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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Fri, 15 Jun 2001 18:27:11 GMT
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Viewed:
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1194 times
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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
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Message is in Reply To:
| | RE: Pirate Game Questions
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| 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 (...) (23 years ago, 15-Jun-01, to lugnet.pirates)
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