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Thread: First engagment

  1. #1
    Ordinary Seaman
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    Default First engagment

    Sat down tonight to play our first engagement to learn the basic rules first. BF was British, I was French (He hates the French) Still learning and figuring it all out. Basically the score is 0-1 He won :-( He got the better pulls of the damage chips

  2. #2

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    Congratulations on your first game. I pity your BF. Nothing worst than a woman bent on revenge.
    Remember the old Chicago Cubs World Series saying, "I'll get you next time/decade/century".(maybe)

  3. #3
    Surveyor of the Navy
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    He will surely be paying for that "victory" for a very long time!

  4. #4
    Ordinary Seaman
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    Maybe I let him win :-P Nothing worse than a sulking male after he got beat in a game that women don't normally play.

    Punishment was I did not make him his little breakfast wraps he loves (Croissants with ham and cheese in side) . He had to eat old biscuits instead... Yes this is true

    As he put it, "I got lucky!" If he only knew :-)

  5. #5
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    I'm sure you wouldn't want him to let you win...that robs so much of the sweet from the victory when it comes.

    The fact that you're here posting makes me think you're going to find the edge soon enough. Get the basics of the rules down so your creativity and perception can be set free. Put out any questions you have. Get a feel for maneuvering. Getting a good setup for a shot is the best way to pull lots of chits and that increases your odds of good hits. Likewise you want to rob your "opponent" of those same odds.

    Of course...if he wants to take it easy on you let him...then sink him. :-)
    And welcome to the game!!!


  6. #6
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    Quote Originally Posted by Beowulf03809 View Post
    I'm sure you wouldn't want him to let you win...that robs so much of the sweet from the victory when it comes.
    ~Sigh~ You are correct. I always play to win. But if I lose, I try to learn from what I did wrong. He got the lucky chip pulls on me and wore me down fast. Next game will go to me... I am sure of it

  7. #7

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    Quote Originally Posted by Mary_Read View Post
    ~Sigh~ You are correct. I always play to win. But if I lose, I try to learn from what I did wrong. He got the lucky chip pulls on me and wore me down fast. Next game will go to me... I am sure of it
    The very first full crew management rules game I played with a buddy, my opening shot ended up being a full double shot broadside coupled with musketry fire. He took (18) chits total in one salvo. Only (5) of them were zeroes. I got a 6, I think two 5s, two 4s, two or three 3s and some others I can't remember. It was mop up after that. The quickest game we ever played.

  8. #8
    2nd Lieutenant
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    Playing to win is OK, but sometimes you lose. Personaly, I also find challenge in game which ends with my defeat, but knowing I've done my best against stronger opponent - even more challenging then game I scored an easy victory.

  9. #9

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    Quote Originally Posted by Пилот View Post
    Playing to win is OK, but sometimes you lose. Personaly, I also find challenge in game which ends with my defeat, but knowing I've done my best against stronger opponent - even more challenging then game I scored an easy victory.
    Obviously. I was just kind of replying to go along with Mary Read's post about bad chit draws can swing a game. Sometimes fortune hates you.

  10. #10
    2nd Lt
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    I have the game since the release but have yet to play. Still doing my planes but had to have a naval game.

  11. #11
    Retired Admiral of the Fleet
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    Quote Originally Posted by Gunner View Post
    Remember the old Chicago Cubs World Series saying, "I'll get you next time/decade/century".(maybe)
    I thought the Chicago Cubs World Series saying was, "At least the White Sox made it, again."

    Quote Originally Posted by Andy Blozinski View Post
    The very first full crew management rules game I played with a buddy, my opening shot ended up being a full double shot broadside coupled with musketry fire. He took (18) chits total in one salvo. Only (5) of them were zeroes. I got a 6, I think two 5s, two 4s, two or three 3s and some others I can't remember. It was mop up after that. The quickest game we ever played.
    Reminds me of some Pathfinder games I have played; sometimes the dice look favorably upon me, and sometimes I can't get a roll to do anything. The joys of chance.
    Last edited by 7eat51; 03-30-2014 at 17:55.

