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Thread: solo missions

  1. #51
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    The roster orbat sheet has been updated with all scenarios played and posted to date.

    If anyone thinks I have missed anything please PM me.

    Neil

  2. #52
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    Thank you, Neil.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  3. #53
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    Orbat? Are you referring to the Google sheets document that Eric originally set up? I can't check at the moment as I'm on another computer and I don't recall the Google login/password. I wonder if we could save that document here in the files section so it could be accessed via the site?
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  4. #54
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    Jim, have you tried clicking the link to the page? Does doing so require a password to enter?
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  5. #55
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    Quote Originally Posted by 7eat51 View Post
    Jim, have you tried clicking the link to the page? Does doing so require a password to enter?
    Eric, if you're referring to the link in post #5 from the thread below, yes clicking on it takes you to a Google page that requires an email and password to proceed. "Player Rosters and Records"

    http://sailsofglory.org/showthread.p...Campaign-Rules
    "It's not the towering sails, but the unseen wind that moves a ship."
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  6. #56
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    I just tried it and it is telling me to create an account.
    Rob.

  7. #57
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    Whoever fixed the roster list to open on clicking thank you!
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  8. #58
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    Afraid I still can't get it.
    Rob.

  9. #59
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    Quote Originally Posted by Bligh View Post
    Afraid I still can't get it.
    Rob.
    Sorry, Rob. It's still working for me?
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  10. #60
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    Neil has informed me that Angus Remmington is due a 'promotion' with the award of a second captain ability. He has Charismatic Captain (CC) now, so lets go with Aiminig Captain (AC) as the second ability. Thanks!
    "It's not the towering sails, but the unseen wind that moves a ship."
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  11. #61
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    Spreadsheet updated Jim.

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    Neil, thanks for all your help with the solo campaign lately. A nice way to reach your 300th post.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  13. #63
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    Congrats on your 300th Neil.
    To the grog shop.
    Bligh.

  14. #64
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    Hadn't realised. Thanks Eric, Rob. To the grog shop it is then for some nice Madiera this time.

  15. #65
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    Quote Originally Posted by Union Jack View Post
    Hadn't realised. Thanks Eric, Rob. To the grog shop it is then for some nice Madiera this time.
    Congrats on 300, Neil.
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  16. #66
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    An idea:

    Abstract repair of damage to ship and crew loss rules:
    Only count damage and crew casualties over 50%. All damage and crew loss under 50% is repaired/replaced automatically.
    1. Hull damage:
    1st rates for every 3 hull boxes over 50% -1 scenario or -1 ability point to repair
    2nd rates for every 3 hull boxes over 50% -2 scenario or -1 ability point to repair
    3rd rates for every 2 hull boxes over 50% -1 scenario or -2 ability point to repair
    4th rates for every 2 hull boxes over 50% -2 scenario or -2 ability point to repair
    5th rates for every 1 hull boxes over 50% -1 scenario or -3 ability point to repair
    6th rates for every 1 hull boxes over 50% -2 scenario or -3 ability point to repair

    Ships can sail with unrepaired hull damage from scenario to scenario.
    Ships can use 1 task /per scenario to repair 1 hull box.

    2. Crew Loss:
    1st rates for every 3 crew boxes over 50% -1 scenario or -1 ability point to repair
    2nd rates for every 3 crew boxes over 50% -2 scenario or -1 ability point to repair
    3rd rates for every 2 crew boxes over 50% -1 scenario or -2 ability point to repair
    4th rates for every 2 crew boxes over 50% -2 scenario or -2 ability point to repair
    5th rates for every 1 crew boxes over 50% -1 scenario or -3 ability point to repair
    6th rates for every 1 crew boxes over 50% -2 scenario or -3 ability point to repair

    Ships can sail with less crew boxes from scenario to scenario.
    Ships that capture an enemy ship can recruit 1 crew box per ship captured.

    3.Any ship can volunteer to miss 3 scenario’s and is fully repaired and crewed.

    4.For ships that are captured or sunk roll 1d6 for replacement type, captain and crew ability:

    Roll Type
    1 1st Rate 100+ guns
    2 -5 74
    6 Frigate of your choice

    Captain Ability:
    Roll Ability
    1-5 None
    6 Free Choice

    Crew Ability:
    Roll Ability
    1 Untrained
    2-5 Normal crew
    6 Free Choice

    5. Prizes
    1st rate 6 crew points
    2nd rate 5 crew points
    3rd rate 4 crew points
    4th rate 3 crew points
    5th rate 2 crew points
    6th rate 1 crew point

    10 crew points = an ability

    To repair prizes add +1 to each scenario missed or add +1 ability point to repair damage.
    Last edited by Union Jack; 07-27-2015 at 05:25.

