Help support TMP


"Under Both Flags Rules" Topic


6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please don't call someone a Nazi unless they really are a Nazi.

For more information, see the TMP FAQ.


Back to the Ironclads (1862-1889) Message Board


Areas of Interest

American Civil War
19th Century

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Workbench Article

Basing With Stucco Crack Repair

Personal logo Editor in Chief Bill The Editor of TMP Fezian tries a stucco repair product to contour his bases.


Featured Profile Article

Coker House Restored

Personal logo reeves lk Supporting Member of TMP updates us on progress at this Champion Hill landmark.


1,659 hits since 29 Jun 2009
©1994-2026 Bill Armintrout
Comments or corrections?

PanMark29 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 mcb29 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.

PanMark29 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

daghan30 Jun 2009 1:16 a.m. PST

Where can you get these rules?

doc mcb30 Jun 2009 4:44 a.m. PST

Bay Area Yards.

PanMark02 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?

Sorry - only verified members can post on the forums.