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Author Topic: Playtesting: Homebrew Nautical Design  (Read 11496 times)

germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #120 on: September 29, 2012, 07:43:06 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.

The last recruits are easily found.  The port authority, after taking the 5 prisoners, talk about the pirate activities to the east.  They do not have the fire power to risk the trek, but they are sure a trading partner could be found that way if pirates were kept in check.  The shipwright tells you he will need a couple more days to complete repairs.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #121 on: September 29, 2012, 07:47:04 pm »

Tell the port authority that if they will provide me with a caravel crewed or not crewed and a bounty of 50 gold per ship ill head in that direction and work on driving the pirates from the area and ill bring them back as many prisoners as I can.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #122 on: September 29, 2012, 07:57:17 pm »

Tell the port authority that if they will provide me with a caravel crewed or not crewed and a bounty of 50 gold per ship ill head in that direction and work on driving the pirates from the area and ill bring them back as many prisoners as I can.

The port authority tells you they do not have a ship available for you, but they will look for one should you head in that direction.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #123 on: September 29, 2012, 07:59:34 pm »

Tell them that I'll see what I can do but I'll expect my next set of repairs to be covered since there unable to provide me with sufficient firepower, Get all my new crew assigned to ships and wait for repairs to be completed, Keep an ear out for anybody who has any work involving the pirates.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #124 on: September 29, 2012, 08:22:35 pm »

They tell you they cannot guarantee anything since they do not control the shipwright.
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #125 on: September 29, 2012, 08:44:43 pm »

Check all supplies are on the ships and that nothing is missing once repairs are complete.
« Last Edit: September 30, 2012, 03:32:01 am by mesor »
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #126 on: September 29, 2012, 09:02:15 pm »

Check all supplies are accounted for and loadc.[b/]

Could you repost this a little cleaner please.  I want to make sure i have the turn right before I respond
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #127 on: September 29, 2012, 10:25:34 pm »

If I could, could I get where both of you live so I have an idea when you both will post?
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #128 on: September 30, 2012, 03:24:00 am »

Im from England.
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #129 on: September 30, 2012, 06:36:02 am »

The Nottingham will sail to the far side of the 2nd brig's bow.

The Scout and the Warrior will sail past the fort while it's still reloading, loading themselves up with more round shot.

The US, but I have an unusual sleep schedule.

As for the map, just posting x-y coordinates would be fine for me.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #130 on: September 30, 2012, 12:05:47 pm »

Check all supplies are on the ships and that nothing is missing once repairs are complete.

Repairs are completed and all supplies are accounted for.

The Nottingham will sail to the far side of the 2nd brig's bow.

The Scout and the Warrior will sail past the fort while it's still reloading, loading themselves up with more round shot.

Spoiler (click to show/hide)

You start sailing for the far side of the 2nd Brig, just as it starts to turn away from you, exposing its cannons to you (rolls 13/10 vs dc 10 dealing 27 damage) and tearing into your hull.  10 of your men fall as the cannon they were manning is hit directly.  The 1st Brig  flips around, trying to get into position to fire again.

The Scout and Warrior sail out of range of the fort, and sit while they reload.

Spoiler (click to show/hide)
« Last Edit: September 30, 2012, 12:24:02 pm by germaina »
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mesor

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Re: Playtesting: Homebrew Nautical Design
« Reply #131 on: September 30, 2012, 12:08:09 pm »

Have the crew report on board and set sail to the east again, If i come across a lone ship move in if I come across 2 or more ship's change direction straight away.
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #132 on: September 30, 2012, 01:37:17 pm »

The Scout and the Warrior will procede northwest as far as they can, while the Nottingham will move east as far as it can. Hopefully that will bait the brigs into position for me to shoot them.
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germaina

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Re: Playtesting: Homebrew Nautical Design
« Reply #133 on: September 30, 2012, 03:38:42 pm »

The Scout and the Warrior will procede northwest as far as they can, while the Nottingham will move east as far as it can. Hopefully that will bait the brigs into position for me to shoot them.

You head East, against the wind so you do not make good ground.  However, the Scout and Warrior make it up as they head your direction quickly. Seeing the 2 ships approaching, the 2nd Brig turns to join the 1st.
Spoiler (click to show/hide)

Have the crew report on board and set sail to the east again, If i come across a lone ship move in if I come across 2 or more ship's change direction straight away.
You gather you men from both ships and get them underway.  Heading east, you keep an eye on the horizon for a lone ship.  (2 days at sea)
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Grek

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Re: Playtesting: Homebrew Nautical Design
« Reply #134 on: September 30, 2012, 04:30:27 pm »

The Scout and the Warrior will sail west between two brigs, shooting a broadside into both at x=-17. Once they've fired, turn north until they're at y=14 with the Nottingham. Reload with Chain rounds on the way, port side first.

The Nottingham will turn to have her bow facing the enemy, but otherwise remain still while she reloads.
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