  12. #12
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    Quote Originally Posted by Andy Blozinski View Post
    The very first full crew management rules game I played with a buddy, my opening shot ended up being a full double shot broadside coupled with musketry fire. He took (18) chits total in one salvo. Only (5) of them were zeroes. I got a 6, I think two 5s, two 4s, two or three 3s and some others I can't remember. It was mop up after that. The quickest game we ever played.

    ...which is why I'm considering nerfing doubleshot (probably by reducing its maximum range, possibly all the way down to musketry distance) and don't like the "first broadside" rules. Both are overpowered, and in combination it messes up the game. Using them both as per rulebook makes for too many over-in-one-shot (if not sunk, then crippled) fights.

    The slow loading time keeps doubleshot under control once the fight starts, but that doesn't work for the opening salvo. Having every fight become "load double shot to begin with and make sure that you're first to fire" is overly predictable, ahistorical and not as much fun as the game can be.

    OTOH, you might be able to fix it by just deciding that the "first broadside" rule only applies if you're loaded with normal ball ammo; this would prevent the doubleshotX1stBroadside multiplier effect, and encourage folks to do something other than starting every game loaded with doubleshot.

    It's also realistic, I think; the advantage of a carefully loaded cannon is in its accuracy. Once you're double-loading them, accuracy goes totally out the window.

    --
    Craig
    Last edited by Craig; 03-31-2014 at 06:14.

  13. #13

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    Quote Originally Posted by Craig View Post
    ...which is why I'm considering nerfing doubleshot (probably by reducing its maximum range, possibly all the way down to musketry distance) and don't like the "first broadside" rules. Both are overpowered, and in combination it messes up the game. Using them both as per rulebook makes for too many over-in-one-shot (if not sunk, then crippled) fights.

    The slow loading time keeps doubleshot under control once the fight starts, but that doesn't work for the opening salvo. Having every fight become "load double shot to begin with and make sure that you're first to fire" is overly predictable, ahistorical and not as much fun as the game can be.

    OTOH, you might be able to fix it by just deciding that the "first broadside" rule only applies if you're loaded with normal ball ammo; this would prevent the doubleshotX1stBroadside multiplier effect, and encourage folks to do something other than starting every game loaded with doubleshot.

    It's also realistic, I think; the advantage of a carefully loaded cannon is in its accuracy. Once you're double-loading them, accuracy goes totally out the window.

    --
    Craig
    The simple house rule I plan on implementing is that you cannot start the game with double shot loaded.

  14. #14

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    I do think stacking the two together verges on "double counting"--I've read a couple of accounts that suggested that the major advantage of the first broadside WAS that you were nicely double-shotted. Maybe I will allow double-shotting to begin, but drop the first broadside bonus

  15. #15
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    Wee are playing with the doubleshot range being the same as grape and chain, and it works great, if you want to load doubleshot as a firs salvo, then you can at the price of being blocked from shooting at short range.

    And we are also using the first broadside rule.

    BUT, we are using a house rule that i found here, that we double the burden for damaged hulln and double the crew per slot. Make a more belivable effects on damage and length of a game, and i like this.

  16. #16

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    Quote Originally Posted by fredmiracle View Post
    I do think stacking the two together verges on "double counting"--I've read a couple of accounts that suggested that the major advantage of the first broadside WAS that you were nicely double-shotted. Maybe I will allow double-shotting to begin, but drop the first broadside bonus
    Historically the first broadside was often double shotted and because they had the longest time to aim was often the best effective firing of the day. After that all hell would break loose and speed seemed to overtake accuracy for importance. As fatigue set in, both of course declined.

  17. #17

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    Quote Originally Posted by Berthier View Post
    Historically the first broadside was often double shotted and because they had the longest time to aim was often the best effective firing of the day. After that all hell would break loose and speed seemed to overtake accuracy for importance. As fatigue set in, both of course declined.
    Craig does have a point about reduced accuracy with doubleshot (or treble shot). Obviously the idea was to hold fire until right on top of the target before unleashing an initial double shotted broadside. I suppose the most famous example being Victory at Trafalgar.

    I think the Dbleshot range is far too long as well. Perhaps the solution is not to stack the bonuses, so the choice of initial loadout is a tactical one.

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