  17. #67
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    I like this. Could you also add in options for captured ships, repair and prize crews? In the May solo scenario you did well in capturing 3 ships so how might you be rewarded or add those into you command fleet?
    "It's not the towering sails, but the unseen wind that moves a ship."
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  18. #68
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    Seems to fill the bill Neil.
    Not too much paperwork involved either.
    How about ships in port being able to send out a press gang to speed up crew recruitment.
    They may need to roll a dice to see if the Press Gang return in time to take part in the next Scenario or they miss the tide.
    Rob.

  19. #69
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    Quote Originally Posted by Nightmoss View Post
    I like this. Could you also add in options for captured ships, repair and prize crews? In the May solo scenario you did well in capturing 3 ships so how might you be rewarded or add those into you command fleet?
    I would suggest repair and crewing of Prizes take twice the time suggested for regular ships on Neil's chart.
    For crew bounty, we should establish a system of reward abilities to a crew depending on the rate of ship captured.
    Rob.

  20. #70
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    Hence the taking 3 scenarios out and return fully repaired and crewed. To simulate sailing to port, refitting then getting back out there, whereever there is?

    Neil

    Quote Originally Posted by Bligh View Post
    Seems to fill the bill Neil.
    Not too much paperwork involved either.
    How about ships in port being able to send out a press gang to speed up crew recruitment.
    They may need to roll a dice to see if the Press Gang return in time to take part in the next Scenario or they miss the tide.
    Rob.

  21. #71
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    House Rules for repair etc amended.

  22. #72
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    Just saw your rolls on the other thread.
    They look like just the job to me Neil.
    I feel in my water that you may be doing a few rolls for several of my ships in a day or two.
    Rob.

  23. #73
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    All the 2014 campaign captains that came across to the 2015 solo campaign have had their scores added to the 2014 carried forward column on the 2015 roster sheets.

  24. #74
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    Quote Originally Posted by Union Jack View Post
    All the 2014 campaign captains that came across to the 2015 solo campaign have had their scores added to the 2014 carried forward column on the 2015 roster sheets.
    Ah! If only I could see those sheets Neil.
    Any chance of sending me a copy?
    Rob.

  25. #75
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    I'm not sure I completely understand the rules, but I think one should not be too hard on damaged ships. If comparing with Algecira battles it took three days to repair some of the ships for the next battle and time between battles might be months.

  26. #76
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    Only severely damaged ships will spend any time away. Hence everything below half is repaired or replaced immediately. I would perhaps replace a ship that would be out of action for any length of time. I have 3 prizes that will take some time to repair and may be used elsewhere. I have replaced my losses with the random dice rolls. I have also conducted this for my french AI replacements too.

  27. #77
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    I'd say that Pompée and Caesar in terms of SoG would only have a few boxes left of their hull. They were described as heavily damaged. Yet Caesar was refitted in three days.

    I on the other side, only think a ship actually sinks if she has a leak or fire as she strikes. There were a lot of ships captured in battles that was just deemed too destroyed to take into service, but still did not sink. Those were like the ones lost after Trafalgar, still afloat, but lost due to the weather before reaching a harbour.

    I don't have the rules available right now but I believe it says the ship strikes when hull or crew is all covered, not neccesarily that it sinks?

  28. #78
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    I am sure you are correct there Jan, having read those rules only yesterday when I got a ship with only one box left and it drew two leak chits.
    No time to effect repairs, therefore it sank.
    Rob.

  29. #79
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    Any takers for Septembers mission so we aren't leaving it right up to the last minute?

  30. #80
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    Septembers mission is due in just over a week, any takers for it so we aren't leaving it right up to the last minute?

  31. #81
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    I will put something together Neil. I haven't had time to play and write AARs, but I do have a bit of time the next few days to put together a scenario. I will have it up sometime during the week.

    Thanks again for overseeing things.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  32. #82
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    Great Eric.
    I can't wait to get my teeth into another adventure.
    I am happy to write up on in the future, but want to get a bit more time in first. I have something in the back of my mind though.
    Rob.

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    Quote Originally Posted by Union Jack View Post
    Septembers mission is due in just over a week, any takers for it so we aren't leaving it right up to the last minute?
    Neil,

    I have a mission called "Convoy" that I put on the forum when I was working on the "Rules For Merchantmen" project in June I think. Since Eric has come to our rescue, once again, I'll tweak it and send it to both you and Eric as an extra scenario to be used when needed, like a spare tire.

    You two do far too much for our group and that isn't fair to you, but is very much appreciated.
    Bob

    Rules are rough approximations of what you think I might do!

  34. #84
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    Hi Bob,

    Looking forward to seeing it. Thanks.

