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Thread: Extreme Range

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    Dobbs

    Default Extreme Range

    Some nations and captains felt that you should start firing as soon as the guns stood any chance of damaging the opponent. To reflect this I've been considering a range from 1 full ruler length beyond "A" range (maybe 2 rulers beyond "A" range).

    For damage, I've been contemplating the value of using the "C" deck, but counting all of the plain crew hits as 0's and reducing the numerical damage on the chits by one. This is because most of the damage at this range would be to spars, rigging, and sails (the primary intention of firing at this range being to get the jump on the opponent and to hamper his maneuverability when things get hot and heavy). It would, of course be solid shot, just lacking the stopping power at that range.
    Last edited by Dobbs; 08-31-2020 at 18:21.

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