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Go Back   Armchair General and HistoryNet >> The Best Forums in History > Best Games in History > ACG Community Run Wargames

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

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  #16  
Old 22 Oct 16, 19:09
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Schooners should be faster than Brigs, right?

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  #17  
Old 22 Oct 16, 19:56
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Well, your ship has a Cutter Rig, which is similar to a Sloop Rig with multiple fore staysails, making it easier to manage with small crews.

Overall, you can look up sail plans and their various strengths and weaknesses. Wiki has a not-terrible article on it that covers all the sail plans you should see. When you sight a vessel, the sighting report will ALWAYS include sail plan, unless it's a big ship, in which case you know it'll be a three masted ship rig.
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Old 22 Oct 16, 21:23
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We should be both faster and better able to tack into the wind.

We want to close the distance butt at some point we should look to the opportunity to work our was a bit west of her to cut her off from St Augustine and get between her and the wind.
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  #19  
Old 23 Oct 16, 02:06
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According to the article on Ship Speed on Wikia, the Cutter can make up to 12 knots and gets best speed at a 45 degree heading (to the wind). It does not sail as efficiently downwind (180 degrees), speed dropping to around 10 knots. The Brigs best speed (around 12 knots) is when she is running before the wind.

If the Brig is far enough ahead of us, we will not catch her as she can move faster heading downwind. Our best chance at an intercept is when they are upwind.

Maybe we should let this one go and try to find the salvager camps? Maybe we can sneak up on their ships right offshore? The best target would be a boat heading South towards Saint Augustine...

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  #20  
Old 24 Oct 16, 03:56
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Well, if anyone with sufficient navigation experience says we can't catch her for some time, I say let it go. Like someone said, no need to draw undue attention/suspicion on ourselves, at least not until we get a better angle on another ship. Let's continue the hunt in the general area of the 'treasure fleet'.
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Old 24 Oct 16, 04:11
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If the Vespa will be able to intercept her well outside of St. Augustine, out of sight and w/o other ships I'd say we intercept.

If, as it appears now, it will take a long time and we are going to draw attention to ourselves from St. Augustine or other ships, I vote not to chase and continue sailing towards the treasure site.
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Old 24 Oct 16, 04:19
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{OOC: It appears that there are votes to keep patrolling the area (you're within the 'bounds' of your hunting ground for the treasure fleet's ships).....I just need a hard count of 'go for it' and 'leave it alone' for this ship so I can do an update and move on.}
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Old 24 Oct 16, 04:58
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To Clarify

Prevailing Winds are out of the NW.

Therefore, had you all sailed straight towards St. Augustine from Nassau, you would have been beating against the wind very slowly while trying to cut between the islands and then running up the coast.

The ship sailed East from Nassau, cleared the isles, then tacked North on the open sea for a couple of days before turning West. This puts you NE of St. Augustine, in position to sweep through your chosen hunting ground with the wind at your back.

The ship you've spotted is maybe a mile W of you (inshore), and 2 leagues S of you. With the current winds, it would have to turn to the East (SE) to have the speed to outrun you (square rig in a straight down-wind stern chase). If it's headed for St. Augustine, it will have to wear to the West, which will slow it further. IOW, you can catch the ship.....the only things in question are how far out of the Fort can you catch it (really a skills check to see your closing rate), and if it's worth your while to do so or if you'd rather go hunting down the coast for something else.

I'll work on my descriptions of positioning and your sailing route. Also in the future I'll work on getting a more specific answer to the route rather than just presuming something (I was presuming that you wouldn't want to go through the narrow channel against the wind, with the possibility of being chased by any warships the Spanish might have sent to try to keep people off their gold). I've got a map I'm working with to do timing and such, but I can't just post it as it does and will have locations of both spotted ships and the various warships present.
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Old 24 Oct 16, 05:08
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Quote:
1 Unit of Shot (per gun)
Does that mean we can fire each gun only once ?

