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Thread: 2015 Solo Campaign Discussions

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  1. #1
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    Jim, I have been thinking about this a bit.

    Here is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll


    It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Thoughts?
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  2. #2
    Admiral of the White
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    Quote Originally Posted by 7eat51 View Post
    Jim, I have been thinking about this a bit.

    Here is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll


    It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Thoughts?
    I like the two step process. My only question would involve the statistical odds of rolling a 2-4 on two six sided dice or a one on a six side die in relation to realistic chances of captain injury? I'm not all that knowledgeable concerning odds, etc., so I'll leave that to others to discuss.

    This will add more tracking responsibilities, especially with more than one ship per side. This in turn may get cumbersome as crew damage does mount up quickly even in the basic game and that adds to bookkeeping.

    Bottom line, however, I'll go with whatever folks deem best.

  3. #3
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    Looks like we, three, were writing at the same time.

    As to statistics, Jim, I, too, will leave that discussion to others as I do not have the time to research such things. I think for our purpose, though, if a rule provides the flavor we're looking for, and makes some sense intuitively, then it is fine. We're not publishing anything; this is basically for us to have a good time.

    I have an idea for tracking I will work on this weekend.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  4. #4
    Admiral of the White
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    Quote Originally Posted by 7eat51 View Post
    Looks like we, three, were writing at the same time.

    As to statistics, Jim, I, too, will leave that discussion to others as I do not have the time to research such things. I think for our purpose, though, if a rule provides the flavor we're looking for, and makes some sense intuitively, then it is fine. We're not publishing anything; this is basically for us to have a good time.

    I have an idea for tracking I will work on this weekend.
    I'm going to go ahead and use your proposed rules for my AAR and roll the results when I wrap up the narrative. We still are somewhat in test mode concerning SoG solo play so let's try it and if it doesn't work we'll alter it later.

  5. #5
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    Quote Originally Posted by 7eat51 View Post
    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Thoughts?
    Not that I'm active in solo play, but here's a few thoughts from reading during a train ride...

    First rates will easier loose from crew loss as the damage boxes increase more than crew boxes as they will take more damage not only due to more damage boxes, but also higher burden. A first rate that have twelve crew boxes will check six times for captain wounds before it is out of the battle.

    On the other hand, HMS Swan will have seven crew boxes and will if it strikes from crew damage, which is less likely, only make three checks.

    Agreed that the first rate will take a lot more fire before striking, but is the difference that big?

    Does "Re-roll each time the ship takes additional crew damage" mean for every chit or for every broadside or for every turn?

    4 or less in two D6 is 1 in 6 but with modifiers the chances differ very much.

    1 in 6, three times is about 50% and 1 in 6 six, times is about 75%. Modifiers will naturally modify these number.

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