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"Taking of the Purple Rose - A Shed Wars Pirate Battle" Topic


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Comments or corrections?

EricThe Shed15 May 2013 12:44 p.m. PST

On Monday night I managed to host another game of Pirates (need to find a name) using the versatile Musket & Tomahawk rules.
The taking of the Purple Rose involved a pirate raid intent on seizing a merchantmen moored up on the quayside. For a full action report, loads of photos and whether the task was accomplished please do drop by…
shedwars.blogspot.com

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Pan Marek15 May 2013 1:52 p.m. PST

I know M&T is versatile, but I don't think they have ship rules. What did you use?

(Stolen Name)15 May 2013 3:04 p.m. PST

Stunning lookig game and great AAR looks like a whole barrel of pirate fun!
Like the duelling idea too

EricThe Shed16 May 2013 11:32 a.m. PST

Thanks for the comments guys

Hi Folks

There have been a few questions with regards to the rules I have been using for the ships.

Prior to answering this question it probably makes sense to clarify what I have done with the M&T rules to configure them for my games…

In terms of units I have treated Pirates as irregulars – with four separate actions per turn.

They have an aggression of 3+, defence of 4+ and shooting 5+. Pirates will be armed with pistols and hth weapons unless designated as musket armed troops.

All the other units are fundamentally the same.

I have tweaked the morale rules – figures are less likely to flee in the first round unless the unit is decimated.

To speed things up a six always hits and one always misses. Saves are on a 5+ unless in hard cover in which case this is reduced to 4+

Leaders now duel – a challenge is issued at a range of 12 inches – the duel must be accepted. The duel is card based with the player with initiative choosing an attack card versus the other players defence card. There is some skill in this as each attack delivers x points of damage and can only be defended by a certain number of cards.

The Ships

Ships are classified into three categories for speed – fast, medium slow. They move at the beginning of each card deck (ie no card) – at present the speeds are 8, 10 and 12 inches. Speed can be reduced/increased by 25% each turn and a ship may turn up to 45 degrees.

This does mean that these boats are ponderous but it does prevent them from scooting across the board.

Ship/fortress guns cannot target figures they must either target other ships, buildings or terrain features. Guns are classified into light, medium and heavy. All have the same to hit rolls governed by distance, target size, and skill of gunners. Land based guns are more accurate.

Cannons inflict structural damage as per M&T. A location roll is made to see if hull or mast/sails/rigging is hit. Not surprisingly hull hits knock out guns and steadily wear down ship. Mast shots affect speed. Gunners may target either with penalties to hit.

These are very much work in progress.

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