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Author Topic: Play testing the new rules.  (Read 257 times)

Leslie BT

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Play testing the new rules.
« on: September 27, 2018, 08:45:03 PM »
What is the most popular trick?
Any particular aspect seen as more important than any other?
Any particular attacker force more popular than any other?
Any particular defender force more popular than any other?
Whats being used for the 'other' markers? Struck ship, ship having shot this turn, ships in the frozen bubble?

Stewart 46A

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Re: Play testing the new rules.
« Reply #1 on: September 27, 2018, 10:28:57 PM »
Evening Les, donít have rules to hand but
1. Defenders tend to use extra D6 in a fight, allowed 3 times
    Popular for the attacker is Roll D6 for extra crew before a fight.
2. Attacker likes crew for fighting/boarding,
    Defender likes extra guns, turns warships into little gun boats.
3.Attacker Have tried all but 4 small seems popular
4.Defender seems to use the force with 2 warships
5. Markers - this is what I am using
     shot using cut down pip cleaner that martin bought.
    Boarding action - using a 2p marked boarding
    Struck ship -  a 2p with a white flag painted on
    Ships grounded - 2p with a bit of sand coloured gras on
Martin and others using similar

Leslie BT

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Re: Play testing the new rules.
« Reply #2 on: September 28, 2018, 03:46:05 PM »
Thanks Stewart, just interested in the options others are using.

Sean Clark

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Re: Play testing the new rules.
« Reply #3 on: September 28, 2018, 10:36:07 PM »
Pipe cleaners for broadsides is very good for reminding who has done what.

I really like the dashboard system of tracking sails, crew and guns.

I do think all options of attacking and defending fleets should be attractive. I can see why 4 small warships would be Good, but the option of a large shop also needs to attractive otherwise players will always choose the same option.

Not played with islands, fog, shallows or tricks yet but can see they will add variety and tactical options to be made.

I think this will be very popular at my club for an evenings game.

Leslie BT

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Re: Play testing the new rules.
« Reply #4 on: September 29, 2018, 06:30:35 PM »
Hope you have enjoyed your games.

Duncan

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Re: Play testing the new rules.
« Reply #5 on: October 01, 2018, 10:03:11 AM »
I think the only thing I would add to Stewart's list is that as an attacker using the four little warships it is good to use your extra markers for crew in three of them, but I have opted to use one (especially if you mess up your d6 rolls to make them better quality and end up with a scurvy one.) Purely as a gunboat and put extra cannon on it. There is never any I intention to board anyone using it. The ship can be used well as a decoy to draw the defenders warships or to put the cat amongst the gerbils with the merchants, blasting away. It is not a great loss if it is sunk and can spread chaos leaving the ships with extra crew to mop up the left overs.

Sean Clark

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Re: Play testing the new rules.
« Reply #6 on: October 01, 2018, 10:48:08 AM »
Sounding dangerously like tactics there Duncan 🤣 (This is a joke .... your like of thinking appears sound)

I like to rely on my ability (or otherwise) to roll a 6. Which is why I lose more games than I win. I lost 3 out of 4 games over the weekend. But had a great time nonetheless.

Leslie BT

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Re: Play testing the new rules.
« Reply #7 on: October 16, 2018, 02:42:36 PM »
OK so yesterday we played a game of ships and the land game.
Land game took 1.5 hours to play, start to finish. Small win for the attacker. Pirate had 17 able bases and rolled them up to battle hardened and lost 2 bases. Defender 7 able, 14 scurvy and did not roll the able up to battle hardened.
Pirates 3 officers, defenders 5 officers. Pirates searched 4 buildings found 2 items of plunder.
In the end we ran out of officers.
We found we needed markers for each officer to mark that he had had his turn.
When we had mixed bases in a square we had to remember to down grade the square to the lowest quality base.
We had 6 bases plus an officer in the square. Two bases of scurvy and 4 able bases. The fight group contained the officer and 4 able bases. Do the 2 scurvy bases in the square  cause the group to be down graded to scurvy. 
Also if a group is formed of 2 scurvy and 2 battle hardened and this group then fights and looses 2 bases. We removed the 2 scurvy bases, so then the group reverts to battle hardened?
In shooting when you roll to save the officer and save him, does he then become the last base to die if the square is shoot at during the same turn?
When setting the game up we found you need quite a few bases of different qualities or else it became tricky to track there quality.
We found the rules contain a number of names for the shooting in your opponents turn.  Its referred to as 'response' shooting, 'opportunity' shooting and 'return' shooting.
The cache loop worked just fine.

The sea game when well. The merchantmen did not get off table, ran out of turns and won.
We both had an island which were placed in the centre of the table. We both went for the bottom boxes in selecting our fleets.

Colonel Kilgore

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Re: Play testing the new rules.
« Reply #8 on: October 16, 2018, 02:55:25 PM »
Thanks Les - some really good insights and queries there!

Stewart 46A

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Re: Play testing the new rules.
« Reply #9 on: October 22, 2018, 09:14:14 PM »
Martin and Rob came over this afternoon. We had 3 good land raid games, just over an hour each.
2 wins to the attacker, 1 for the defender. Possibly some miner tweeks to the victory points to be looked at also some of the numbers on the events table as we had about 30 turns over the 3 games with extra Pirates coming up 9 or 10 times.
I think the force sizes are about right, moving, shooting, fighting seem right.
The new building set up offers quick and easy deployment of buildings .
Attached is
It of my new mat and buildings.

martin goddard

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Re: Play testing the new rules.
« Reply #10 on: October 22, 2018, 09:33:18 PM »
Here are some replies that might help. Of course the rules are still morphing!


We found we needed markers for each officer to mark that he had had his turn.
Thought about numbering officers and insisting on use in numerical order. Maybe too restrictive.


When we had mixed bases in a square we had to remember to down grade the square to the lowest quality base.
The force will only feature 2 quality types maximum. You can move the officer and the bases you want to have with him over to one side of the square. I have made notes on this in the latest edition. you do not have to include the maximum 4 bases with the officer. less is OK,

 
Also if a group is formed of 2 scurvy and 2 battle hardened and this group then fights and looses 2 bases. We removed the 2 scurvy bases, so then the group reverts to battle hardened?
Yes it does.

In shooting when you roll to save the officer and save him, does he then become the last base to die if the square is shoot at during the same turn?
He is always the 2nd to do a save in each occasion of shooting.



Colonel Kilgore

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Re: Play testing the new rules.
« Reply #11 on: October 22, 2018, 09:41:23 PM »
Very nice ships, Stewart - where did they come from?

Stewart 46A

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Re: Play testing the new rules.
« Reply #12 on: October 22, 2018, 10:05:23 PM »
Found on EBay

Sean Clark

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Re: Play testing the new rules.
« Reply #13 on: October 23, 2018, 02:30:15 PM »
They certainly add to the flavour. Good opportunity for some scratch building and making a permanent board for a display game I think.

Smiley Miley 66

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Re: Play testing the new rules.
« Reply #14 on: October 23, 2018, 05:37:14 PM »
Flying Dutchman and the Black Pearl by the looks of it. Revell 1/150th. Me thinks