Enlil
04-12-2005, 03:29 AM
I am expecting my players to get control of a ship at some point. I am going for more of a 12 or 13th century, the combat will consist of cogs and maybe hulks, if I can figure out exactly what a hulk is (the descriptions of it seem to vary a lot) and how it is distinct from a cog. So here are my thoughts on how ship to ship combat should go, using what I have gleaned of the new positioning rules, and the bits I remember from that skirmish battle thingy. This ain't organized, I'm just vomiting forth what I've been thinking:
Positioning
The positions are Out of Range, Artillery, Long Missile, Short Missile, and Close.
All positioning rolls are based off of Helmsman. The Captain normally commands of the helmsman. In the initial test allows the captain to add helping dice from Sea-Wise, Ship-Wise, and Tactics - thereafter he can only help with one skill.
Instead of changing more than one position, if one ship gets two or more successes than the other, they may gain on bonus die of advantage or reduce the other ships bonus die by one for each 2 points they beat the other ship by. Only one ship has bonus dice at any time. This represents positioning the ship with the wind at its back and the other ship at a less favorable angle.
In the initial positioning test, ships generally should start out of range unless one is surprised, so only in the initial test. If the ships meet on the open sea, both sets of crew in the crow's nests should make Observation rolls (best observer, helped by anyone else in the Crow's Nest with observation). Whoever gets more successes get +2 dice to the initial positioning test. If one side flubs it, the other side may advance closer than out of range in the initial positioning test (they are surprised).
Other than that, it should follow the normal rules for positioning.
Other bits
Each Exchange consists of 3 volleys of 1 action each. Each is long enough to loose missile attacks once.
Each ship is divided into 3 sections - forecastle, aft castle, and middecks. This is partly to give 3 players something to do instead of just the captain, and partly because it feels right to me.
Orders
Castle Orders:
Repel Boarders
Boarding Attack
Attack Crew (at middecks, fore or aft)
Attack Ship (with artillery - should be at rigging or hull - takes an action to set)
Hide
Transfer Crew
Send message
Possible other actions (no idea how to work them yet)
Fire Attack (attack at rigging or fore or aft)
Fight Fire
Middecks Orders:
Send Message
Fight Fire
Transfer Crew
Damage Control
Repel Boarders
Order Desciptions
Repel Boarders - Counters and gives a bonus against a Boarding Attack. I've still not figured out exactly how to do melee combat - it may work like missile attacks.
Boarding Attack - Gives bonus dice against missile attacks and hiding.
Attack Crew - must specify in advance whether the attack is at the middecks, fore or aft. Make a normal missile attack (see below) at the crew.
Attack Ship (with artillery - should be at rigging or hull - takes an action to set) - this should damage the ship, but I'm not sure how yet.
Hide - doesn't get a missile attack, but vastly increases the difficulty of hitting the crew.
Transfer Crew - transfers crew to the adjacent section. May require a command roll. Crew counts as hiding.
Send message - send a message to any section. May require a command roll. Crew counts as hiding.
Damage Control - Fix the rigging and sail, bucket out water.
Attacking
To make a missile attack, you take the leaders missile skill, plus bonus dice from additional attackers. You get the normal number of helping dice from a bow (i.e. +1 unless you are a god). +1 additional from crossbows, but they can only fire every other turn. You can choose to shoot some or all of your crossbows each turn. Artillery adds 3 or more dice, depending on the type, but may also only be fired every so many actions (again depending on type). Artillery shots should be the artillerists score + bonus dice from the artillery.
The obstacle is calculated as follows:
1 base
+3 for full cover in the castles or middecks when not doing damage control (non-cogs may get less cover)
+3 if the other crew is hiding
+1 for movement if either ship is moving
+1 if your ship is not maintaining
+3 if using a missile weapon at Missile Long Range
+3 if using a thrown weapon at Missile Short Range
For each success over the obstacle, the other ship loses one crew in the effected section. If there are melee guys in the section, and the other crew is making a missile attack, a melee guy is removed on a 1-2 on the DoF.
