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Author Topic: Playtesting: Homebrew Nautical Design  (Read 11494 times)

germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #105 on: September 29, 2012, 03:51:50 pm »

Order the enemy crew to throw there weapons onto my ship, Once done send half my crew to the enemy vessel and have there crew locked below deck, Have the boarding party man the ship and have both ships head to the nearest port at the best possible speed. Have the captain of the enemy vessel ( Assuming he survived. ) Sent over to my ship before we set course for the port.

The enemy flings their weapons onto your ship as you pull up alongside.  Your boarding party finds that the enemy captain was among the dead, and quickly escorts the enemy crew below decks.  The closest port you know of is your homeport, and you know recruiting will be rather easy there, plus you will have the wind at your backs so speed will be better.

*Who would you like to captain the Fluyt?  (It is called the Skirmisher)
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #106 on: September 29, 2012, 03:52:53 pm »

Send my first mate to captain the enemy vessel. Have the enemy vessels first mate sent to my ship.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #107 on: September 29, 2012, 04:05:02 pm »

Send my first mate to captain the enemy vessel. Have the enemy vessels first mate sent to my ship.

The First mate of the Skirmisher comes aboard in irons, as is brought in front of you.  You start heading home, with your younger brother (he was in charge of the boarding party, so I will put him as a Soldier for his ability.  If you would prefer sailor or gunner, let me know) taking command of the Fluyt.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #108 on: September 29, 2012, 04:09:57 pm »

Head for home port as fast as possible. Take the enemy officer into my cabin and have him sit down ask him what loot and or prisoners are on board the Skirmisher then offer him a deal.
Id like him to be a gunner please the current ships crews are to small for a soldier to be worth it.


" You know when we return to port you and your crew will be executed. If you will swear your loyalty to me then nobody needs to know about your past history. You will serve as first mate under my brother who will be your new captain. Any of your crew who agree will continue in there posts. Any who dont will be sold for execution or as slaves. You have until we reach port to decide.
« Last Edit: September 29, 2012, 04:11:35 pm by mesor »
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #109 on: September 29, 2012, 04:25:42 pm »

" You know when we return to port you and your crew will be executed. If you will swear your loyalty to me then nobody needs to know about your past history. You will serve as first mate under my brother who will be your new captain. Any of your crew who agree will continue in there posts. Any who dont will be sold for execution or as slaves. You have until we reach port to decide.

He refuses, but as the word spreads 10 of the enemy crew say they will be happy to assist.  They say that the previous captain was a tyrant, and they had no choice once they signed up but to do his bidding or be tortured until they did as directed.  They were recruited under false pretenses.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #110 on: September 29, 2012, 04:33:56 pm »

Once we arrive in the port have the 10 who agreed to remain freed and then tell them
"So long as you are loyal and do your jobs you will be treated as an equal among my crews, but if you brake any rule or attempt to betray us you will be thrown overboard with a rock tied to your ankle is that clear?
Have my youngest brother Celeborn go into the town and tell the local authorities that we have pirates prisoner and wish to negotiate a reasonable price for them. (( How many did i take alive not including the 10 I recruited? )).
While he does this go into the town myself and recruit enough men to fully man both of my ships and have Thranduil get the ships berthed and arrange repairs for them.
Transfer my flag to the Skirmisher and have Thranduil take over as captain of the Noldor with Celeborn as he's first mate, Have the most experienced of the 10 pirates, Janos made my first mate.
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #111 on: September 29, 2012, 04:45:37 pm »

I really wasn't planning to fight a fort so soon. Can I even take one on? Let's find out!

Assuming the wind is still blowing from the east, the two caravels that Lustig is leading should be able to clear the distance to the port in good time. So I'll load up the cannons with chain if they aren't already and sail out of range of the fort, as to meet the attacking ships. My other two should meet me and launch a broadside of round shot each into the fort.

