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 Pirates / 2078
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Subject: 
RE: Pirate Game Questions
Newsgroups: 
lugnet.pirates
Date: 
Fri, 15 Jun 2001 17:17:32 GMT
Viewed: 
801 times
  
Thanks for all the help/suggestions.  I have been pouring over the rules
for hull/rigging damage to give them a fair shot.  I have just a few
more questions... :-)

Hull Damage - I'm pretty down with this now, except for *when* you roll
for possible hull damage for sinking.

First quote from the rules: "When a ship is down to 20% of its hull
hits, it begins to take on water, which has the effect of adding more
hull hits! Roll a die at the beginning of every turn that a ship is at
or below the 20% level (shown on record sheet). On a 1, 2 or 3, one more
hull hit is taken."

Second quote from the rules: "(7) Damage control. After damage
control, assess new hull damage caused by existing hull damage or by
fire. Remove any ships sunk by this new hull damage. "

Step 7 is clearly not at the beginning of the turn, yet it says that's
when to "assess new hull damange caused by existing hull damage" which I
can only surmise to be sinking damage.  So when is the proper time?

Rigging Damage - I've tried to calculate the movement from the formulas
listed, but the most complete  of the examples given doesn't seem to
match them!

Again from the rules:

"(1) Rigging damage is ignored until accumulated rigging hits exceed the
ship's class. A cutter ignores its first hit. A Class 5 ignores its
first 5, and so on.
(2) After that, every (Class) rigging hits reduce her movement by 1". So
a Class 3, for instance, loses 1" of movement on her 6th rigging hit,
another 1" on her 9th, and so on.
(3) A ship who has lost all her rigging hits goes to 0 movement.
This means that cutters (with only 5 rigging hits) will go from a
movement of 8 (on their 4th hit) to 0 (on their 5th and last, as the
mainmast falls). On the other hand, a big ship will lose its speed more
slowly."

So, a Class 1 Cutter starts with 12".  Its first hit is ignored, so its
still 12".  The second hit goes to 11", third to 10", and fourth to 9".
Ack! The example says 8" for the fourth?!  The example for the Class 3
ship just says 'loses an inch', but doesn't tell us the end result so
that doesn't help.

Hand to Hand - The rules indicate there are actually three separate
phases for H2H combat, but the separate Turn Phases document has
combined the Musket & Pistol phases.

Quote: "(5) Individual combat. Muskets first, then pistols, then other
weapons. A hit is a kill; all dead pirates fall into the sea. "

Quote from Turn Phases document: " "Anyone have musket or pistol fire?"
"

If Muskets indeed get their own phase first, this makes them vastly
superior over Pistols, since the pirates killed in the Musket phase will
not get a chance to shoot back with their Pistols.   (I think everyone
agreed that combat damage is only simultaneous if it occurs during the
same phase.)

TIA,
Roy



Message has 1 Reply:
  Re: Pirate Game Questions
 
(...) I'd be inclined to say do it at Step 7. The only thing between Step 7 and Step 1 is shark activity. It just means you lose one turn of swimming away from sharks if you suddenly find yourself in the water as the ship goes down. (...) In (...) (23 years ago, 15-Jun-01, to lugnet.pirates)

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