Just working out how nautical combat works. I see that with a full crew I can perform 3 actions. In that case, on a sailing ship can I fire 3 times? ie. Ballista x 1, Mangonel x 2.
Question #2. At what scale do you run a naval combat on your battlemat? I was considering 15ft per hex, as to allow for lots of room to maneuver.
So what does that look like, when you've applied damage penalties? For instance, I'm travelling into the wind (15ft), but I've taken 25 damage to my sails. So, I get to move 10ft.? A hex is 15ft. Do I just move it a little ways into the next hex?
Yeah, that's what I do. There's also the variations from the Captain's "Full speed ahead" action, where you get additional speed that doesn't always fall into the 15ft increments. I've tried other distances, but 15ft has worked out the best for me. I like the maps for ship combat to be huge, considering that on the open sea, ships can spot each other from a long way away and can start firing from 800ft away with the mangonels. I tried 30ft hexes, but ran into partial hex moves a lot more than with 15ft. Anything less than 10ft makes the map so large that it's hard to use. (Online play or in person, due to memory/storage space or table space, respectively.)
I've found that after the first battle, players tend to avoid the maneuvers that put them at a speed disadvantage unless absolutely necessary. Pretty much the only time they go into the wind is if they are chasing, or have to for a limited time to get into position.
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Just working out how nautical combat works. I see that with a full crew I can perform 3 actions. In that case, on a sailing ship can I fire 3 times? ie. Ballista x 1, Mangonel x 2.
Question #2. At what scale do you run a naval combat on your battlemat? I was considering 15ft per hex, as to allow for lots of room to maneuver.
Each action can only be used once per turn. (That rule is stated in Appendix A, near the beginning, under "Actions")
I use 15ft, since that is the easiest block to divide movement into. (Especially reduced speed when going into the wind)
So what does that look like, when you've applied damage penalties? For instance, I'm travelling into the wind (15ft), but I've taken 25 damage to my sails. So, I get to move 10ft.? A hex is 15ft. Do I just move it a little ways into the next hex?
Yeah, that's what I do. There's also the variations from the Captain's "Full speed ahead" action, where you get additional speed that doesn't always fall into the 15ft increments. I've tried other distances, but 15ft has worked out the best for me. I like the maps for ship combat to be huge, considering that on the open sea, ships can spot each other from a long way away and can start firing from 800ft away with the mangonels. I tried 30ft hexes, but ran into partial hex moves a lot more than with 15ft. Anything less than 10ft makes the map so large that it's hard to use. (Online play or in person, due to memory/storage space or table space, respectively.)
I've found that after the first battle, players tend to avoid the maneuvers that put them at a speed disadvantage unless absolutely necessary. Pretty much the only time they go into the wind is if they are chasing, or have to for a limited time to get into position.