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ACG Community Run Wargames Conflict simulations run by forum members for the ACG community.

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  #46  
Old 20 Oct 16, 02:25
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Well, as soon as you all settle on a starting location, the Game Thread will be posted.
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  #47  
Old 20 Oct 16, 02:26
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The problem is most of the islands are not settled so much yet. The French were hitting Spanish shipping until 1690, then France made peace. There are other places in the Bahamas that are possible to use. Little Harbor on Great Abaco is possible.

What area will we target? The Spanish Trade Routes went to Havana and go around the Bahamas. The Spanish Trade Routes from Columbia are also interesting.

Tobago is to the South by South America. It was settled by people from Courland, before changing hands.

If we hit Slave Ships, what do we do with them? We can settle them to grow food for us, or sell them to the Carolinians around Charleston. Slave Ships will not have much on trade goods.

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  #48  
Old 20 Oct 16, 03:15
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Quote:
Originally Posted by Widow Maker View Post
Well the Bahamas are central to the North American colonies and the Carribbean.The Bahamas are closest to the Gulf Stream and the trade winds to Europe.

The windward isles are the eastern area where ships coming from Europe are most likely to be encountered. THe southern windward isles are the safest in hurricane season.
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Originally Posted by Pruitt View Post
There are other places in the Bahamas that are possible to use. Little Harbor on Great Abaco is possible.
What area will we target? The Spanish Trade Routes went to Havana and go around the Bahamas. The Spanish Trade Routes from Columbia are also interesting. Tobago is to the South by South America.
IIUC: we can choose North, outward bound (goods from the America’s) and settle for the Bahamas;
or South, inward bound (goods from Europe) and settle for any of the Windward islands e.g. Tobago.

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Originally Posted by TacCovert4 View Post
Well, as soon as you all settle on a starting location, the Game Thread will be posted.
Let's agree quickly so we can get this show on the road
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  #49  
Old 20 Oct 16, 03:33
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Quote:
Originally Posted by Widow Maker View Post
(...)
Nassau is a pirate haven as we start the game. There is no English governor. Pirates already comprise the majority of the population.
It could serve as a base for a few years. Not much chance of looking respectable though or remaining low key. The pirates operating out of there quickly became notorious since tales and rumors spread quickly from Nassau.

I could see basing out of there and scouting the barrier islands of North American's Atlantic and Gulf coasts for more secretive hideaways.
That's very good news - I figured it would have been a navy base by now,

it would also be likely place for us to meet.

I vote Nassau as a starting point.
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  #50  
Old 20 Oct 16, 05:31
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Nassau

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Originally Posted by Snowygerry View Post
I vote Nassau as a starting point.
Seconded
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  #51  
Old 20 Oct 16, 05:35
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Ok:

2 outright votes for Nassau as a starting locale.

Remember.......you're on a boat (cue Lonely Island soundtrack)....you can always change your location, or as noted simply build your own settlement.
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  #52  
Old 20 Oct 16, 07:17
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Quote:
Originally Posted by TacCovert4 View Post
They have brought with them to equip the ship:

5 Weeks of Supplies
5 Points of Repair
2 Swivel Guns for the Quarterdeck
8 3lb Cannon for the gun deck (each with a Powder and Shot Supply (PS) of 1)
Gents re our cutter (Vespa?):

we now have 8 3lb cannon broadside and 2 swivel guns for the quarterdeck.
Should we perhaps trade 2 broadsides for 2 chasers?
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  #53  
Old 20 Oct 16, 08:08
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Quote:
Originally Posted by Major Sennef View Post
Gents re our cutter (Vespa?):

we now have 8 3lb cannon broadside and 2 swivel guns for the quarterdeck.
Should we perhaps trade 2 broadsides for 2 chasers?
I'm not advocating either way. Just notingthat now is the time that you can make such changes without either spending money, or spending repair points.

Right now you can trade cannon for swivel guns on a 1 for one basis. The advantages of swivel guns are that they fire faster, use a 1 to 2 man crew, and need no gun captain. The disadvantages are weight of shot (primarily case) and range.

You can also adjust positioning of your guns. Default was all in broadsides, so you have 8 guns, 4 per side. You can opt now to put pairs of guns in bow or stern positions for free. You can always make adjustments later, but rigging up the positions will cost repair points.
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  #54  
Old 20 Oct 16, 08:17
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Quote:
Originally Posted by TacCovert4 View Post
I'm not advocating either way. Just notingthat now is the time that you can make such changes without either spending money, or spending repair points.

Right now you can trade cannon for swivel guns on a 1 for one basis. The advantages of swivel guns are that they fire faster, use a 1 to 2 man crew, and need no gun captain. The disadvantages are weight of shot (primarily case) and range.

You can also adjust positioning of your guns. Default was all in broadsides, so you have 8 guns, 4 per side. You can opt now to put pairs of guns in bow or stern positions for free. You can always make adjustments later, but rigging up the positions will cost repair points.
Perhaps we can have an additional 2 port holes in the bow and 2 in stern for chasers. Default position for the cannons is broadside but we will be in the position to move 2 broadside fore or aft in case we need them there.
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  #55  
Old 20 Oct 16, 08:27
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"Chasers" are guns firing backwards if we're chased ?

Or forward when we're chasing someone ?

Quote:
2 port holes in the bow and 2 in stern for chasers.
Or both ?
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  #56  
Old 20 Oct 16, 09:04
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Quote:
Originally Posted by Snowygerry View Post
"Chasers" are guns firing backwards if we're chased ?

Or forward when we're chasing someone ?

Or both ?
Not completely sure but let's agree on both
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  #57  
Old 20 Oct 16, 10:27
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Nassau then to get things rolling.

Well there is something to be said for simplicity. I would suggest that we use something other than our actual names while in Nassau. Pirates here seem to quickly become known pirates (at least the successful leaders).
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  #58  
Old 20 Oct 16, 10:39
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We should be faster and more maneuverable than most of prey. The classic tactic would be to approach from the stern where there are few or no guns and threaten to rake the helpless ship into submission.

We would have little trouble turning or angling to put a full broadside into the stern or sails of a slower ship we are chasing. We could still run them down.

The ships will be larger though so we will need the largest possible broadside to take out the sails, rudder or any stern guns if needed.

Keep the guns in the broadside. I will not vote against moving some guns to our stern for emergency use against a fast pursuers sails if others want them.
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  #59  
Old 20 Oct 16, 10:47
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Clarification. Guns all around are for less maneuverable ships. Being able to concentrate our guns is an advantage our maneuverability gives us.
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  #60  
Old 20 Oct 16, 13:10
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Quote:
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Nassau then to get things rolling.
Agreed.
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