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Subject: 
Re: Pirate Game Questions
Newsgroups: 
lugnet.pirates
Date: 
Wed, 13 Jun 2001 08:35:49 GMT
Viewed: 
1389 times
  
OK, a few of these have already been answered so I'll only answer the ones I
have a contribution for...

3. If a sailor needs to move to accomplish something like loading a
cannon, does he get to move and load the cannon in the same turn, or
does his movement count as his action during the turn and he'll load it
next turn?
    Depends... It says in the rules to ignore the placing of figures during
ship-to-ship combat (i.e. the captain doesn't need to be by a cannon to fire
it, you don't need 4 crew in the rigging etc.). In boarding actions however
it's a different manner. In this case I would say that any crew member not
by a cannon in the cannon firing phase, can't contribute to the firing of
that cannon (although the 1" rule mentioned here seems fine to me, but I run
my games a little loose in distance interpretation anyway)

4. If a sailor wants to be 'prudent' (aka jump overboard on a sinking
ship) does he need to declare that as his action during the turn, or can
he fire a musket and then jump before the hull damage phase?
    As movement comes before firing then I'd say no - you'd have to forfeit
your firing (he could still fire a cannon though .)

5. When a cannon is close to 'crossing the T' of another ship, is the
attacking player required to take the crossing the T minus to hit in
exchange for two damage rolls? Or can they decide which way they want to
play it? If they have multiple cannons, could they choose differently
for each?
    Nope, you have to take the -2 (which is due to the way a boat's hull is
angled to deflect shots). IIRC, rigging and deck shots aren't at any penalty
though...

7. Tactical Question - It seems to us after playing, that its vastly
more effective to always aim at the deck and never bother with
grapeshot.  It takes forever to do enough hull or rigging damage to make
them worthwhile.  Grapeshot is just to risky and doesn't do enough
damage to justify the risk.  I could see where in a campaign game if you
were just trying to escape another foe that rigging shots could be worth
it.  Do you think we just aren't following the rules properly?

    Rigging shots are useful if someone's outrunning you and you want to
capture the ship intact... Deck shots are useful when closing to board (esp.
if using grapeshot) and Hull shots are good for ranged battles with a ship
you don't particularly want to capture (Warships mainly), especially if you
outgun your opponent...

        Steve



Message is in Reply To:
  Pirate Game Questions
 
I have a few more pirate game questions for those of you with more experience.. 1. It says all damage is simultaneous during combat. Does that mean ALL combat, or each type of combat? For instance, if a pirate is shot by a cannon, does he still get (...) (23 years ago, 12-Jun-01, to lugnet.pirates)

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