imrael | 07 Dec 2007 2:55 p.m. PST |
A friend and I have been playing around with some small ship rules and we're looking for ideas in the areas of boarding, landing and cutting out. Biased towards thesimple end if possible. Does anyone have any suggestions? |
Ferd45231 | 07 Dec 2007 6:24 p.m. PST |
I wrote a set of rules for MWAN called Cutting Out Party. I know they can be found on MagWeb. Believe it or not I no longer have a copy as I sold off all those ships and boats. It was a fun game. My name is Henry (Hank) Lubbers if you are looking in MagWeb. |
BrianW | 08 Dec 2007 11:31 a.m. PST |
imrael, The rules that Ferd mentions are a great deal of fun. I downloaded them, and they are pretty simple. I have them if you don't want to subscribe to MagWeb. BWW |
BrianW | 08 Dec 2007 11:33 a.m. PST |
PS: Oh, and I should note that I even bought some black powder era skirmish rules to do a cutting out action with. I still think that Hank's are better, because they give that quick, dirty fighting feel that is so important to this type of action. BWW |
rmaker | 08 Dec 2007 9:13 p.m. PST |
In my experience, the biggest problem with this sort of game is the fact that the defending player isn't really surprised (you're having the game – thus something is happening), requiring all sorts of strange rules to make him ACT surprised. |
bobmcdonald | 09 Dec 2007 7:24 a.m. PST |
With games like that (i.e., needing one side to "pretend" to be surprised), I like to have the GM play that side, and the players run the attackers as a team. |
imrael | 09 Dec 2007 3:18 p.m. PST |
My idea on the surprise thing is admittedly still vague, and designed for a moderated 2+ player campaign. It goes something like this The combat system mimics surprise by making any initial shooting unlikely and giving a fairly large charge bonus to the attacker. The defender can make a target "alert". An alert garrison can either shoot normally as the attacker approaches, or hold fire and gain their own surprise bonus in combat. However, the defender can only alert one potential target per campaign turn. The DM can alert others if the attackers does anything silly. For an actual game the players turn up with their forces, but the defender doesnt find out where the action is until immediately before the start. The nature of the campaign is that "defender" and "attacker" can change. And Brian – I'd love to see a copy of Hanks rules – link |
stormchaser | 29 Dec 2007 3:58 p.m. PST |
The rules by Hank are indeed very fun. I remember "playtesting" these rules in his basement years ago. I just figured that he was gone and retired to Florida by now. Hank has written and modified many rules over his years and most of them have been very fun, easy to play and great for a night of "beer and pretzel gaming". |
dantheman | 29 Dec 2007 7:53 p.m. PST |
imrael: The commercial rules Form line of Battle have cutting out rules in them. Very simple. Not a fan of playing this type action so I don't know how well they play, but FLOB is generally a good rule set. |
poiter50 | 27 Mar 2008 6:28 p.m. PST |
Yep, I'd love a copy too. Would go well with my Royal Navy Marines & the Seamen packs from Foundry that I have chased up from Ebay over the years. |
BrianW | 27 Mar 2008 10:01 p.m. PST |
poiter50, Would you send me a message so I can have your e-mail address? Mine is: brianATweathersbysystemsDOTcom The rules are in a word file of about 50k, so are quick to send. BWW PS: Please put rules request in the subj line. I get so much spam that if I don't recognize the sender it gets canned. |