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Post by DungeonDevil on Oct 30, 2011 9:55:52 GMT -6
In my long and arduous quest to get my grubby mitts of a copy of Don't Give Up the Ship, I despaired and decided it was for the best to rattle some ideas around in the skull and houserule my own version of a naval wargame but by using Chainmail. Sadly, because of the intellectual erosion effected by a lifetime of bad American television (that's redundant, really ), I have become frustrated. So far movement rates will not be too difficult, if I keep it simple: Wind dead astern: 12"/turn Wind on the quarter: 18"/turn Wind abeam: 8"/turn Wind on the bow: 4"/turn Headwind: no headway; need to change course. Even firing can be accomplished in a Chainmail-y manner: Roll 1d6/gun on the offensive side. If the ship has the weather gauge then most hits (if not all) will be at the hull or below the water-line; if the ship does not have the weather gauge, then most/all hits will be at the masts/spars/rigging. Very short range: less than 4", 1 die per gun/kill on 2-6. Short range: 4" to 6", 1 die per gun/kill on 3-6. Medium range: 6" to 12", 1 die per gun/kill on 5-6. Long range: 12" to 18", 1 die per gun/kill on 6. Very long range: more than 18", 1 die per 5 guns/kill on 6. Each class of warship would have x number of hit points before being disabled or sunk, but I haven't gotten that detailed yet. I don't know about the typical range of stern- and bow-chasers, so I'd have to leave that for later. But there must be far more to DGUTS than just clipping through the churning main and firing broadsides. If anyone here has a copy of DGUTS, what other kinds of rules would I need to approximate it?
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Post by Finarvyn on Oct 30, 2011 14:09:57 GMT -6
Is DGUTS that hard to find? I have both a TSR and a Guidon version and they are pretty much the same. I didn't think that it was that rare.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Oct 30, 2011 21:49:43 GMT -6
Is DGUTS that hard to find? I have both a TSR and a Guidon version and they are pretty much the same. I didn't think that it was that rare. Well, Noble Knight Games has it for only $195. ;D It does seem to be rare. It will sell for $50 on E-Bay.
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Post by Finarvyn on Oct 31, 2011 11:39:41 GMT -6
Hmmm. I stand corrected. For some reason I had the impression that it was more common than it apparently is.
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Post by DungeonDevil on Nov 3, 2011 13:15:00 GMT -6
No, it's not rare, but uncommon. I bid on a mint copy earlier this year, but it spiralled way, WAY beyond what I deem a sane investment. To have won it I would have had to GIVE UP THE BANK ACCOUNT! I didn't have the guts to bid on DGUTS. Sorry, couldn't resist.
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Post by havard on Nov 20, 2011 13:36:17 GMT -6
This has caught my attention... I dont have DGUTS, but combining it with Chainmail sounds really interesting.
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Post by DungeonDevil on Nov 21, 2011 12:52:20 GMT -6
This has caught my attention... I dont have DGUTS, but combining it with Chainmail sounds really interesting. I wasn't interested in 'combining' DGUTS with CM, as I don't own the former, but by theorising upon what is in DGUTS and finding a way to simulate naval warfare with CM...somehow. I've got Action Under Sail, but its -ing complicated.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Nov 21, 2011 13:17:03 GMT -6
Some notes for you to try: Movement should be mandatory for all ships. There should be a wind speed check every turn including direction though wind direction should not change drastically from turn to turn. You can simplify wind speed as follows: The ship facing has 4 quadrants, for, aft, port, starboard. Each quadrant is a 45 degree arc. The forward arc also has a 10 degree sweep directly ahead. If the wind is blowing from the aft quandrant, the ship is said to be "running" and getting the fastest speed. if the wind is blowing through the port or starboard quadrant, the ship is said to be reaching and gets moderate speed. If the wind is coming from the forward quadrant except for the 10 degrees directly forward, the ship is said to be beating and gets the slowest speed. If the wind is blowing within the 10 degree arc forward, the ship is in "irons" (taken aback) and cannot move until righted.
Ships can take a certain amount of hits based on size (rate) and cannon size. There are a couple of ways to handle this. You could give each ship a certain amount of hits based on size (rate) For instance a first rater might have (10 -1) X 3 hits or 27 hits. 2nd rater would have 24 hits etc.
Or you could say that all ships can take the same amount of damage but compare rate to shot weight being fired at the ship. This would yield something similar to the massed combat table. Maybe 24lbrs vs a 4th rater would yield something like 2 dice per gun shooting. A 6 hits. Or maybe you roll for effect first. Lets say we are using a 74 gun ship. That would be 37 guns coming to bear in a broadside. Divide that by 6 to get the amount of dice rolled for hits. The total number rolled are effective shots. Maybe halve that amount for anything beyond short range. Those would then get compared on the "massed combat" table based on shot weight vs ship rate. Maybe all ships can take 10 hits before being sunk but the rate will mean that a relatively small ship will take those 10 hits from larger cannon at a much faster rate.
Some rambling ideas to get you started. Hope that made some sense.
John
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Post by cooper on Nov 21, 2011 14:41:51 GMT -6
This has caught my attention... I dont have DGUTS, but combining it with Chainmail sounds really interesting. I wasn't interested in 'combining' DGUTS with CM, as I don't own the former, but by theorising upon what is in DGUTS and finding a way to simulate naval warfare with CM...somehow. I've got Action Under Sail, but its -ing complicated. Well, the naval warfare section of men and magic is meant to be used with CM. no need to find an outside source.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Nov 30, 2011 11:08:09 GMT -6
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Post by DungeonDevil on Dec 20, 2011 2:05:04 GMT -6
Crikey! That can buy a whole lot of salt pork and hardtack!
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Post by Sean Michael Kelly on Dec 20, 2011 4:38:38 GMT -6
Crikey! That can buy a whole lot of salt pork and hardtack! I think that might just be the quote-of-the-day already! LOL
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