
"Under Both Flags Rules" Topic
6 Posts
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| PanMark | 29 Jun 2009 11:32 a.m. PST |
I just finished playing two scenarios with a friend. We both enjoyed the rules very much, but have a couple of questions for those more experienced with them. 1) Moving Backwards Do units just move backwards at 30% of max speed? Do ships have to slow to a full stop first? How do they move backwards one turn and then forward the next? Is there any momentum before they change direction? I've never been on a paddle steamer so have no idea how this would work. 2) Extra Damage Chart When the chart states "half speed this term" does it mean half of the ordered speed or half of the what is left on the vessel's speed chart. For example, result 'N' damages the stack AND the max. speed box. Does the ship now move 1/2 of the speed left on the max. speed box chart or 1/2 the speed of the initial move rate? Anyone? Mark |
| doc mcb | 29 Jun 2009 12:37 p.m. PST |
It's been a year or two since I played, but I'm almost certain you must spend a turn at STOP before you can go in the other direction. Damage to the stack etc. reduces the engine's capacity permanently, but I'm not sure of the answer to your question about this turn. Btw, I've found it a good, fun set of rules, and love the ship sheets, but find the damage tables and dice rolling there extremely cumbersome -- when the rest of the rules are simple and clean almost to the point of elegance. |
| PanMark | 29 Jun 2009 12:52 p.m. PST |
doc mcb, Thanks for your guidance. I do find the 2 hit rule in one roll to knock off an armour or hull box a little tedious, and the fact that each gun must fire individually instead of accumulating dice from all guns on the same target prolongs the battering. But my preliminary reading – and I mean preliminary, I'm no expert on ACW naval – suggests this is a good simulation of the pounding many ships took. I'd be interested to hear what others think. -Mark |
| daghan | 30 Jun 2009 1:16 a.m. PST |
Where can you get these rules? |
| doc mcb | 30 Jun 2009 4:44 a.m. PST |
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| PanMark | 02 Jul 2009 12:59 p.m. PST |
Played another couple of games with my buddy. I was in command of CSS Columbia; he had some amazing super duper monitor thingy! In my first game, I made the mistake of running aground. I then failed morale, but to prevent capture I burned the ship. In the rematch, I held my own, but I think if we continued to play – a delicious apricot lager and light lunch caught our attention – I would've lost. His turret just kept spinning and firing, while I was basically limited to straight ahead fire from all guns. Worse, his turn rate and speed were much better, so he could also stay outside of my gun angles through some clever manouvres. I love these rules! Next time, I face a monitor in a ship to ship action I think we'll play with the optional hit rules. They will speed up damages considerably. Still waiting for some help on those 2 rules qyueries. Anyone? |
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