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Thread: Fortifications

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  1. #1
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    As I recall, in Ares' fortifications rules, there's no real allowance for critical hits like sail, leak, rudder, and mast hits. Also, fire doesn't seem like it would be as much of a threat to forts.

    I'm working out how to repurpose these to create fortifications with depth. Instead of just wearing a fort down numerically, the critical hits will alter the fort's effectiveness in other ways.

  2. #2
    Admiral of the Fleet.
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    We have a house rule for forts Dobbs. If they get a fire token more than once in an action it may get to the magazine. We then draw for explosion as you do for a ship. Other than that we just assume damage is to the structure, guns and troops within the works. I also do cards for my own forts.



    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. #3
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    One of my ideas is that in addition to the overall gun strength, a fort has a Battery number. The number of batteries that compromises a fort is the number of targets at which the fort may choose to fire, unless that number is higher than the fort's overall gunnery strength.

  4. #4
    Admiral of the Fleet.
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    If you look at that modified card I posted Dobbs you will see that that fort has three slots for battery fire with three aspects covered by the fire angles. I did not understand what you mean by magazine/ship explosions like? Did you mean the rules, or the markers?

    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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