Ironclads

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DM

Mongoose
Some thoughts on an ironclad variant.....

http://www.btinternet.com/~david.manley/naval/VAS/V_o_t_R.pdf
 
Already DM, good effort that man, will read through over the weekend :)

Now all I need is the ship data for the rest of the conflict :? , Anyone know or have a good source that details armour and armament , including its location on the ships ??
 
Cheers DM does it list which side the guns fire ?

I also found this on my wanderings on the net

http://www.tarleton.edu/~kjones/navy.html
 
And if you are going to publish these or your AoS rules and want them proofreading first just send me them in an email, (If you still have it) or send me a message via here and I'll mail you again
 
Nice work, Fast as hell too. :)

Finally the reason I need to buy those Thoroubred Miniatures ships that I have been wanting!

I saw these at a gaming convention last year and drooled for the next 10 minutes.

Check'em out:

http://www.thoroughbredmodels.com/Products.htm
 
Thoroughbred aren't Houstons. Thoroughbred models are 1/600, Houstons are declared as 1/1200 but probably closer to 1/1000 or 1/1100.

I use 1/1200 for wargaming the period, but do have quite a few 1/600 Thoroughbred models that I was planning to do for a demo / parti game base don the battle of Trent's Reach (one day I might even get around to painting them up!!!)
 
Query, as part of the same paragraph in Movement

This says may turn mid and end (also "move 1/2 move again" may be better as "move 1/2 speed" again)
DM Rules said:
Movement
Ships move ½ speed, may turn, move ½ move again then turn again. Each turn can be up to the craft’s full Turn Number.
This says may not turn mid and end
DM rules said:
The vessel may turn after the ½ move point but cannot make a turn at the end of movement. (each point of turn = 30 degrees)
can you clarify ?

In the following
DM Rules said:
Major fires
Cause 1d6 damage per turn. Roll a d6 in the end phase per fire. Fire out on 6, carries on burning on 1-4,
Should fire out be a 5-6 as per minor fire, otherwise what happens if a 5 is rolled

Flank speed ~ Unless i missed it, Is there no negatives to being on Flank speed?? and is there no limit to how long you can strain the engines for ??
 
On the first question - you can move at 1/2 distance and full distance. ou can also delay the furst set of turns until after 1/2 distance but if you do you don't get to move at the end.

Example - a ship moves 6" so it can turn at 3" and 6". If it turns at 4" it can't then turn again.

Fires - out on 6 only, stil burns on 1-5

Flank speed - I'll add a chance of doing permanent damage to the engines if it is attempted.

:oops: - smiley added 'cos my 6 year old likes it :)

PS expect an update in the next 24 hours :)
 
DM said:
On the first question - you can move at 1/2 distance and full distance. ou can also delay the furst set of turns until after 1/2 distance but if you do you don't get to move at the end.

Got it now, I just did not read it like that, I took "after half move" too literally to be at the half move point rather than over half its move.

Had my other head on for some reason
 
Thats the "fun" of rule writing. Stuff makes perfect sense to me but not necessarily to others, so its good to have the ambiguities flagged up.
 
Query

On the sample ship CSS Virginia
you have 6" Rifles and 7" SB both doing 4 DD

but in the Table on p.3
6.4"R = 3DD
7-8"SB = 2DD

The Sample ship Warrior
has 110lb SB, these are not in your table on P3
Since from the virginia the 6"R is not there either but the 6.4"R is.

Are you rounding missing guns to the next range up?

The Table on p.3
120lb/9-10" = 3DD
next line has 70lb/11" = 4DD

Is the 70lb correct?
 
Gunnery tables corrected in the version to be posted shortly. Round up for missing guns.

70lb should be 170lb
 
I will do soon, but I'm working off another PC at the moment and, whilst I can upload new files to my website, I can't amend existing files. opefully a link will be there in the next few days.
 
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