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Re: [GZG] Full Sail and Morale

From: "Laserlight" <laserlight@q...>
Date: Thu, 19 Jan 2006 01:12:25 -0500
Subject: Re: [GZG] Full Sail and Morale

Jerry said:
> some other things I'm playing with, but I'm not convinced the extra
> complexity is worth it e.g. tracking wind direction and have that
> affect thrust (whether you're running, reaching, beating, in irons),

That's rather a key factor in Age of Sail tactics.

> and declaring whether you're firing at the hull or firing at the
> rigging.  (The declaration isn't the problem, the thing is you have
> to change the way thrust damage is handled to make rigging fire
work.)

Instead of MD being one system, have it be 3 or 4--one icon per mast.

> I think all of this may be a sign I've been reading too many books
on the
> age of Fighting Sail.  (8-)

You might want to get Mark Campbell's game Close Action, about US$ 40
or so from Clash of Arms Games--similar to the old Avalon Hill title
Wooden Ships & Iron Men.  I've met Mark and played in a couple of
games he's run (including a 60-player Trafalgar last October), and
he's a fanatic for historical accuracy.  There is also an advanced
movement system using 12 directions rather than 6, i.e. you can move
along hex spines as well. That's somewhat more complex, but IMHO it's
worthwhile.
The key thing, though, is to try to have one ship per player, and
severely restrict signals.  I'm reading about the Bailli du Suffren,
generally considered France's greatest (or second greatest) admiral,
and it's amazing how often the battle plans of both sides foundered
because the commanders simply could not communicate adequately with
their captains.

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