Help support TMP


"Black Powder naval support ideas" Topic


2 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.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the 18th Century Discussion Message Board


Areas of Interest

18th Century

Featured Hobby News Article


Featured Link


Top-Rated Ruleset

Impetus


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


Featured Showcase Article

1:700 Black Seas British Brigs

Personal logo Editor in Chief Bill The Editor of TMP Fezian paints brigs for the British fleet.


Featured Profile Article

First Look: 1:700 Scale USS Constitution

Personal logo Editor in Chief Bill The Editor of TMP Fezian looks at the new U.S.S. Constitution for Black Seas.


523 hits since 31 Oct 2014
©1994-2024 Bill Armintrout
Comments or corrections?

10mm Wargaming31 Oct 2014 2:27 a.m. PST

Hi all I'm looking for ideas and rules for naval support.

1 Movement rules

2 Artillery support rules

3 Landing troops rules

4 Any other ideas or suggestions

Take care

Andy

Dobber07 Nov 2014 4:12 p.m. PST

Really depends on how complicated you want to get about it.
1. Movement
I would personally halve movement, for play purposes. however, there would be a minimum of 1 move, unless a command check is passed. the direction would be determined by the current, if you want to include that. maximum would be 2 moves. I'm not sure if you want to include turning, but a simple solution would be 45 degree turn per "move" allowed by your command check.
i could come up with some naval blunders if you like.

2. Artillery
I would think about 4 batteries would do, however no close range 3 dice fire. also, i would lessen the morale save reduction or a -1 to hit, due to the "range" involved.

3. landing troops
hmm… that one could be a little tougher. i would just use the ship rules as above, with one full move to disembark and maybe one more to form up.

that was just a quick brainstorm. if you have anymore questions, or want something more crunchy, let me know

Sorry - only verified members can post on the forums.