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 Pirates / 2079
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Subject: 
Re: Pirate Game Questions
Newsgroups: 
lugnet.pirates
Date: 
Fri, 15 Jun 2001 18:27:11 GMT
Viewed: 
2755 times
  
Roy Riggs wrote:
> 
> 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?

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.

> 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.

In programming parlance this is the common "off by one" error. The
cutter goes from 9" to 0" on it's last hit.

> 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.)

I'm sure this is a result of simplification. When I ran, I ran all small
arms fire simultaneously.

--
Frank Filz

-----------------------------
Work: mailto:ffilz@us.ibm.com (business only please)
Home: mailto:ffilz@mindspring.com



Message is in Reply To:
  RE: Pirate Game Questions
 
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 (...) (25 years ago, 15-Jun-01, to lugnet.pirates)

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