Post by sirmagnusfrydsen on Aug 5, 2018 2:43:23 GMT
So I recently have been reading about John Paul Jones and the Continental Navy and really would like to see what mini games are out there that are affordable and fun to play, suggestions?
I downloaded a bunch of tsushima and spanosh american war naval rules sets a few years back. Rules, counters, datasheets. I think people just adopt and simplfy the main rule sets for thier favourite conflicts and share them online.
Post by sirmagnusfrydsen on Sept 2, 2018 1:30:21 GMT
Started the process of converting raw stats to gaming numbers for cannons and ship types/sizes. I figure this game would be of small engagements of a few ships since most Continental Battles had no more than five to seven at a time. Factions will include- Continental, British Empire, French Empire, Privateer, Pirate, Spanish (neutral), Dutch (neutral). The use of wind and sail direction and sail type will be the hardest stats to figure but I will endeavor. The framework will be W@S but will be a smaller distance between units, it will be small engagement, and will stretch from the Golden Age of Sail to the War of 1812.
I am going to also make captain cards as well to reflect some of the notable players in the game. I am going to focus on John Paul Jones' battle with Sepris as the spearhead of this personal project. Once I get a bit more into the nuts and bolts I can invite people to see the document.
Well, if you are using War at Sea as a basis, you’ve got
First and second rate Third rate Fourth rate Fifth rate Sixth rate Seventh rate Brig/Sloop Bomb ketch Fire ship
Probably you would want lower relative armor values and higher Vital scores. I thought having more hull points would be better since there aren’t high explosives but probably what they have is fine.
First and second rate 18/18/17/15 Third rate 16/16/15/13 Fourth rate 15/15/13/12 Fifth rate 13/13/12/11 Sixth rate 9/9/8/7 Seventh rate 7/7/6/5 Brig/Sloop 5/5/4 Bomb ketch 0/2/2, roll like torpedoes Fire ship 10, does 2 points of hull damage
First and second rate 6/18/6 Third rate 6/16/5 Fourth rate 6/15/5 Fifth rate 5/13/4 Sixth rate 5/12/4 Seventh rate 4/11/3 Brig/Sloop 2/7/2 Bomb ketch 2/7/2 Fire ship 1/6/2 Highly Flammable
Secondaries work like normal, but if you roll boxcars you can instead deal a point of damage to the target. This would be small arms fire. First and second rate 3/3 Third rate 3/2 Fourth rate 3/2 Fifth rate 2/2 Sixth rate 2/2 Seventh rate 2/1 Brig/Sloop 1/1 Bomb ketch 0 Fire ship 0
Post by sirmagnusfrydsen on Sept 3, 2018 0:41:13 GMT
I have a bit of a complex matrix for determining broadsides and swivel guns would function as secondaries. Since most ships where a mix of gun sizes by poundage it would be a weird mix.
Example - John Paul Jones' Bonhomme Richard had x28 12 lbs, x6 18 lbs, and x8 9 lbs.
If you want to see the document let me know.... I am working on hull strength tonight. I am a bit concerned about Marines and boarding actions.
Post by sirmagnusfrydsen on Sept 4, 2018 0:57:38 GMT
Created sail rules, catastrophic damage rules, several SAs and generally tightened the rule set. I still need to figure out crew moral, crew function, boarding actions, and a few other finer points.
I also think I can bend these rules for 1600s to 1900s.... one can hope.