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I have recently completed a rules manual to simulate Napoleonic naval warfare. I know many other systems are out there, and I have read through a good number of them. I feel that they are all either very complicated, or a little too simplistic. So I have written my own in an attempt to give some middle ground. The rules will be fairly familiar to BFG players, as this is an already solid ship gaming system from which I have gained much inspiration.
The rules are availiable from me in PDF format if you want to see them (PM me your E-mail address.) They are incomplete, though perfectly playable. Only a few minor tweaks and a scenarios section are needed.
Once the piece is ready for general release, Blackhat has kindly offered to host it on LO.
A few people have already been sent the rules, I would really like some feedback if you have had time to read it. This thread will be for the discussion of possible updates or changes. So I gues the product will be Fleet Commander 1.1.
I have updated the movment rules. Before now, all ships used their third movement value when close-hauled. Now, square rigged ships may not move in the dead zone. Though they may turn through it (this is necessary to tack.) This is represented on the movement compass (ver. 2.) If the ships cannot make the complete turn using its normal turn value, a leadership test must be taken, or the ships misses stays and is locked "In Irons" and may not move any further that turn. The locked ship must turn out of the dead zone before it can move in the subsequent turn. If the test is passed then the ship may move to the opposite tack, but no further. It may then move as normal.
The blue arrow being the wind, and the grey area being the dead zone. This was a two minute MS paint job, and is not representative of the rules (which are far neater!)
The ships use their three values as per 1.0, but only lateen, lug, bermuda and gaff rigs may move in the dead zone. The rig type will be added to their profiles. If a square rigged ship does not turn out of the dead zone, it is "locked in irons" and may not move until it has gone about and lies on another tack.
Next update will be a revision of the Unrated vessels list. There are some glaringly obvious flaws there. Some are simply too powerful, or underpowered. The points values are all over the place!
Also, a new vessel has been added to the 6th rate section. The "Sloop of War," with 20 guns mounting 9lb mains and carronades. A profile is currently being written.
Anyone had a chance to read the rules through yet?