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Post by Hussar on Jun 10, 2004 21:12:38 GMT -5
Note, this is still a work in progress. I will be adding more to this later.
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Post by Hussar on Jun 10, 2004 21:13:38 GMT -5
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Post by Hussar on Jun 11, 2004 1:27:04 GMT -5
Ok, so what we have here is 8 rounds of ship combat. Essentially, the Tally has made a good move by heading upwind slightly and the Enemy vessel has badly overshot the target and gotten way out of position. While the range may be fairly long, the Tally is going to chew the Enemy apart before it gets back into position to respond.
Note, in the above examples, I have not taken into account battle damage or any failed piloting rolls. Given a few lucky shots, a mast can be badly damaged or sails ripped apart, rendering the target dead in the water. For the sake of arguement, we'll assume none of that has happened.
Now, let's run through these eight rounds in a little more detail and see if we can't come to grips with some of the game mechanics.
Round 1 At the largest scale, each hex is 1000 feet and each round is ten minutes. This is because it can take a very long time to close on an enemy vessel. It is possible to spot a ship 10 miles away. If that ship is heading in the same direction as you at 6 miles per hour and you're max speed is 7, it's going to take 10 hours to catch up.
This scale is used for the initial chase of ships. In open ocean, it's not terribly important, and we can skip to the catching part. But, if you were near some islands say, the ship could head towards the island and possibly escape before you could catch it. Or vice versa. Typically, on or near the trade routes, this is not going to be terribly important. But it could be.
In this scale, it is possible for your ship to make 10 turns in one round. Your ship can turn 30 degrees with each turn. Thus, you could almost, but not quite turn full circle in ten minutes (ignoring the effects of the wind). Note, there are ships less maneuverable than yours, but not many and ships that are more maneuverable which typically have oars.
In this scenario, the Enemy vessal is another large carrack, same as yours, with a max speed of 7.
Round 2.
The Enemy vessel has made maximum speed to the north and then turned towards the Tally. The Tally has shifted 30 degrees into the wind and slowed to a speed of 4. The amount you can speed up or slow down is your Accelleration/Deceleration in your Ship node. A large carrack can accellerate 1 mile per round and decellerate 3.
Because we have ended the round within 3 hexes of eachother, we switch to the middle scale. Middle scale is 1 hex is 100 feet and 1 round is 1 minute. This is typically the scale that will be used until one or both ships is immobilized. As you can see from the example, when you can only turn 30 degrees each round, it is very, very difficult to come alongside another ship that is still fully maneuverable.
The arrows after each ship denotes it's heading. The first arrows show its actual movement. Thus the Tally is heading along the corner of the hex, south south west and the Enemy is heading north north west.
Actually, to be entirely honest, I forgot that at this large scale, the ships can make ten turns, so this movement is perhaps not very realistic. But, we'll go with it for now.
In Game Rule
I would suggest that at this scale, whoever is in charge of moving the ship, sketch the round's movement out with the whiteboard pen and then I will move the ships. Turns should be spaced out fairly evenly along the path of movement for the round.
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Post by Hussar on Jun 11, 2004 1:52:34 GMT -5
Round 3
In this round, we have changed scales to the middle scale. Thus, the minis have been moved on the map to reflect the new scale. The Enemy vessel has continued to turn to port (left) and has reduced speed to 4 and has it's broadside facing the Tally. The Tally has slowed further to 2 and has now turned to face directly south.
Game Rule
Speed changes should be declared at the beginning of the move. [/color]
While it is possible for ships to fire at any point during the round, including during the other side's turn, the Enemy vessel has chosen to fire at the end of it's move, when it is closest to the Tally. Note, when you fire during the other side's turn, you cannot fire on your own next turn.
To calculate the DC of the shot, we use the following calculation:
15+relative movement+target size+Weather modifier+range modifier
Relative Movement is calculated by taking the position where the attacking ship would be if it continued to move (Shown as an A on the map) and the position of the movement of the other ship relative to the attacking ship. (Shown as B) In other words, count off from the attacking ship, the number of hexes of movement of the target ship. Count the number of hexes between A and B and you get the relative movement modifier.
Target Size As per the core rulebooks. Broadside, a ship is colossal (-8 AC) and end on it is Gigantic (-4)
Weather Modifier This is calculated as 1/2 the weather DC to piloting checks. Unless I specifically state otherwise, assume this is zero. It will likely not change for the duration of a combat, unless magic is employed.
Range +2 per range increment beyond the first.
Thus, for the Enemy vessel shooting at the Tally with heavy catapults, the DC is:
Artillerist skill DC: 15+6 (relative movement)+(-8) (size modifier) +0 (no inclement weather) +4 (2 range increments)= 17 Not a terribly difficult shot.
There are rules governing where the shots land (no you can't aim a catapult or a balista beyond center of visible mass), what damage it does and how many crew/troops are killed in the attack. I will handle that and tell you the results.
Game Rule
Someone will need to be tasked with keeping track of casualties and ship damage. I will NOT do your bookkeeping for you. I will, however, ask from time to time, how much damage I've done. I expect an answer. I don't care who keeps track of damage, but someone will do it. [/color]
One other point. When a ship slows down, crew can be tasked with "reefing the sails". When sails are reefed, maximum speed is reduced by the percantage by which sails are reefed. Thus, 50% reefing reduces maximum speed by 50%. However, all damage done to sails is also reduced by the percentage by which the sails are reefed. Only direct hits on masts can do full damage to reefed sails. The remaining damage done to reefed sails is lost. Thus, a sail hit to sails which are 100% reefed actually does no damage. Damage to sails reduces speed by 10% for every 10% of its hp (rounded up). Thus, any sail damage will reduce maximum speed by 10%.
