We picked up where we left off with Osprey's naval rules and the grid. We spend a fair amount of time experimenting with trying to get as close to the off grid game without losing the benefits of clarity and simplicity that the hex grid brings.
The main issues centered around using 2" moves with 30 degree turns and 8 point wind on a grid of 4" hexes with 6 points and 60 degree angles. Doubling all moves and gun ranges would have simplifies things but robbed us of all manouevring room.
Eventually we settled on a satisfactory compromise and the game proceeded full speed ahead. We allowed ships making a single 2" move to straddle a gridline, (ie 1/2 in each hex) but to only be able to turn when reaching the centre after moving forward and to only make turns of 60 or 120 degrees . We also settled on a fire arc based on the grid pattern.
The game proceeded under full speed allowing us to focus on seamanship and tactics.
Alas the time ran out just after my brilliant manouvres had placed me in just the right spot and aspect to benefit from a sudden windshift at just the right time. As it was I had managed to sink a ship of the line and a frigate in exchange for minor damage.
The Garrison Brewery used to use bottlecaps with a cannon stamped on them. Ron has hoarded these for years waiting for a use for thrm. Here they are marking ships that have fired. |
Once you've put yourself alongside an enemy and run out the guns, sometimes luck is all the skill you need.
I do like the game though. It reminds me of long ago days on the West Coast, sailing Whalers and also of Officer of the Watch manouvres on the bridge of one of the ex-sweepers we trained on and later on a destroyer.
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