I worked on an idea for that for a time, but it comes down to one fundamental problem, the system doesn't lend itself to ramming rules.Lowly Uhlan said:Ancients! Treimes and Greek fire!
I have a whole fleet that fits on the palm of my hand... really really teensy weensy triremes. Can't remember who makes them, I bought them at a wargames show.Lowly Uhlan said:Yeah I'd just have to spend money on a fleet of cool ram-prowed ships any way.![]()
Well, actually I play the boardgame Trireme with some houserules - I never actually use the minis. Trireme is, admittedly, way way out of print, it was when my FLGS unearthed it in his basement... I do have a nice set of rules from some magazine I was given copies of, but I've never played those. There are some free ancients naval game rules around on the web too.Lowly Uhlan said:And let me guess you probably have some really cool out of print ruleset to play them with.
The primary problem is scale. The bigger the mini, the more problem you have actually maneouvering around the table. See the ACtA forum for all sorts of discussions on this! In an ancients system, a lot of ships will get very close indeed...Lord David the Denied said:Why doesn't this system work for ramming? I'd have thought you modify the special action from ACtA for intentional ramming and modify the resolution rules a bit to reflect the fact your ship is intended for such tomfoolery...
Wulf Corbett said:Lord David the Denied said:Why doesn't this system work for ramming? I'd have thought you modify the special action from ACtA for intentional ramming and modify the resolution rules a bit to reflect the fact your ship is intended for such tomfoolery...
Now, this is mitigated by the fact that ships of that era are relatively slow (a recreated Greek Trireme with a trained crew regularly made 14 knots at 'ramming speed') IWulf
A mixture of rowing club professionals, ocean racing rowers, and massochistic volunteers. The Trireme is, I believe, still registered as a reserve vessel in the Greek Naval Training squadron. These was an excellent documentary on it a few years ago. That 14 Kt. speed was momentary, by the way, not sustained!Reaverman said:What were they using, outboard motors?
That's about what they found.It's reckoned that most Trieremes managed 11.5 knots, in a 30 second burst. The normal speed was about 7.5 knots
Well, depends on speed, of course, but I saw for myself the demonstration of turning in a circle on the spot. Obviously, it's way harder with his oars & debris in the way, and corpses in the water.and its reckoned they were not that maneouverable. As once they engaged ramming speed, they had to time it right or run into the path of the target ship or miss it completely. Another problem was fouling oars, when they rammed. Meaning that the ship could become tangled with the opponets Trireme, when its trying to withdraw.
Wulf Corbett said:Well, depends on speed, of course, but I saw for myself the demonstration of turning in a circle on the spot. Obviously, it's way harder with his oars & debris in the way, and corpses in the water.
Wulf
Of course, but it is the required skill to recover from a ram. If you just back-oar, the ship you rammed is still going to be right in front of you; the faster you turn, the quicker you can get going forwards again.Reaverman said:Turning in a circle on the spot is fine, but turning on the move is a different thing. In battle, anyone who stop'pivots is asking to get a gunwhale up the arse!
Lord David the Denied said:So ancient naval warfare would be a whole different ball game. Still cool, though. Do it, Wulf... :wink:
In there like a rat up a drainpipe, thank you.DM said:If anyone wants a free set of ancient or renaiisance galley rules (either individual ship actions or fleet actions) let me know. I've published a few as articles in the NWS journal and can email PDF copies.