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Thread: SPECIAL RULE SUGGESTION

  1. #1

    Default SPECIAL RULE SUGGESTION

    One question came up several times during the con event. Is there some form of 'Follow Flag' order.
    For any not familiar with this, it is where the lead ship sets the pace, the ones behind following in line astern formation.
    After thinking about it a while, it would probably make very good sense to include such a rule in the special rules section. I am not sure the best way to approach it yet, maybe some of you would care to put forth some ideas.
    The one advantage of this is that the number of collisions would be greatly reduced. In addition to this, it would promote line formations while reducing a lot of effort when maneuvering many ships.
    I guess while we are at it, perhaps a special rule for tacking in succession and tacking in unison would be a good idea too.

  2. #2
    Admiral. R.I.P.
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    This sounds like a good idea.

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    Erin, here is a thread I think you would appreciate: http://sailsofglory.org/showthread.p...highlight=flag

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    Alternatively players could learn to sail their ships properly :)

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    Sounds historical interesting, but could be boring if you always follow your leader.

    Fame and glory (and sometimes defeat) are waiting aside the line. :g&t:

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    Quote Originally Posted by David Manley View Post
    Alternatively players could learn to sail their ships properly :)
    This. lol

    If you are following in line, it should be pretty easy. You simply plan the card that the flag played last maneuver.

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    Well if you start a campaign you can train the players to follow orders. Bonus points and negative points.

    Quote Originally Posted by David Manley View Post
    Alternatively players could learn to sail their ships properly :)

  8. #8
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    See my earlier comments about fleet action games and teams. The players who were well drilled and who had practiced manoeuvring in squadrons wiped the floor with their less co-ordinated oppositon

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    Well, it's an interesting idea, but I think your average player of SoG is going to want to play a game, not recreate a simulation? Following the leader as mentioned above could be pretty boring. Get folks playing the game first then add on the layers of complexity and realism. As always, just my two cents.

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    I assume, tacking in succession shouldn't be too difficult as long as players pay attention to the leader. If ships are spaced in a two turn gap, the only problem might be the size of that actual gap. Tacking in the same turn however, if you limit tactics discussion between players, is not possible unless you have a working flag system (which in reality was used to communicate the time of tacking).

    This topic touches two question I'm having for quite some time now.

    1. Is it possible to form a line of ships using different maneuver decks? Do the frigates under battle sails have the same speed as SoLs under full sail and are the SoL maneuvers in the frigate decks?

    2. Is there a maneuver card allowing to go to the other tack (assuming I'm as close to the wind as possible) without being taken aback the next turn?

  11. #11

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    Quote Originally Posted by Hobbes View Post
    2. Is there a maneuver card allowing to go to the other tack (assuming I'm as close to the wind as possible) without being taken aback the next turn?
    Switching tack across the direction of the wind was always a maneuver that risked getting taken aback.

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    Quote Originally Posted by David Manley View Post
    Alternatively players could learn to sail their ships properly :)
    I'm still waiting for Entente players who understand "stay with your wingman" and "keep the mission in mind"; what in hell makes you think I'm going to find players who understand "stay in line ahead"?

    I have a bad feeling SoG events will be historically accurate in *one* respect, at least -- namely: Once the battle starts, good luck trying to keep your force under control.... :P

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    Quote Originally Posted by Andy Blozinski View Post
    Switching tack across the direction of the wind was always a maneuver that risked getting taken aback.
    Yes, I know. What I wanted to know is, if the SoG maneuver decks do allow a tacking maneuver. Otherwise tacking would take three turns. 1. Move into the wind. 2. Being taken aback (something like a 90° turn). 3. Adjusting the course to be close hauled again (this card I would have to choose before the taking aback card was played). Having the desired maneuver card would allow the tacking to take place in a single turn. Although, without it, I could imagine some interesting scenarios being based on reaching something to windward (a port etc.).

    Just the thoughts from someone who is desperately waiting for his fleet to arrive and then drill his crew to do this properly.

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    There is no special "Tacking" maneuver card. Each ship as an equal number of left and right turns. The degree to which this turns actually turn the ship depends on it's class and sail setting. It's up to the player to sail his ship in the most efficient manner, not a game mechanic. It might be possible to preform a tack in a single turn with one of the frigates, but it's not going to happen very often at all. However, the first "taken aback" maneuver really is the "tacking" maneuver you are looking for. There is still forward progress (but not much) and your bow falls off in the direction you are trying to tack.

    So to plan for a tack, you would bring your ship to as close to the wind as you can (note, this may take several turns to do depending on your starting attitude and how good you are at sailing your ship), plan the maneuver you would use to cross the wind (this would actually be replaced by the corresponding taken aback maneuver), and finally the maneuver you planned to sail off on your new course.

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    Quote Originally Posted by csadn View Post
    I'm still waiting for Entente players who understand "stay with your wingman" and "keep the mission in mind"; what in hell makes you think I'm going to find players who understand "stay in line ahead"?
    I'm still waiting for ANY WoG/WoW players who can do that

    Mission? What is that?
    ESCORT? What does that word even mean?????

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    I am always amused, if that is the right word, at how quickly plans, mission objectives, etc., fly out the window at the first sight of enemy planes. From that point on, it seems that dogfights are the order of the day. I have only played with a couple of folks who kept their eye on the strategic target. I imagine in SoG, where formations can significantly make a difference, it will prove difficult to keep folks "in line", especially given the wide audience the game can attract. I am looking forward to seeing what will happen at the upcoming convention events.

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    Quote Originally Posted by 7eat51 View Post
    I am always amused, if that is the right word, at how quickly plans, mission objectives, etc., fly out the window at the first sight of enemy planes. From that point on, it seems that dogfights are the order of the day. I have only played with a couple of folks who kept their eye on the strategic target. I imagine in SoG, where formations can significantly make a difference, it will prove difficult to keep folks "in line", especially given the wide audience the game can attract. I am looking forward to seeing what will happen at the upcoming convention events.
    A shining illustration of the difference between "militia" and "actual Soldiers"....

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