"JAYNE'S FRIGHTENING SHIPS and YO-HO-HO!" Topic
11 Posts
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OSchmidt | 12 Jun 2013 4:53 a.m. PST |
That's the name of the new game design I'm trying out at "The Weekend in Lancaster PA next week. It's unique I tink in that it doesn't use ship cards and has for the ships variable values. That is you can use the same rules if you're fighting big fleet actions and small coastal actions. The rules also attempt in a dozen pages to model ship to ship, air to ship, air to air, and surface to subsurface combat. There is a campaign system. The battle we are attempting is THE BATTLE OF GUAVAJELLI, and will be between ships of the Empire of Terramasu and the Republic of Freeland. The game and mini campaign has several task forces of Terramasuni ships attempting to land freighters with food, supplies, ammunition and reinforcement on the Island of Guavajelli where their garrison is close to starving to death. The Republic of Freeland is attempting to halt this. The game also presupposes a different way of calculating ship values – by commission date and considering refits etc., rather than straight evaluation of guns. It's all very experimental but I know the base system works (having seen it used in another game)which I adapted to WWII naval. TOf course the Ships are real ships 1:1200 scale but converted to Imagi-Nations, and the Terramasuni ships have names like Kongaaline, Hieiyahawaya, Nacho, Lumbago, Hibachi, Sushi, and the Freelandian ships names like Insufferable, Lord Nellibelle, Rottingham, Cornball, and for the destroyers Dasher, Dancer, Prancer
. I'm also putting on a new 18th Century Sailing Ship game called Yo-Ho-Ho! It's not a pirate game. However it too has a new system and the ships are about a foot long made from wood and pasteboard and dowel, and are designed to be used with my land table top miniatres (or at least to attempt it) to model many ship-to-shore actions and raids. The game embraces both high-seas action and these inshore actions. The two navies will be that of Princess Trixie of Saxe-Burlap und Schleswig Beerstein on the one hand, and the Grand Duke of the Grand Duchy of Gorgonzola on the other. Here the ships are named Insufferable, Interminable, Indexeror, Incomestable, Dux Gorgonzola, Gorgonzola Doge, Gorgonzola of Sicilly, Gorgonzola of Naples etc. Again there are no ship cards. |
Frederick | 12 Jun 2013 5:18 a.m. PST |
Don't forget the Indigestable! |
OldGrenadier at work | 12 Jun 2013 7:09 a.m. PST |
I'd like to see pics of the Yo-Ho-Ho game. And don't forget the Incontinent either! |
CraigH | 12 Jun 2013 4:36 p.m. PST |
and the flagship – the Incomprehensible. If the rules have as much creativity as your description, they must be very entertaining ! If there is any chance you can let them loose upon the public I'd be interested in trying the JFS set. |
DaddyRabbit | 17 Jun 2013 9:16 a.m. PST |
Nor the proud Regurgitation! |
CampyF | 17 Jun 2013 2:31 p.m. PST |
"Nor the proud Regurgitation!" And her sister ship, the Reflux. |
OSchmidt | 24 Jun 2013 11:35 a.m. PST |
Dear List Well Jayne's Frightening Ships didn't come off because I gave my slot to another gamer to put on his game, but I finally did get to put on YO-HO-HO! I have to figure out how to post photos here on TMP I can't figure it out and it seems very complicated. Anyway we had the playtest and it worked fairly well for the first time out of the box. The firing and boarding worked as I wished, went fairly quicly and easily. The Sailing is still a bit of a problem., but only in getting the idea across to the players how it works. I will explain that better next time. The game is on a hexagonal gridded surface with the hexagons being about 12" wide on the parallel sides. A ship must always face one of the edges of a hexagon. There are no ship sheets to record damage. Instead a special set of cards is used to denote the powers of the ship. The cards are kept on the ship model and as you lose damage you lose capabilities of the ship. When a ship loses all its cards it's a floating log and either sinks or can be captured. Anyway we don't record guns and frankly don't care. In this period guns were flipped over of dismounted or had their muzzle knocked off and the crew would just right them and load them up and start firing. What was important was the carnage in human bodies that brought a shop low, so we have cards for "fighting cew" which represents as you will an amalgam of Guns + crew + expertise, and sailing crew which represents an amalgam of masts and rigging+ crew + expertise. We will only deal with the sailing crew. The number of movement points a ship moves in a turn is shown by the total values of all the sail crew cards. Some cards have a 1 some a 2 and some a 3. So if you have 9 total of sail crew you have 9 points. All ships MUST in a turn move into the hex they are pointed at. If you do not move the umpire will "drift" our ship for you which of course is something you NEVER want to let happen). Anyway, depending on the attitude of the wind depends on how many points you must spend to make the move. So if a shi has 2 #1 cards and 2#2 cards and 1#3 cardd that's 9 points of movement. If the wind is coming from directly ahead to make that move you must spend 5 points. So we'll assume the above ship, "The Insufferable" has 9 points and spends five to move in to the hex. He has 4 left. All ships are allowed ONE point of free turning when you make that move so assume Insufferable falls off one point from the wind. Now, immediatly! the wind is coming fro the "beating" position (which is the hex he is now facig, and that costs three points to move into so he can move into that hex and has 1 pt left. He again gets 1 free turn and does so, and now the wind is coming from the Quartering position, the best of all and to move eequires only 1 point, and so he moves forward again, and is out of points. You don't have to use any of your points, but you must always move 1 hex at least to keep boat speed and be under way. If you cna't you risk being taken aback, or drifting, which, as they are in the province of the umpire you never want to experience. I'm going to do some more work on the models an dpolish up the rules some more and give it another go. the problem with the game was that one player started with two fleets on opposite courses. One player wanted to close but attempted to use each ships movement (all were very different sailers, and worse, he attempted to tack instead of wearing ship and this threw him into tremendous disorder. The other ships then plunged in but in the end the fleet was ableo to overcome it's disorder. Each side had two ships sunk and one side had one ship captured and the other lost two ships out of each sides seven so it was a tactical victory. The ships are able to reduce sail and don't have to use all their movement points, and in a large fleet action at sea, it's best to simply crawl along at one or two hexes to maintain order. Next time. |
capncarp | 26 Jun 2013 5:17 p.m. PST |
Are the cargo ships sailing out of Mango-Mango with a crew of Kiwis? And are they carrying the famed cheeses from Kurdistan, or the preserved dried meats from the Selim Jiim of Jurkey? |
freecloud | 29 Jun 2013 2:06 a.m. PST |
Oh my – I have a British Pre-Dreadnought fleet, and I think the Insufferable, Interminable, Indexeror, Incomestable, Indigestible and Incomprehensible will be the main line and the Reflux and Regurgitation shall definitely join the Battlecruiser squadron :) |
freecloud | 29 Jun 2013 2:28 a.m. PST |
BTW re putting Yo Ho Ho pix up, you need to set up a blog – then you can reprint your images like this :)
Arrrr :) |
Ottoathome | 30 Jun 2013 2:20 p.m. PST |
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