With two play tests under the belt, I decided to extend a wider invitation for a third test game. Hopefully for a bit of fun but also to garner some constructive criticism. Of particular interest to me would be any comments about changes I had made to turning.
With five players, I decided to have two versus three. So, Dan and Lee had the heavier gunned ships against Steve, Jon and Ray who commanded lighter more nimble vessels.
Dan - Le St Phillipe 2nd rate: 9 Ship Dice; Top Speed 5
Lee - La Therese 2nd rate: 9 dice; top speed 5
Steve - L'Hercule 4th rate: 7 dice; top speed 7
Jon - Le Lion Rouge 4th rate: 7 dice; top speed 7
Ray - La Ville de Rouen 5th rate: 6 dice; top speed 7
Top speed being defined as the movement when the ship is broad reaching.
The battles
We managed to get in two games. So, here is the first.
The background for this game being that the heavier ships of Dan's and Lee's are being chased by the lighter ships. With the pack now overtaking them the slower but more powerful ships are resigned to having to engage.
By the way, the dice are always placed at the ships' stern. Hopefully, that will help you see their direction of travel.
The two squadrons sailing in parallel. |
The lighter squadron led by L'Hercule. |
The larger ships led by Le St Philippe. |
The wind was not kind to Dan and Lee, who found themselves having to turn away from the enemy to avoid trying to run into the wind. |
The lighter squadron were able keep the wind in their sails and their sights on their prey. |
Taking advantage of the weather gauge, L'Hercule hove into a position to deliver the first broadside on Le St Philippe. |
Le Lion Rouge, captained by Jonathan, sailed within range for a broadside at long range. |
To determine a victor, each squadron has a number of hits it can sustain before making a break for it. I set this at 50% of the total squadron dice. So, Dan and Lee would break at 9 hits. The others would break at 10 hits. The break point can be tweaked, for example an experienced or well led squadron might have a 60% break point or a poorly led or mutinous squadron at 40% of the dice.
In this first game Dan and Lee took 9 hits, the light squadron took none: 9-0
Even though it was the move of La Ville de Rouen, the rules allow an attempt to interrupt its shooting. This does cost the allocation of some precious dice. Lee in La Therese succeeded in his interruption and got his fire in first.
Game 2
The squadrons were again running parallel but now in opposite directions. Plus, a couple of islands to perhaps complicate things. |
This time the wind favoured the larger ships of Dan and Lee. Meanwhile, Jonathan, Ray and Steve turned away from the enemy in order to benefit from the wind. |
As La Therese and Le St Philippe rounded the island, things were looking good. However, the enemy maintained a good position. |
As La Ville de Rouen lined up its broadside, La Therese let loose its own causing significant damage to Rays command. However, Captain Jonathan moved in support and bloodied La Therese. |
Even though it was the move of La Ville de Rouen, the rules allow an attempt to interrupt its shooting. This does cost the allocation of some precious dice. Lee in La Therese succeeded in his interruption and got his fire in first.
L'Hercule moved into a raking position. With nowhere to go and in a desperate position, Lee orders his crew to board L'Hercule. |
This second game was much closer. All players had quickly understood the rules and the impact of the weather gauge and the use of interruptions. Whilst victory went to the lighter and more nimble squadron again, it should be noted that the break points were closer 9-7.
Afterthoughts
I thoroughly enjoyed the two games. The players will have to pass their own judgement but seemed happy.
The rules played how I wanted them to: fast, fun and without complication. In fact, each game was completed in just under an hour.
I was happy about the changes I had made to the turning arcs of the ships... pat on the back!
Happily, a couple of tweaks and clarifications did come out of the "post-match" analysis. First, a sensible refinement to raking shots. Second, that separate broadsides can be made (to port and starboard) in different turns without the need to reload after just one broadside.
We also had a discussion about the order in which the squadrons moved. The most windward moves first. The debate was about whether moving first could be a penalty. It was a good discussion. For the moment, I am going to leave it as it is and review after some more games.
All in all, I had an enjoyable and, from a rules writing perspective, profitable evening. Thank you to all who participated.
It was my first go at the rules and my side won both times! Can't be bad!
ReplyDeleteJoking aside, I thought they were a fun, quickfire set of rules. I thought they worked well and importantly, to the period.
That's another great set of rules you've written Rich, dunno how you do it?
You really should think about publishing these!
I echo what Ray said! Great game and great fun. Thank you!
DeleteIt is always good when new rules work well, especially with a group testing them out.
ReplyDeleteUmpire and players all agree: a great success! Beaut that your rules are working so well. I think it is sage of you not to change things too much until further games. It should be difficult to get a rake as well, need to be in that perpendicular 'sweet spot'.
ReplyDeleteYour ships look superb too, really gorgeous.
Best wishes, James
Looks like your rules are a success. Another great run out for them
ReplyDelete