me and my friend alex played the part of the spanish convoy he used a Galleon and I used a 3rd rate. My other friends had a flotilla of dutch privateers consisting of a sloop, brigantine, and a corvette. We started by using the sighting rules and due to bad rolls and etc. we only spotted each other at about 6 miles. there was a NE wind so me and my friend alex kept our bearing N simply so we'd actually be heading in the general direction of the enemy. The wind speed allowed us to travel at 5 knots so we were making about 5 feet per round. The dutch privateers came directly at us bearing SW and travelling at 45 ft. per round ... we just skipped most of the travel calculations because we were headign towards each other and we placed our vessels on our battlemat which is 46 inches long (or 4600 feet using the suggested scale) so we calculated speed each round measuring it in physical distance using a ruler and marked off our new positions using markers and chips. After a few rounds we found that this was just outright insane and was not working very well using 6 second rounds ... despite the problems we foresaw we decided to use 1-minute rounds and it worked very well we engaged each-others ships and the spanish decimated the dutch fleet. I'm not really providing too mcuh information, but i'm just sort of asking if anyone could provide a step-by-step example of some skull & bones ship combat from the time of sighting till the end .. our experience was very clunky and lengthy - so i just think we must of been doing things wrong and would like to see how a skull and bones naval engagement is supposed to work ... [/QUOTE]
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