Melee combat is still to be determined, but may be an opposed die roll with the same type of bonus dice as that skirmish thing I saw quite a while ago, but sectional.
Okay, I'm tired as hell. If anyone chews through this post, let me know what you think.
Christian
Positioning
The positions are Out of Range, Artillery, Long Missile, Short Missile, and Close.
All positioning rolls are based off of Helmsman. The Captain normally commands of the helmsman. In the initial test allows the captain to add helping dice from Sea-Wise, Ship-Wise, and Tactics - thereafter he can only help with one skill.
Instead of changing more than one position, if one ship gets two or more successes than the other, they may gain on bonus die of advantage or reduce the other ships bonus die by one for each 2 points they beat the other ship by. Only one ship has bonus dice at any time. This represents positioning the ship with the wind at its back and the other ship at a less favorable angle.
In the initial positioning test, ships generally should start out of range unless one is surprised, so only in the initial test. If the ships meet on the open sea, both sets of crew in the crow's nests should make Observation rolls (best observer, helped by anyone else in the Crow's Nest with observation). Whoever gets more successes get +2 dice to the initial positioning test. If one side flubs it, the other side may advance closer than out of range in the initial positioning test (they are surprised).
Other than that, it should follow the normal rules for positioning.
Other bits
Each Exchange consists of 3 volleys of 1 action each. Each is long enough to loose missile attacks once.
Each ship is divided into 3 sections - forecastle, aft castle, and middecks. This is partly to give 3 players something to do instead of just the captain, and partly because it feels right to me.
Orders
Castle Orders:
Repel Boarders
Boarding Attack
Attack Crew (at middecks, fore or aft)
Attack Ship (with artillery - should be at rigging or hull - takes an action to set)
Hide
Transfer Crew
Send message
Possible other actions (no idea how to work them yet)
Fire Attack (attack at rigging or fore or aft)
Fight Fire
Middecks Orders:
Send Message
Fight Fire
Transfer Crew
Damage Control
Repel Boarders
Order Desciptions
Repel Boarders - Counters and gives a bonus against a Boarding Attack. I've still not figured out exactly how to do melee combat - it may work like missile attacks.
Boarding Attack - Gives bonus dice against missile attacks and hiding.
Attack Crew - must specify in advance whether the attack is at the middecks, fore or aft. Make a normal missile attack (see below) at the crew.
Attack Ship (with artillery - should be at rigging or hull - takes an action to set) - this should damage the ship, but I'm not sure how yet.
Hide - doesn't get a missile attack, but vastly increases the difficulty of hitting the crew.
Transfer Crew - transfers crew to the adjacent section. May require a command roll. Crew counts as hiding.
Send message - send a message to any section. May require a command roll. Crew counts as hiding.
Damage Control - Fix the rigging and sail, bucket out water.
Attacking
To make a missile attack, you take the leaders missile skill, plus bonus dice from additional attackers. You get the normal number of helping dice from a bow (i.e. +1 unless you are a god). +1 additional from crossbows, but they can only fire every other turn. You can choose to shoot some or all of your crossbows each turn. Artillery adds 3 or more dice, depending on the type, but may also only be fired every so many actions (again depending on type). Artillery shots should be the artillerists score + bonus dice from the artillery.
The obstacle is calculated as follows:
1 base
+3 for full cover in the castles or middecks when not doing damage control (non-cogs may get less cover)
+3 if the other crew is hiding
+1 for movement if either ship is moving
+1 if your ship is not maintaining
+3 if using a missile weapon at Missile Long Range
+3 if using a thrown weapon at Missile Short Range
For each success over the obstacle, the other ship loses one crew in the effected section. If there are melee guys in the section, and the other crew is making a missile attack, a melee guy is removed on a 1-2 on the DoF.
Melee combat is still to be determined, but may be an opposed die roll with the same type of bonus dice as that skirmish thing I saw quite a while ago, but sectional.
Okay, I'm tired as hell. If anyone chews through this post, let me know what you think.
Christian