Post by shaungamer on Sept 15, 2006 8:31:08 GMT -5
You could have dice following the ships around (D6) to show the number of hits. Or use a army sheet with a space for each ship with a D6 to track hits. (this sometimes works better because you "shouldn't" accidently pick up the D6 to play with!!)
Why not a sheet of paper with all the ships names written on it with a number of boxes beside each and just mark them out. I will have to check I how I did it in the starship rules, that might be helpful to you.
Just one other comment I would like to add. I am really looking forward to this supplement. I hope you manage to keep the enthusiasm up, so it is completed.
Me too! As we say at work... "its a knotty one". Movement is my current headache. I lie there in bed ( or sitting on the loo ) thinking about moving ships around the table top, wind direction and fire arcs! I'm trying to keep a simple move system that takes account of the wind direction. I've been through table top compasses, hex overlays, compass overlays. I'm leaning to wards just keeping a table top compass, its simple .
Well these rules are excellent!! ;D You have made some very intuitive changes to FOW that seem to work very well. The 3 stage movement is an excellent way to represent movement under sail (not totally acurate, as I have found, but more than adequate for gaming!) It expands upon the sail rule in FOW to a point that it is reasonably accurate historically.
The Broadsides and "crossing the T" rules, really add that swashbuckling flavour. Trying to take advantage of the wind and get the jump on your opponent. Lots of manoevouring and feinting to get in a favorable position.
The only issue I have is that the numbers seem a bit small when played on a standard gaming table. I only noticed, because I was using our boardroom table for a quick test run. I would possibly double the numbers for movement and range . . . or on second thought make it a varient for bigger tables! We did enjoy the relative safety as we moved into position, and then the sudden gunfire when we finally got within range.
Another item we noticed when playtesting: the size and design of the counters. I would like to see them larger. Not much (we blew them up to 1 1/4 inch on the photocopier!) It also made the stats easier to read, for us blind people!! The broadside cross and target cross could have been different colors or shades as well. Not a big problem, but it did have one of us pushing their British sloop sidways (or that's his excuse anyway!!) I don't think it would hurt.
(A topdown counter could be another alternative, although I didn't have any problems with the side views)
Some example army lists that include details of when and how to use the Attributes would be helpful. We still don't know how to use "Fast" or "Slow" for ships, I believe they may have been a mistake?? We can percieve some ideas from the counters but more information would be helpful
And speaking of attributes, it may be better to include a description, point cost etc. in your expansion, just to make it a bit easier on us. (rather than having to go back to the main book and search through all the attributes!)
After all those comments and criticisms, I should say that I found the game very enjoyable, and for a ".5" version of the rules, exceedingly playable. I hope I haven't dampened your enthusiasm for the project as it is well worth pursuing to completion.
I've read your comments and think they are all valid.
I have the following things to ponder
1) Larger counters 2) Longer movement 3) Differn't coloured crosses 4) Attribute examples 5) Indicate facing on counter 6) Army Lists 7) Points Costs ( especially tough, lots of playing needed) 8) Scenarios ( might be part of point 6 )
Wow! Thanks again for such enthusiasm and quick response.