My wife Suzanne and I have just retired from owning and operating a sailboat rigging company, repairing and fitting out real sailboats. When not working and playing on real boats, I occupy myself by building models and playing with little plastic ships.
I'm sure it comes as no surprise to anyone how fast a sloop falls apart.
It got me to thinking though. A sloop fighting a sloop ought to be able to take damage like a frigate vs. a frigate, or 3rd vs. 3rd, etc. It's just that SoG is treating all guns as the same weight of shot.
I propose that ships with less than 9 pdrs subtract -2 from any numerical broadside damage indicated on a chit. Ships with 9-12 pdrs, -1. Ships with a mix go with the heaviest guns as the
To set the tableau, during the Quasi-war, the American frigate Saratoga discovers a French frigate watering on a small island in the Caribbean. The French, caught off guard and on a lee shore decide to fight from a spring instead of slipping the anchor.
In this round, I have incorporated a number of new suggestions, as well as making a small change to the Yellow Arc tables.
I suggest printing out pages 1 through 5. The remaining pages are just an example of play, as suggested by David Manley, and can just be left on your computer for viewing.
Here are my House Rules for schooners plus some other wind related rules. Note that the Green Arc is reversed with the Yellow Arc, since fore and aft vessels sail to windward better than downwind. The page numbers refer to the SoG rulebook.
Schooner Rules for Sails of Glory 05-05-19
Page 10
Burden 1 Movement: Due to their agility, unlike larger ships which must plan two movement cards ahead, all vessels with a Burden of 1 need only plan one movement card