pixelpusher
Posts: 689
Joined: 4/17/2005 Status: offline
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quote:
From what I remember reading about naval battles during this era, they tended to be fairly standard affairs. That was one of the deciding factors for the approach we took in CoG. While it was the romantic era of sail, and there were critical naval engagements (Trafalgar), the scale is wrong. CoG is macro view... tonnage vs. tonnage. Also realistic rules would have to be kind of complex, and maybe un-fun to learn for many people. quote:
I think the most important aspects of naval warfare (wind gage, gun crews, more professional English crews) are already modeled in the existing engine. Yep. Nonetheless, being modelled abstractly doesn't capture the imagination in quite the same way as does blasting your foes to bottom of the sea... quote:
I'm thinking that the intricate details of naval battles couldn't be realistically simulated in any sort of hex-war engine. But then again, I could be wrong - if so, I'd like to hear contrary opinions. As I understand it, Wooden Ships and Iron Men still has many devotees. Interesting wind gauge / movement rules. Concise description of Wooden Ships, Iron Men rules: http://www.youplay.it/beta/play/ws_GameRulesSimple.asp The thing about WS&IM is that it's WEGO (I plan my moves, you plan your moves, then when the turn happens, we move simultaneously and run into each other.) I'm not sure how the sequential turns of CoG would work, in that respect. Maybe just make it really hard to change direction. (I've not read Eric's draft of Naval rules, btw.) The units would probably have to be small squadrons of ships, which you place into line, instead of individual ships.
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