Thank you, resolved and working great.
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Wasn't commodore more of an "temporary" appointment denoting the senior captain in command of multiple vessels (with no admiral present) as opposed to an actual rank?
What about being able to train crew by expending prize money/points? Like Aubrey spending his own money to put the crew through firing drills.
I realize I am new to this, but have y'all given any thought to combining it somehow with the campaign released in the competition on Ares site?
Finn, we haven't discussed anything in relation to Ares. One thing about writing our own scenarios is the ability to customize what we do with the collections people, here, have.
We discussed crew improvements, but decided in favor of sticking with captains due to ease, especially given the amount of crew loss. As the campaign proceeds, we can look at adding rules, or even experimenting in a given scenario.
We'll start with this,
1. ball ammo unless otherwise specified in a scenario.
2. fire whenever possible.
3. start with battle sails and adjust as necessary, such as approaching coasts, etc.
We should encourage folks not to write scenarios that take multiple, multiple turns just to close.
Any other thoughts on the following, found in post #2? Rules are found here: http://sailsofglory.org/showthread.p...Campaign-Rules
1. Maneuvering
2. Crew Damage Effects of Captains
3. Capturing Captains
4. Disengagement
Any other thoughts on the Solo Maneuver Charts - in post #5?
Eric, I'm biased because I've used these rules enough so that they're comfortable and seem to work well enough in the solo games I've played. Others might not feel the same?
With that said:
1. Maneuvering seems good using the charts and tables as worked on by Fred and others. If any scenario requires the AI to move towards a static object then Rolf's additional maneuver rules might need to be used?
(There's also the issue of Richard Bradley's solo rules for maneuvering, which I've look at only briefly. They appear to use a similar formula as his Wings solo rules, which entails using separate charts depending on the AI's maneuver deck plus you have to factor in windward advantage. I'm more intrigued by the current WoG solo discussions involving the Universal Diceless Solo Deck. All of this for later discussion?)
2. Crew damage effects can add up quickly and the effect on the Captain's can be devastating. Seems reasonable when you read actual accounts of battle, but the downside is getting attached to a captain, etc. only to lose him in battle. (Reading some of the recent Wings AAR's points out how much of a bummer that can be).
3. Seems straight forward enough. I'm fine with it. Did we ever discuss ransoming your captains back should they be taken in battle?
4. Also seems pretty clear and reasonable.
The only thing I'd mention involves keeping track of nos. 2, 3 and 4. It's very easy to overlook them in the heat of battle, but they're all important enough that you really need to pay close attention to them.
Thanks for all you work in moving this forward. Cheers!
Roster updated:
British
Eric (7eat51)
Neil (Union Jack)
Finn (TexSwede)
French
Jim (Nightmoss)
Matthias (spiessbuerger)
Kevin (Ozariig)
Similar to the critical hit deck we use on the aerodrome site I have uploaded (still in moderation) a pdf and word file (both the same) as an example of a Critical Wound Deck for Captains. The word file can be amended to suit. This may help in deciding whether you loose a captain outright or he lives that little bit longer to fight another day.
Can someone offer some clarification on disengaging AI ships? Do they head straight for their side of the play area, or do they continue to roll on the movement chart? I have just begun to test the solo rules, and ran into this situation. Also, how do you handle movement for ships that have collided / entangled, and are now free to move? Do they both perform a backing maneuver to get clear of one another?
I have enjoyed they few games I have tested, but I am unsure if I am handling these situations correctly.
Thanks for all the work you guys do in developing the solo game system.
Excited for this, the AI rules look good - looks like a possible candidate for a simple mobile app, pick ship locations, direction and distance (wind as a setting), and it would spit out the matching card number.
For the player are we using the basic, standard or advanced rules? For time constraints (and being new) I was thinking of standard plus some optional rules plus wind if that is ok? I have been reading some AAR and some of the larger fleet actions, and from reading (don't have enough experience playing yet) that seemed to me a good balance. Looking for feedback on this, so please chime in one way or another.
My fleet (and the enemy's :takecover:) received reinforcements today - so extra excited. Unfortunately Orient arrived with a broken foremast, but now I can field multiple SOLs on each side with a first rate in command :happy: Also could not resist some frigates but on the other hand turning "The answer to the ultimate question" only happens once in your lifetime" (which is what my wife said when I told her :drinks:)
Here are some file uploads that were just approved. Let me know your thoughts about incorporation to the solo campaign.
A set of solo rules: http://sailsofglory.org/downloads.php?do=file&id=97
AI interception rules: http://sailsofglory.org/downloads.php?do=file&id=98
Critical wound cards: http://sailsofglory.org/downloads.php?do=file&id=99
and in Word format: http://sailsofglory.org/downloads.php?do=file&id=100
I'm heading to work, but posts 49 and 50 have some questions we need to discuss.
Love the composite solo rules, looks like a much easier time understanding AI movement
I would prefer the advanced rules myself, but that is whatever folks would like to do. I think AI should bank away from boarding, unless they have more crew.
If we go with the new solo rules, plus a higher level of complexity I'm not going to be ready for the campaign until I get the rules printed, unlearn the old solo rules and play several games with the new rules, charts, etc. I don't recall even using standard rules in the prior solo scenarios as we were initially supposed to stick to basic rules only.
I'm not saying we shouldn't move to new rules or a higher level of play, but it will take me some time to get with the new program.
My impression with solo play is that it takes quite a bit longer than playing with someone else. So my vote is whichever solo rules and difficulty level makes the games quicker.
I suspect that will be Basic with the old solo rules, for now :happy: Maybe we can start another thread for a thorough comparison of the different sets of solo rules?
These rules look very interesting, I will have to try them out hopefully soon. Am I correct in the interception rules are for more than a ruler length, and the power monkey composite (???) is for closer?