Here's hoping for the best!
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #112 on: September 29, 2012, 05:04:02 pm »

(( How many did i take alive not including the 10 I recruited? )).[/b]

You have 10 men unwilling to join in the brig. (2 days from port)

Assuming the wind is still blowing from the east, the two caravels that Lustig is leading should be able to clear the distance to the port in good time. So I'll load up the cannons with chain if they aren't already and sail out of range of the fort, as to meet the attacking ships. My other two should meet me and launch a broadside of round shot each into the fort.
   

You easily sail out of range of the fort, headed towards the enemy ships (15 squares out now).  Your vessels approach, and as your men flash your orders to them, they turn towards the keep to prepare their attack. (22 squares out)               
                     
                     
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #113 on: September 29, 2012, 05:09:25 pm »

Continue to port have the 10 willing men released and put to work with the rest of the crew, Have them watched carefully to ensure they dont try anything.
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #114 on: September 29, 2012, 05:45:49 pm »

Are the cannons loaded? If so, fire when ready!
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #115 on: September 29, 2012, 06:39:10 pm »

Continue to port have the 10 willing men released and put to work with the rest of the crew, Have them watched carefully to ensure they dont try anything.

They seem to understand completely.  You arrive at port, gaining 121 gold, but having to use 84 gold for repairs (37 gold remaining).  The guards say you are obligated to turn over the pirates you have taken, and there is no bounty on any of them.  Your recruiters manage to collect 17 men from the friendly port.  You immediately start having them bring on supplies.

Are the cannons loaded? If so, fire when ready!

As you close in with the enemy ships (Brigs),  You turn starboard and fire your port cannon towards the one farthest north (roll 10 vs dc 10 dealing 4 rigging damage) and dislodge one corner of the front mast.  Your men quickly get to reloading and turning to get as much distance as possible.  The Brig you fired upon returns fire as it turns starboard (rolls 4/5 vs dc 7) missing short on both accounts.

*I need one more captain from you.  I have the Carpenter and your second in command, but Lustig is still recruiting.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #116 on: September 29, 2012, 06:41:20 pm »

Continue looking for recruits until both ships are fully maned. Hand over 5 of the prisoners but keep the rest.
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #117 on: September 29, 2012, 07:08:34 pm »

Captain #4 is Grifen Margitine, a soldier who was with me during the original taking of the Nottingham. This should bring me up to Jurgen, Lustig, Grifen and the Thus-Far Unnamed Carpenter, all on Caravels.

The Nottingham will make an 180o turn in order to fire chain out of the starboard cannon. Hit the brig we've already shot at. My captains will continue loading their cannons with round, not approaching the port until ready to fire.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #118 on: September 29, 2012, 07:30:43 pm »

Continue looking for recruits until both ships are fully maned. Hand over 5 of the prisoners but keep the rest.

As the repairs are being completed, you gain another 26 men to your ranks.  You still have 13 slots left to fill.
The Nottingham will make an 180o turn in order to fire chain out of the starboard cannon. Hit the brig we've already shot at. My captains will continue loading their cannons with round, not approaching the port until ready to fire.

You flip around and fire your starboard cannon (roll 19 rigging damage 2)  into the sails yet again.  This leaves a good sized hole, but the ship still seems rather unaffected (performance wise).  The 2nd Brig pulls forward, trying to get in front of you as the 1st flips around and fires its starboard cannons (rolls 5/16 vs dc 6) with one shot hitting on your starboard side and dealing 10 damage.

The Scout under CPT. Grifen fires its first round at the Fort (roll 13 vs dc 10) dealing 18 damage to the walls.  The men of the keep are furiously trying to reload the cannon, but are forced to duck with the incoming shell.  The Warrior under CPT. Horace Blackwater also takes a shot (roll 11 vs dc 10) dealing another 12 damage.

(One turn left on port Cannon, 2 on starboard.  Scout and Warrior have 3 turns.)

Spoiler (click to show/hide)
« Last Edit: September 29, 2012, 07:39:23 pm by germaina »
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #119 on: September 29, 2012, 07:33:39 pm »

Look for the last men i need to fill my ship's and ask around to find out if anybody has a job for me.
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