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Thread: Goldilocks Syndrome

  1. #51
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    Dobbs

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    In the dramatic conclusion, Saratoga gains the upper hand with a solid bow rake. I must have missed a turn of closing and reloading here.

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    Battered and unable to flee, Amphion tried to stay close and hope for a lucky shot.

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    It was not to be. Saratoga easily outmaneuvered her heavily wounded opponent, and taking advantage of Amphion's crew's flagging morale, reduced them by musketfire.

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    The Butcher's Bill. All in all, I'm very satisfied in the way this system is progressing. I thought play was just about as fast as with the cards, but wirh more options and less awkward situations. Still, more research needed.

  2. #52
    Admiral of the Fleet.
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    Looks as if it is going well Dobbs.
    In the meantime I am using some of your tick boxes in simple form to enhance my SoG Ship Logs and dispence with the need for so many chits. All my new logs are transpersealed to enable the use of whiteboard markers as indicators much as you are doing. Thanks for the idea.
    Rob.
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    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.

  3. #53

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    Quote Originally Posted by Bligh View Post
    Looks as if it is going well Dobbs.
    In the meantime I am using some of your tick boxes in simple form to enhance my SoG Ship Logs and dispence with the need for so many chits. All my new logs are transpersealed to enable the use of whiteboard markers as indicators much as you are doing. Thanks for the idea.
    Rob.
    That is a good enhancement to the board. One point I have noted is that some miniatures players are adverse to the collection of chits you get with vanilla SOG, advanced rules in particular.

  4. #54
    Admiral of the Fleet.
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    We tend to use simple ways around the chits as much as we can.
    For instance we allow 4 moves to be executed by the crew until you are half way along your crew attrition row. After that you can only do two things. We consider that the guns attrition takes care of guns and crew working them as the crew diminishes so do not count them or their loading into the actions. That gets rid of a lot of other chits. Sail shortening or raising is accepted as an automatic action so we don't use those chits but just allow the sails indicator to be moved, the action to come into effect after the next card has been played. This cuts the chits needed if the little boxes are employed to about twelve. The shot choices 8, fire from the tops and boarding 2, and the two cannon symbols which we use to indicate first broadside by placing them over the first choice of shot until it is fired. With our one card move system which gets rid of nearly half the pack, it makes for a much quicker game sequence.

    We are still working on how to cut out even more of the chits for the shows.

    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.

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