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[WOIN] Battle system for Broadsiding sailing ships
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<blockquote data-quote="Andrew Moreton" data-source="post: 7595961" data-attributes="member: 6920268"><p>I think even in one to one duels crew factors are dominant, it is rare for either ship to be so hammered that it is unable to fight, unlucky mast hit maybe. But what settled most actions was which ship struck its colours first. I agree though that clever maneuvers could help with that, but much of the time single ships come down to broadside duels followed by a boarding action. The ultimate example is HMS Speedy (14 guns 54 crew) vs El Gamo (32 guns , 314 crew). </p><p></p><p>Fleet actions are either line of battle duels (Cape St Vincent) which tend to be somewhat indecisive or pell-mell mellee's (Trafalgar, Nile) where manuever is important but both are less fun for players as they are very subject to the actions of others either the demands of formation or the risk of by chance being the ship which is surrounded by 3 or 4 enemies and gets pounded.</p><p>I am not an expert on WOIN, but I would probably track crew morale as a separate value from Hull damage and have the balance set that except for the most extreme cases of elite crews or worn out ships that morale gives way before the hull, not many wooden ships sink in action after all. This would let PC officers recover morale with leadership and use their leadership to boost the maueuver or weapons rating of a ship.</p><p>I would probably assign a base value to each broadside of a ship , and its chase armament and then modify that with its crew value representing faster firing, better aiming and sticking to the guns of a better crew so that a High grade crew outguns a low grade crew in a moderately superior ship.</p><p></p><p>Most wargames I have seen break down the crew into deck crew and gun crews and track casualties desperately with losses to the deck crew and damage to rigging slowing and making the ship more clumsy , while casualties to the gun crews reduces firing effectiveness, further if you get a fire or flooding crew has to be taken off the other duties to fight the fire or flooding, and a fire must be stopped fast or a wooden ship is doomed. Most ships did not have enough crew to man both broadsides at the same time, with many of the gun crew moving across the ship as different broadsides engaged.</p><p></p><p>I think I have the old Hearts of Oak RPG of napoleonic sailing , I will have a look and see if that had any good ideas</p></blockquote><p></p>
[QUOTE="Andrew Moreton, post: 7595961, member: 6920268"] I think even in one to one duels crew factors are dominant, it is rare for either ship to be so hammered that it is unable to fight, unlucky mast hit maybe. But what settled most actions was which ship struck its colours first. I agree though that clever maneuvers could help with that, but much of the time single ships come down to broadside duels followed by a boarding action. The ultimate example is HMS Speedy (14 guns 54 crew) vs El Gamo (32 guns , 314 crew). Fleet actions are either line of battle duels (Cape St Vincent) which tend to be somewhat indecisive or pell-mell mellee's (Trafalgar, Nile) where manuever is important but both are less fun for players as they are very subject to the actions of others either the demands of formation or the risk of by chance being the ship which is surrounded by 3 or 4 enemies and gets pounded. I am not an expert on WOIN, but I would probably track crew morale as a separate value from Hull damage and have the balance set that except for the most extreme cases of elite crews or worn out ships that morale gives way before the hull, not many wooden ships sink in action after all. This would let PC officers recover morale with leadership and use their leadership to boost the maueuver or weapons rating of a ship. I would probably assign a base value to each broadside of a ship , and its chase armament and then modify that with its crew value representing faster firing, better aiming and sticking to the guns of a better crew so that a High grade crew outguns a low grade crew in a moderately superior ship. Most wargames I have seen break down the crew into deck crew and gun crews and track casualties desperately with losses to the deck crew and damage to rigging slowing and making the ship more clumsy , while casualties to the gun crews reduces firing effectiveness, further if you get a fire or flooding crew has to be taken off the other duties to fight the fire or flooding, and a fire must be stopped fast or a wooden ship is doomed. Most ships did not have enough crew to man both broadsides at the same time, with many of the gun crew moving across the ship as different broadsides engaged. I think I have the old Hearts of Oak RPG of napoleonic sailing , I will have a look and see if that had any good ideas [/QUOTE]
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[WOIN] Battle system for Broadsiding sailing ships
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