Help support TMP


"Questions about Kiss me Hardy TFL" Topic


9 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 remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Age of Sail Message Board


Areas of Interest

Renaissance
18th Century
Napoleonic
19th Century

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Fire and Steel


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Blue Moon's Romanian Civilians, Part Three

Another four villagers from the Romanian set by Blue Moon.


Featured Workbench Article

The 95th Rifles from Alban Miniatures

Warcolours Painting Studio Fezian does his research, selects his colors, and goes forth!


Featured Profile Article

First Look: Barrage's 28mm Streets & Sidewalks

Personal logo Editor in Chief Bill The Editor of TMP Fezian looks at some new terrain products, which use space age technology!


Featured Book Review


1,036 hits since 25 Jan 2014
©1994-2024 Bill Armintrout
Comments or corrections?

KTravlos25 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

BrianW25 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 Bleeped text – 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 Fezian25 Jan 2014 11:30 p.m. PST

Thanks for that Brian. I have been plying it wrong.

KTravlos26 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)

BrianW26 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

BrianW26 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

KTravlos26 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 Fezian27 Jan 2014 5:50 a.m. PST

For me too! Thanks Brian.

BrianW27 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

Sorry - only verified members can post on the forums.