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Post by Hussar on Jun 12, 2004 5:22:28 GMT -5
Round 4
The Enemy vessel has made a fairly fatal error. It has turned completely into the wind as part of its tack. Tacking during combat is a bad idea, as you will see. Again, she loses another 2 speed due to facing into the wind.
A tacking maneuver requires the entire crew to perform, meaning that the crew will be unavailable for other activities (such as putting out a fire) during a tack. Any change in direction requires half of the crew.
A heavy catapult, with a full crew can fire every other round. As they fired last round, the Enemy vessel cannot fire this round.
The Tally continues to slowly come around into position. Aft mounted balistae could fire, but, for the sake of simplicity, the Tally chooses not to fire this round.
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Post by Hussar on Jun 12, 2004 5:32:08 GMT -5
Round 5
The Enemy vessel continues to tack. It's speed is now -1 and is actually being pushed backwards by the wind. Even though her catapults are loaded, she cannot fire since the Tally has moved out of her broadside arc.
The Tally has now moved into position to open fire. Using the calculation above, the DC for the shot is:
Artillerist skill DC: 15+3+ -4 (the Enemy vessel is head on, so is considered Gigantic, thus -4 not -8) + (900 feet is 7 range increments for a ballista (+14) or 4 range increments for a large catapult (+8) ) 14 for the ballista or 8 for the catapult.
Skill DC for ballista is 15+3-4+14=28 Skill DC for Catapult is 15+3-4+8=22
The Tally can shoot 10 times with her ballistae (rof 2/round) and once with her broadside heavy catapult.
Game Rule
Someone should be tasked with using the macros for firing the ships weapons. I will make up a chat macro and give it to whoever wants it during the next session. The macro will contain the attack roll, damage roll and location of a hit roll.
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Post by Hussar on Jun 12, 2004 5:36:38 GMT -5
Round 6
The Enemy vessel has now completed tacking and is facing south. She can accellerate by 1 per round. Her speed was -1, therefore, she is currenly dead in the water with a speed of 0. She cannot fire since her catapults cannot be brought to bear.
The Tally continues to come about and let's the Enemy vessel have another volley of ballistae. She also spends the round reloading her catapults.
Skill DC Ballista: 15+2+(-4)+14=27
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Post by Hussar on Jun 12, 2004 5:40:04 GMT -5
Round 7
The Enemy vessel gains speed and accellerates to 1. She holds course and continues to the south. She is still unable to fire.
The Tally swings further to the north, to head north east and opens up with a third volley.
Skill DC ballista: 15+3-4+(800 feet=6 range increments) 12= 26 Skill DC Large Catapult: 15+3-4+(800 feet=3 range increments) 6=20
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Post by Hussar on Jun 12, 2004 5:46:36 GMT -5
Round 8
The Enemy vessel increases speed to 2 and turns to face straight onto the Tally. It is possible, although unlikely, that she might try to ram, given enough time. Considering the punishment she has already taken and the punishment she is going to take before closing, this is highly unlikely.
The Tally takes advantage of its position and stops, reefing all sails. By stopping, she gains a +2 circumstance bonus to all shots. She reloads her catapult and let's the enemy have another volley of ballista. She also might want to consider letting archers fire from here, although, it's still pretty long range. Archer fire will be dealt with as per the squad combat rule.
Skill DC Ballista: 13+2-4+(range is now 600 feet, 4 range increments) 8 = 19
Assuming no changes, the DC next round would be 17 for the ballista and 15 for the catapult. The Enemy ship is going to get absolutely hammered before she can close.
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Post by Hussar on Jun 12, 2004 5:58:40 GMT -5
So, that's how ship combat should work. I hope that makes everything fairly straight forward and simple. Just remember, you cannot turn on a dime and, usually, your weapons are not strong enough to sink a ship easily.
Think about it this way. Your hull has 420 hp and a hardness of 12. A ballista does 3d6 damage. It's unlikely that a ballista could pierce your hull. You could hammer on a hull all day long with a ballista and not really hurt it. A heavy catapult would take some time to break through a hull. Now, other parts of the ship are obviously softer, but, until the hull takes 50% damage, you aren't in danger of sinking.
It's far more likely that you will blow apart the rigging and masts before you sink a large ship. Small ships, like that brigantine, are a different story. A profession sailor check will give you a rough idea of the damage a ship's hull can probably take.
IMO, you should delegate the following responsibilities:
a) Pilot - This is the person who is going to decide where the ship goes and how quickly. Speed must be declared at the beginning of the move. Then a heading should be made. This isn't really up for discussion, or at least it shouldn't be discussed ad nauseum every round. Pick a course and stick to it. Granted, I think Apoctus just got tagged with this job, since he actually is the pilot and your captain seems reluctant.
b) Damage Counter - This person will keep a running total of damage to the ship and numbers of casualties. Note that casualties in this sense does not mean deaths. Typically, casualties will be 3/4 wounded, 1/4 dead. Just keep a running total of the total number and we'll work it out at the end. Note, that this person also has to inform us of the top speed of the ship should the sails become damaged.
c) Weapons control - The die roller. heh. This person is tasked with firing the ships weapons. He or she also has to keep track of loading times. For ballistae, this is not an issue, but it is for catapults.
d) Troopies - This person or persons is tasked with doing the die rolls in the course of a boarding action. He or she must understand the squad combat rules. I don't care how many people do this job, I just want it done with a minimum of problems. You should also decide on standard squad size.
Did I miss any jobs?
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Post by Hussar on Jun 12, 2004 8:45:21 GMT -5
Here's a deckplan of the Tallywhacker. Ballista are belowdecks, behind gun ports. This pic is to scale, so you can check it out on OpenRPG if you wish.
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