- JMarv wrote:
- Wow, those look nice John. Do you have any opponents for this game or are you just enjoying painting the ships?
-JM
I have a couple others locally that are playing. We actually had our first game a couple weeks ago. It is very easy to learn. Range and cannon locations determine a number of "action dice" per ship.
ie. Broadside, range 3 might give 8 Action dice. 4,5, and 6 hit. Sixes can reroll for additional hits.
You can ram other ships (some are built for this), you can have "boarding actions" where crews fight one another.
The coolest mechanic is moving. It is tough to get your ships in position. You have to consider wind (sailing into the wind is 1/2 speed) and consider the large turning radius of your ships.
The game breaks down like this.
Initiative roll
Activate a squad - Movement, Shooting, Boarding actions.
Opponent Activates a squad.
Next Turn.
With this are cards that you can play at the beggining of the turn, during an action, as a reaction, or a "spell". Each Faction has its own deck of cards. 1/2 are generic and 1/2 are faction specific.
You can have as many cards as you have squadrons.
Examples of Turn cards are - Shift wind direction.
Examples of Action cards - double effectiveness of bow cannons
Examples of Reaction cards - put out fires on your deck
Examples of Spells - Roll 5 AD against an opponents ship of choice.