A Brig could have as much as eighteen guns.
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Old 24 Oct 16, 05:11
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{OOC: Unit of shot is how many 'engagements' you can fight. Figure a unit of shot as enough shot and powder to take on a ship of similar class in a gunnery duel for a typical length of time (30 minutes to an hour). So you're looking at something around 30 rounds per gun for your artillery.....but since I won't be micromanaging powder and shot for either cannon or small arms, I use the term 'unit of shot', so you have an idea as to whether you can get into an engagement or not.}
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Old 24 Oct 16, 05:15
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I see, that's better

We're still outgunned and outmanned I suspect though.

I see no immediate advantage for us in this fight, except one of speed.
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Old 24 Oct 16, 06:43
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1 Die Roll
 Description
Die
Result
navigation
1d6
1
Quote:
Originally Posted by TacCovert4 View Post
Prevailing Winds are out of the NW.

The ship sailed East from Nassau, cleared the isles, then tacked North on the open sea for a couple of days before turning West. This puts you NE of St. Augustine, in position to sweep through your chosen hunting ground with the wind at your back.

The ship you've spotted is maybe a mile W of you (inshore), and 2 leagues S of you. With the current winds, it would have to turn to the East (SE) to have the speed to outrun you (square rig in a straight down-wind stern chase). If it's headed for St. Augustine, it will have to wear to the West, which will slow it further. IOW, you can catch the ship.....the only things in question are how far out of the Fort can you catch it (really a skills check to see your closing rate), and if it's worth your while to do so or if you'd rather go hunting down the coast for something else.
Quote:
Originally Posted by Major Sennef View Post
If the Vespa will be able to intercept her well outside of St. Augustine, out of sight and w/o other ships I'd say we intercept.

If, as it appears now, it will take a long time and we are going to draw attention to ourselves from St. Augustine or other ships, I vote not to chase and continue sailing towards the treasure site.
It is all too iffy....
With what we know now I vote for letting it go.

Re skills check, I have dice roll installed on my ACG posts. I can advise you all to do the same.
@ TC: what dice (1d6?) do I need to roll against my navigation skill to resolve the issue where we can intercept the brig? I rolled a '1' with 1d6 in this case
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Last edited by Colonel Sennef; 24 Oct 16 at 06:50.. Reason: dice roll
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Old 24 Oct 16, 18:30
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Quote:
Originally Posted by Major Sennef View Post
It is all too iffy....
With what we know now I vote for letting it go.

This is after all, the age of fighting sail....and at the moment none of you are exactly legendary helmsmen or navigators.....you know you can catch it, that's about the best you know right now. There's supposed to be a bit of 'iffy' in this era anyway. As best you know, you can overhaul it in a few hours.....and at that point you'll be somewhere around 12-20 leagues from St. Augustine.

Re skills check, I have dice roll installed on my ACG posts. I can advise you all to do the same.
@ TC: what dice (1d6?) do I need to roll against my navigation skill to resolve the issue where we can intercept the brig? I rolled a '1' with 1d6 in this case
Good thing I already rolled for catching it based on the best team helm and navigation stats. A 1 would have been quite disastrous for your chances.
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Old 24 Oct 16, 18:49
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I think we should reload one broadside gun with bar shot and one with chain shot on each a side. We are trying to destroy sails and rigging, not poke holes in the targets.

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Old 24 Oct 16, 20:02
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At this point, the nature of shot loaded isn't really relevant. Guns are loaded just before firing anyway.....you'll have opportunity to tell what you're aiming to hit.

So....looks like most votes and tentative votes are for leaving the ship alone and continuing to hunt? Just trying to hammer this down so I can move on to the next move.

And I appreciate the forbearance. Sometimes update styles and odds that sound just fine in your head don't really hold up to scrutiny.....the first couple of 'weeks' as always are a bit of WIP as things are hammered out.
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