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Flying Colors» Forums » Rules

Subject: Some questions rss

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Brian Bankler
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I skimmed the rules, and a few questions came up.

The example on tacking mentions that the move could be replicated over four turns without tacking (simply by wearing). How? Given that you can't turn into the wind, I'm not sure how you'd do it.

Also, all of the different types of firing options seem to be the same (broadside vs raking broadside vs the other type. Don't have the rules in front of me). I think the difference has to do with full vs partial line of sight, and the target's facing, but I read the text a few times and wasn't sure if I'd "gotten it".

I am looking forward to trying this.
 
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Richard Pardoe
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Bankler wrote:
The example on tacking mentions that the move could be replicated over four turns without tacking (simply by wearing). How? Given that you can't turn into the wind, I'm not sure how you'd do it.

Wearing is a 60° pivot and it is allowed to have the stern into the wind. So a series of 60° pivots (with a movement in between) clockwise results in the same end facing (but not necessarily the same location) as a single tack (or 120° pivot) counterclockwise.

Bankler wrote:
Also, all of the different types of firing options seem to be the same (broadside vs raking broadside vs the other type. I think the difference has to do with full vs partial line of sight, and the target's facing

I think you have it. First there there are broadsides and rakes which cover the relative facing of the two ships. A broadside is when the firing arc of each ship overlaps. I know the game is hex based, but imaginee the two ships are parallel: | | A rake is when the firing arc of the target ship doesn't cover the firing ship. Again, imaginee the ships are perpindicular: | - to each to other. Now, the game is hex based, so the angles aren't as clear cut, so a bit more checking is required.

Next if full and partial which covers how much of the target ship is "in-range". If only one half (one hex of two) of the target ship is within a firing arc/LOS - then it is a partial broadside. If both halfs (both hexes) of the target ship are within firing arc/LOX - then it is full broadside.



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Brian Bankler
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RPardoe wrote:
Bankler wrote:
The example on tacking mentions that the move could be replicated over four turns without tacking (simply by wearing). How? Given that you can't turn into the wind, I'm not sure how you'd do it.

Wearing is a 60° pivot and it is allowed to have the stern into the wind. So a series of 60° pivots (with a movement in between) clockwise results in the same end facing (but not necessarily the same location) as a single tack (or 120° pivot) counterclockwise.

Thanks.
RPardoe wrote:

Bankler wrote:
Also, all of the different types of firing options seem to be the same (broadside vs raking broadside vs the other type. I think the difference has to do with full vs partial line of sight, and the target's facing

I think you have it. First there there are broadsides and rakes which cover the relative facing of the two ships. A broadside is when the firing arc of each ship overlaps. I know the game is hex based, but imaginee the two ships are parallel: | | A rake is when the firing arc of the target ship doesn't cover the firing ship. Again, imaginee the ships are perpindicular: | - to each to other. Now, the game is hex based, so the angles aren't as clear cut, so a bit more checking is required.

Next if full and partial which covers how much of the target ship is "in-range". If only one half (one hex of two) of the target ship is within a firing arc/LOS - then it is a partial broadside. If both halfs (both hexes) of the target ship are within firing arc/LOX - then it is full broadside.


It would have been nice of them to say "A Rake, called Crossing the T, is achieved when ..." then I could have visualized it quickly. I've set up a solo game, so I think I got it. A touch fiddly, but the basics seem right.
 
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