Subject:
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Re: Pirate Game Questions
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Newsgroups:
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lugnet.pirates
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Date:
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Wed, 13 Jun 2001 08:35:49 GMT
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Viewed:
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1600 times
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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
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Message is in Reply To:
| | Pirate Game Questions
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| 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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