Results 1 to 11 of 11

Thread: Preferred Level of Complexity?

  1. #1
    Landsman
    United States

    Join Date
    Jun 2014
    Location
    Colorado
    Log Entries
    9
    Name
    Eris

    Default Preferred Level of Complexity?

    My husband and I only own the Starter Set and, with two ships apiece, prefer to play using all the Advanced Rules and a variety of the Optional and "Other" Rules (such as Terrain Features, and Variable Wind Speed and Strength). As a result, even though we only have the Starter Set, we've had numerous lengthy, engaging games.

    Out of curiosity, what level of complexity do the rest of you prefer playing at?

    Thanks!

    Eris

  2. #2

    Default

    Standard rules with some optional rules.

    Definetely no change of wind.

  3. #3
    Admiral of the Fleet.
    Baron
    England

    Join Date
    Nov 2011
    Location
    Notts
    Log Entries
    22,273
    Blog Entries
    22
    Name
    Rob

    Default

    Up to and including some of the Advanced rules, and optional rules.
    Wind change for some games, but seldom use changes in wind speed, unless the scenario for our game dictates it.
    Rob.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.

  4. #4
    Midshipman
    Australia

    Join Date
    Nov 2011
    Location
    Queensland
    Log Entries
    217
    Name
    Alastair

    Default

    Have not got to that stage of play yet! Still only a beginer

  5. #5
    Midshipman
    United States

    Join Date
    Jun 2014
    Location
    Pennsylvania
    Log Entries
    105
    Name
    Charles

    Default

    Advanced, but with modified homebrew fire rules

  6. #6
    Master & Commander
    UK

    Join Date
    Feb 2013
    Location
    Northumberland
    Log Entries
    1,821
    Blog Entries
    2
    Name
    Neil

    Default

    Single ship actions advanced rules and many house rules (I only play solo games).

    Multiple ship actions I reduce the complexity to suit available time.

  7. #7
    Stats Committee
    Master & Commander
    United States

    Join Date
    Feb 2015
    Location
    Maryland
    Log Entries
    1,987
    Blog Entries
    13
    Name
    Dobbs

    Default

    Home brew advanced, without crew action. I have modified the ship's logs to reflect port and starboard damage which also increases the durability of the ships and keeps an action from being over in one blow (unless its a good one). Also, this game captures the feeling of sailing the best of any game I've ever played, so I have enhanced the sailing aspect (see my "tweaked sailing angle" post. Stay tuned for my Current/Set rules, which I am almost ready to upload.

  8. #8
    Captain of the Fleet
    Captain
    UK

    Join Date
    Dec 2011
    Location
    South Glos
    Log Entries
    2,221
    Name
    Chris

    Default

    I prefer to use advanced rules with the options, except for wind speed.
    But most demo at shows we play to standard rules to give newbies a look see.

  9. #9
    Comptroller of the Navy Board
    Captain
    United States

    Join Date
    Feb 2012
    Location
    WA
    Log Entries
    4,298
    Name
    [RESTRICTED]

    Default

    Haven't played much, but I prefer a stripped-down, lean-and-mean version--not for dumbing-down so much as easing management of division/squadron/flotilla-level action.

    I'd REALLY like to develop, or help with, a computer/smartphone "First Mate" app--something that you tell it what all rules you're using, and it then reminds you about each of the things you need to check for each ship each turn, possibly even suggesting next move ideas.
    --Diamondback
    PMH, SME, TLA, BBB
    Historical Consultant to Ares, Wings and Sails - Unless otherwise noted, all comments are strictly Personal Opinion ONLY and not to be taken as official Company Policy.

  10. #10
    Able Seaman
    United States

    Join Date
    Mar 2017
    Location
    Idaho
    Log Entries
    69
    Name
    Richard

    Default

    I just started Sails of Glory this spring when I picked up the last copy of the starter at our local game store. One of the gents I game with has played since the game and kickstarter came out, so we are using the advanced rules and most of the optional other than wind speed. We started out with single ship frigate duels and have gradually work up to more ships. The most ships I've played to date has been a squadron of 3 ships of the line each and we had a blast. I love the level of detail you can incorporate into the game, but I definitely need more practice sailing, especially tacking into the wind.

    The one thing we have found a little awkward is the layout of the various rules in the book as we are constantly flipping back and forth between the sections (standard, advanced and optional rules) to resolve questions. I think that will go away once we get familiar with the game, but we are considering compiling the rules we use into a quick set of rules which should make resolving of issues a little more easy and will also help out new players. We've had a lot of on-lookers at our game store, but the lack of starter games and supporting components (like game mats and terrain) is holding some people back from getting into Sails of Glory. Hopefully, the rumored second printing will help this out.

  11. #11
    Stats Committee
    Captain
    Sweden

    Join Date
    Jan 2015
    Location
    Linköping
    Log Entries
    3,943
    Blog Entries
    6
    Name
    Jonas

    Default

    I'm with Neil on this. Few ships - all the rules, many ships - fewer rules. Even with one ship each and many players I prefer to use simpler rules to speed up the game.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •