"Questions about Kiss me Hardy TFL" Topic
9 Posts
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KTravlos | 25 Jan 2014 5:33 p.m. PST |
Good Day friends I played my third game of Kiss my Hardy (in two years) and have some questions I am not sure what the role of the following cards is a) steering damage b) steering damage test I would be much obliged if anybody could help With Respect KTravlos |
BrianW | 25 Jan 2014 8:21 p.m. PST |
Since steering damage is under critical hits, the way I have always played it is that the steering damage card is when any ships with that critical have a chance to recover. The chance is 6 on a D6, as per page 28 of critical hits. If a ship stops movement, then the chance of recovery goes up to 50%. My printed version of the rules is dated 2003 and doesn't mention either of those cards. My updated PDF does however. I don't why there are two different ones though. This might be a question for the yahoo group or the TFL Forum. BWW EDIT: Found this on the Yahoo group, message #96426: "The two cards are a bit of a proof read – they are the same card, so you only need one. On the Extra damage chart there is a steering damage result. The test for fixing it is made on the turn of the card." |
Volunteer | 25 Jan 2014 11:30 p.m. PST |
Thanks for that Brian. I have been plying it wrong. |
KTravlos | 26 Jan 2014 9:56 a.m. PST |
ah great. Thanks for that Brian. One more question: how do ships lose stern and bow gun factors (in our game the Brits could still dish out 4d6 from the front or back even though their broadsides had been shot to pieces) |
BrianW | 26 Jan 2014 2:00 p.m. PST |
Sorry, but the bug ate my first post. Let me try again. I've always played it that the chase guns are just a straight die roll without all the modifiers that the main guns get. After all, they are only one or two pieces, and if you're down to them things are pretty desperate! However, I did go and look though the yahoo group, and this is what Rich has to say from back in 2011: 1. Do bow and stern chasers have a firing arc, or only fire straight ahead? This also needs to be resolved for gunboats and galleys. 2. What bonuses or penalties do bow chasers suffer? For example, crews classed as Landlubbers reduce 1D6 from their broadside dice. However, frigates only roll one die for chasers, so does this mean that Landlubbers can't use them?I just spoke to Fat Nick about this and he has responded thus. 1. Straight line, If you're feeling generous you could allow a few degrees latitude. 2. All classes fire with just one dice. It really is a "lucky shot" weapon to try to take down a spar or two, so anyone can get lucky.
I think in answering this, Rich forgot that SOLs have 2 dice for chase guns. However, I would submit that his answer backs up my interpretation of the rules. BWW |
BrianW | 26 Jan 2014 2:12 p.m. PST |
I just realized that I didn't answer the question about ships losing chase guns. The answer is, I don't know. Given that the most they would normally do is 1-2 points of damage, I don't know how significant they are. If I were to make a house rule, it would probably be something like, "every time you're supposed to lose a gun box, roll 1D6. On a 6, you lose a chase gun instead." BWW |
KTravlos | 26 Jan 2014 9:44 p.m. PST |
BrianW thank you so very much for your efforts on my behalf. These answers clarify things a lot for me! |
Volunteer | 27 Jan 2014 5:50 a.m. PST |
For me too! Thanks Brian. |
BrianW | 27 Jan 2014 9:41 a.m. PST |
You're both very welcome. KMH are the rules that first turned me on to TFL, so they have a warm spot in my heart, even if my ships haven't been out in several years. That oversight will be remedied in February though. BWW |
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