    I ran a couple of convoy games using the Pirates of the Spanish Main ships as the merchants, with a very basic rule mechanism for movement and targeting the merchants. Folks enjoyed the tension between trying to take out the merchants while having to fend off the escorts, while the merchant team enjoyed the tension between maneuvering to safety and trying to get off the board as quickly as possible.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  35. #85
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    Cheers Bob. Look forward t o that one. Hopefully by keeping things going once players get a handle on writing scenarios we can expand and it Wiill take the, not pressure, foot of the accelerator a bit. Then we can just cruise along.

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    Well I'm taking a sea break (only from doing AAR's), will still be online but for two weeks no gaming, ahhhh....or should that be AHRRRRR.

  37. #87
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    We will all have to content ourselves for a time with waiting for the AARs of the other Captains who are still catching up then Neil.
    I have still got plenty of the old ones to read up on.
    Rob.

  38. #88
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    I'm also taking an extended break from SoG solo play. I've gone back to some online games and don't know when I'll return here to post AAR's?

    Maybe when Ares finally gives us an update on Wave 3? Cheers!
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  39. #89
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    Very sorry to hear that Jim.
    Do keep an eye on us at least.
    The odd message to let us know how you are going on would not go amiss.
    I sure we will all miss your input.
    Rob.

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    Oh no! That long?

    Well I guess we will have to find a way to amuse ourselves without amazing pirate caves and pirate ship conversions.

  41. #91
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    Sorry to hear that Jim. As Rob said keep dropping in now and then and let us know your ok. Will miss your input, terrific AAR's and witty banter.

    Take Care, Neil

  42. #92
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    Quote Originally Posted by 7eat51 View Post
    Hi Bob,

    Looking forward to seeing it. Thanks.

    I ran a couple of convoy games using the Pirates of the Spanish Main ships as the merchants, with a very basic rule mechanism for movement and targeting the merchants. Folks enjoyed the tension between trying to take out the merchants while having to fend off the escorts, while the merchant team enjoyed the tension between maneuvering to safety and trying to get off the board as quickly as possible.

    Eric,

    What was the movement mechanism? I have found the two we use in the solo games to be quick, easy and reasonable. I have only had two games that had any unusual moves by the AI player. Whoever put those together did us all a big favor.
    Bob

    Rules are rough approximations of what you think I might do!

  43. #93
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    Quote Originally Posted by Nightmoss View Post
    Maybe when Ares finally gives us an update on Wave 3?
    See you in a few years, Jim.

    Enjoy your time on other games. We look forward to your return.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  44. #94
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    Quote Originally Posted by Bos'n View Post
    Eric,

    What was the movement mechanism? I have found the two we use in the solo games to be quick, easy and reasonable. I have only had two games that had any unusual moves by the AI player. Whoever put those together did us all a big favor.
    At two cons, I ran the merchants while some players ran the escorts and others the pursuers. To keep things moving quickly - time constraints of slotted events - I had a few cards from which to choose, mostly the three number 5 cards. I would move the first ship based on the most expedient course to the targeted edge of the playing surface given what was happening, and then moved every other merchant along the same path, trying to keep the distance between ships uniform. This way, the majority of the time was spent on the players' ships.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  45. #95
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    Quote Originally Posted by 7eat51 View Post
    See you in a few years, Jim.

    Enjoy your time on other games. We look forward to your return.
    That's more likely than you realize? We might see pirate ships in 10 years or so?

    I check in here at least once a day, so that's not going to change. Setting up, playing and then writing decent AAR's for the solo games takes a significant amount of time. That's still something I also want to try on the Aerodrome, but breaking in there and finding the additional time isn't easy.

    At the moment I'm building ships in World of Warcraft and I have a friend who wants me to start up in Pathfinder Online. Too many games and not enough time.
    "It's not the towering sails, but the unseen wind that moves a ship."
    –English Proverb

  46. #96
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    Good to hear!

    I can tell you if you when you finally find more time and do come back to the solo campaign, set up, play several games at once, and then try to write many AARs at once afterwords it'll be even slower than playing and writing the one after the other. At least if you are anything like me...

  47. #97
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    My main computer has packed in. I had 2 AAR's to publish with photos etc. They will have to wait until said computer comes back hopefully cured of the scurvy.

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    Quote Originally Posted by 7eat51 View Post
    At two cons, I ran the merchants while some players ran the escorts and others the pursuers. To keep things moving quickly - time constraints of slotted events - I had a few cards from which to choose, mostly the three number 5 cards. I would move the first ship based on the most expedient course to the targeted edge of the playing surface given what was happening, and then moved every other merchant along the same path, trying to keep the distance between ships uniform. This way, the majority of the time was spent on the players' ships.


    Thanks. I like that mechanism. I'll use it.
    Bob

    Rules are rough approximations of what you think I might do!

  49. #99
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    I will have September's mission up sometime today.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  50. #100
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    Super Eric.
    Rob.

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