Sunday, June 22, 2025

Naval Playtest 2

What should you do on one of the hottest days of the year.  Well, Steve and I stayed cool and met online to do a second playtest of my naval rules for my 17th Century ships that might otherwise rest unloved in a box in my cellar. 


Today's outing was really about testing the rules with more than one ship per side.  

The basic idea of the rules is to assume a lot of things happen of their own accord and just deal with the action and excitement.  For those who like to do tests for running up the main sail or shoot differing types of ammo, this is not for you.  The intention is quick and fun.

The mechanic that runs throughout is that a six on a d6 does something.  Each rating of ship starts with a set number of d6, for example a First Rate carrying 100 guns would start with 10 d6, a Fourth Rate with 56 guns might have 7 d6.  These dice are used during a turn to shoot, reload, repair and to interrupt another player's move.  There are only two modifiers, both on shooting, one for close range and one for raking.  

The ship that's been activated can perform its actions in any order.  Everything except moving requires a six to perform it.  The number of d6 rolled to get the six is decided on by the player.  So, if the Fourth Rater spends 4 dice reloading, it only has 3 dice left for shooting... if the reloading dice successfully produced a six!

A ship degrades during a battle.  Each hit is the loss of one of the ship's d6.  In a way, the rules takes a resource management approach.  The player has to allocate dice to different jobs.  However, as the number of dice (resources) reduces due to hits, the management of the resources become more critical. Thus, more decision points for the player.

That's enough blah, blah!


So, with three ships each we set about it.

With the wind rolled for, Steve was going to enjoy the early advantage of being windward.

Steve made sure that he kept the wind. Meanwhile, I was forced to tack into it.



Very quickly, Steve was positioning his ships to profit from the elements.

And so Steve manoeuvred nicely to bring raking fire. 
His ship, Le Saint Phillipe had 8 dice.  All of which he brought to bear.  Being close range and raking, that gave him a +2 on the dice.  Effectively now needing 4-6 to hit.  Which he rolled with devastating effect.  A consequence was the need to roll for critical damage. In this case my vessel was holed beneath the waterline and likely to sink if not repaired.

The raking shot that devastated my ship of the line.

Not content, Steve then brought a broadside against the same ship.

Steve would now board. With the crew decimated, it was easily captured.

Steve then used the weather gauge to sail into position to rake a second of my squadron.

However, with my 2 remaining ships, I gave a broadside and cut their line.

I will freely admit that I my knowledge of naval conflict in the age of sail is extremely limited.  However, I recall something from somewhere that gunnery fire from these ships required execution at the optimal point as the ship rolled.  I think that was to ensure the shot didn't end up being fired into the sea and killing sharks!  So, in a situation above with a double broadside the allocated dice are equally divided.  This is to abstract that the gunnery may not be at it's best on either side due to having to fire despite the roll of the vessel.  Nonetheless, even with reduced dice, was I still rolling with a 50% chance of doing damage.

But, this would be too little and too late.  


Steve lets rip with his cannons.

With that blow, my squadron has had enough and decides to try and put as much ocean between them the Steve's ships as possible.

I tested a morale/exhaustion threshold for the squadrons.  Essentially, a squadron would decide to withdraw once it had suffered hits equal to 50% of the starting total of ship dice.  My three ships started with a total of 21 dice.  So, I set the threshold at suffering 11 hits before withdrawing... which I did.

The final positions at the point my squadron decided that it need to get away.

Afterthoughts.
That was a lot of fun.  To reiterate a phrase from the first playtest, it was "fast and furious".  Exactly what I want.

  • Whilst it played quickly, there were a lot of decision points throughout the game.  As the game allows for interrupts, the non-phasing player really needs to pay attention and is therefore fully involved.
  • The game worked well with multiple ships per side.  One on one gave a good game.  Three on three was equally entertaining.
  • We had a good discussion and quickly ironed out some creases with the boarding and recrewing rules.
  • The "resource management" of the dice made the game zip along nicely.  Plus, we did not get bogged down in what mast was hit or how many guns out of action etc.  The abstraction with the number of dice meant that we could concentrate on sailing and action.
  • There were critical hits during the game.  This occurs when shooting produces more than 50% hits on a ship.  This did not happen often, but was fun when it did.
  • Steve and I had a good chat about turning.  Whilst the game worked, we both felt that a little tweak to calm some turns was required.  This I have now looked at and await an opportunity to test the changes out.
  • I am, so far, pleased that the tweaks mentioned above keep to my design principles and maintain the simplicity of the rules.
  • Lastly, the exhaustion/morale threshold produced a good end to the game and a decision on a winner.  Plus, the state of my squadron at the point that it was reached felt like the moment an admiral might want to extricate himself.
All in all, the game felt right and seemed plausible in its outcome.  I finish here feeling quite pleased.


21 comments:

  1. The rules seem to be working and produced a fast game. I like the idea of using the dice to "resource manage" during the game

    ReplyDelete
    Replies
    1. Thanks Neil. It seems to give players dilemmas and decision points without getting too bogged down with rosters etc.

      Delete
  2. It is always fun when your rules provide the type of gaming experience you wanted. The resource management with the dice sounds interesting.

    ReplyDelete
    Replies
    1. Thanks Peter. They are simple... too simple for many naval specialists. But they seem to be working so far.

      Delete
  3. It sounds like you are on to a winner there Richard, and I'm glad the rules lived up to your expectations.

    ReplyDelete
    Replies
    1. I'm pleased and hope I am onto a winner. Thanks Lawrence.

      Delete
  4. Looks like you are making great progress on rules development. Using the number of dice as a resource management mechanism is a useful choice. The icing on the design cake is seeing the rules produce the kind of game you want. Good job!

    ReplyDelete
    Replies
    1. Thank you Jonathan. There will be, no doubt, a number of iterations before full satisfaction is reached.

      Delete
  5. Well done on getting a game in on the hottest day of the year so far! It certainly looks like you had fun and bar the odd tweak here and there, the rules certainly seem to be working for you:).

    ReplyDelete
    Replies
    1. Well Steve, it did beat getting fried to a crisp outside.

      Delete
  6. I am not a big fan of naval warfare, normally Richard, but your fast n furious rules might change that...sounds like fun!

    ReplyDelete
    Replies
    1. I'll be honest with you Keith, I wouldn't choose to have ships either. However, the Rejects collectively had a moment of madness and bought some each, but no one wants to organise a game. I don't want to learn the rules we bought and I don't want my effort to paint them wasted either. So, quick and simple rules and slap the ships on the table.

      Delete
    2. Yes, that all makes perfect sense, Richard!

      Delete
  7. I'm with Keith in not being a fan of naval warfare games, in spite of a big interest in the navies of the age of sail but like him I'm intrigued by your rules!
    Best Iain

    ReplyDelete
    Replies
    1. Thanks Iain. I'll refer you to my reply to Keith. Plus, when I can get them properly organised and typed up, I'll share them.

      Delete
  8. Seems like you are on to something with your rules - didn't the Rejects buy a whole lot of sailing warship models last year? Could a much larger game be in prospect sometime?

    ReplyDelete
    Replies
    1. Thanks David. Yes we did all buy ships. So, fingers crossed, we'll try out bigger games and see at what point the rules reach their critcal mass.

      Delete
  9. Excellent looking naval gaming. I have to get back to the Ancients and Imjin War ships I have.

    ReplyDelete
    Replies
    1. Thank you Dean. I look forward to seeing them.

      Delete

Most Popular Posts