When playing a scenario can I have for ex playing as the glorious British navy decide to add ships to the French side and include poor gunners on that side if it fits with the theme?
So we can get started, how about using the original set of maneuvers and the rule set as written in the solo rule thread form January and February? That will enable us to test them and compare to suggestions made as of late. We can answer questions specifically regarding those rules. For March, we can discuss any amendments over the next two months.
Solo play does take longer. Not only is one person managing multiple ships, but taking notes and pictures and then writing an AAR. The time to play is not the only time commitment for those participating in the campaign.
Sounds good to me, Admiral! :salute:
The original solo rules works for me (January and February). I am interested in using the new solo rules from Richard as similarities to the Wings solo rules would be an added benefit. I'm getting into the WSF side of solo play and am especially interested in the Universal Diceless Solo Deck. Seeing that makes me wonder if something similar could be developed for our Sails of Glory solo play?
In any case, ready when you are Admiral.
Updated the rosters and the link to the goolesheet on the 2015 solo rule thread.
Garrett (Grogmaker) has joined the ranks of the Royal Navy.
Neil is up for February's scenario.
I just looked at our roster and I think I need to update some information? I've not assigned French ranks for my roster, which I believe should be the case even as privateers?
Should be as follows:
Lieutenant de vaisseau Duncan Parmenter
Lieutenant de vaisseau Damian Corzo
Capitaine de frégate Brian Coineagan AC
Capitaine de frégate Jaden Marcussen
Capitaine de corvette Hubert Hartwich
Capitaine de corvette Guido Giovino
Capitaine de vaisseau Angus Remmington CC
Capitaine de vaisseau Jean-Pierre Santos
Abilities Aiming Captain goes to Brian Coineagan and Charismatic Captain to Angus Remmington.
There were no ability points awarded for the July scenario, but Remmington should have 2 ability points for the August scenario, if you were going to carry those over? I think that's it for now, back to my AAR.
I'll update accordingly, Jim.
Is the Anchorage acting weird? For example, all the medals under our names look odd.
I just updated the roster, Jim. I will populate the AI rosters by tomorrow evening.
Points will carry over.
I probably need to log off and on; the pages are not loading completely.
Playing the Jan. scenario tonight and over the weekend. Realy looking forward to it!
Charles, if you see any needed tweaks, please let me know.
I hope you enjoy the scenario.
I am not sure with which ship I will start. I need to decide who will be my lead captain regarding story. I had one pilot in OTT-Final Months that was the "main character". I would like to do the same here.
I'll sail this on Monday or Tuesday.
Eric, not to be a pest because I'm really in no rush, but did you decide whether I should add additional crew damage rolls affecting the captains for this scenario?
As for choice of captains I think I'll be mixing them up just so they all get some mat time experience. Of course if some are injured or killed in action that rather forces the use of other folks on the rosters. :shock:
Jim, I have been thinking about this a bit.
Here is the original rule:
When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.
Crew Damage Effects on Captain Table
2 or less - the captain is killed
3 - the captain is severely wounded; skip 2-4 scenarios
4 - the captain is wounded; skip 1 scenario
5+ - the captain escaped injury
Modifiers to Crew Damage Effects on Captains Die Rolls
-1 if Crew Damage is caused by musket fire
-1 if Crew Damage is caused by a rear raking shot
-1 if all of the Crew Damage boxes are filled
More than one modifier can apply on a given die roll
It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:
When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.
2-4: Captain wounded
5+: Captain unharmed
Modifiers to Crew Damage Effects on Captains Die Rolls
-1 if Crew Damage is caused by musket fire
-1 if Crew Damage is caused by grapeshot
-2 if Crew Damage is caused by a rear raking shot
-3 if all of the Crew Damage boxes are filled
More than one modifier can apply on a given die roll
If the captain is wounded, roll one 6-sided die to determine nature of injury.
1 or less - the captain is killed
2 - the captain is severely wounded; skip 2-4 scenarios
3 - the captain is wounded; skip 1 scenario
4+ - the captain survives with minor wounds
Modifiers to Captain Wound Effects
-1 if captain was wounded via a rear-raking shot
-1 if captain was wounded via musket fire
-1 if all Crew Damage boxes are filled
More than one modifier can apply on a given die roll
Thoughts?
I like the two step process. My only question would involve the statistical odds of rolling a 2-4 on two six sided dice or a one on a six side die in relation to realistic chances of captain injury? I'm not all that knowledgeable concerning odds, etc., so I'll leave that to others to discuss.
This will add more tracking responsibilities, especially with more than one ship per side. This in turn may get cumbersome as crew damage does mount up quickly even in the basic game and that adds to bookkeeping.
Bottom line, however, I'll go with whatever folks deem best.
Looks good Eric. Same idea as we run in 'OTT' and 'Fire from the Skies'. I like it.
I think the tension is between ease of determination and realism. It would be easy to have a rule that states when a ship has three boxes left, roll a die and on a 1-2, the captain is wounded. When there are two boxes left, a 1-4 and the captain is wounded. When there is one box left, the captain is wounded. Then at the end of the game, roll for nature of wound. The previous post adds a bit more flavor.
Looks like we, three, were writing at the same time.
As to statistics, Jim, I, too, will leave that discussion to others as I do not have the time to research such things. I think for our purpose, though, if a rule provides the flavor we're looking for, and makes some sense intuitively, then it is fine. We're not publishing anything; this is basically for us to have a good time.
I have an idea for tracking I will work on this weekend.
Sounds good, Jim. I'll do the same. As you say, we're in test mode.
I will update the rules page next week, after others have had a chance to chime in. I will add the proposed change to the scenario thread as an option.
Got roughly about halfway through the scenario. It's "on pause" right now until I can go back to finihs it later this week. Loving it so far!