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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: 
1168 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 (...) (23 years ago, 15-Jun-01, to lugnet.pirates)

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