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[50F] Changes to Ship to Ship in 50F with the new SWADE chase rules?

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  • [50F] Changes to Ship to Ship in 50F with the new SWADE chase rules?

    For those 50F veterans who have run or played 50 Fathoms, do you see any issues with incorporating the new SWADE chase rules in to 50F ship to ship combat?

  • #2
    I only have the original edition of 50F, so I don't know if thins were updated in the newer version. (In case it isn't in the newer version, the range increment is 50)

    That said, I don't see any issues with the new chase rules and 50F.

    Drawing a Club (complication) could represent the snapping of lines or spars, maybe losing a sheet.

    When doing the opposed "Change Position" rolls, I would consider giving a bonus to the boating roll for ships that have the "weather gauge" at the start of the chase.

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    • #3
      Originally posted by Nostromo View Post
      For those 50F veterans who have run or played 50 Fathoms, do you see any issues with incorporating the new SWADE chase rules in to 50F ship to ship combat?
      Nope. The the SWD version was too generous to ships with high Handling - a single Schooner, with some magic gear, could pretty safely take on a Man o' War with two Brigs for escort - but the SWA chases really toned down Advantage. It should work *ahem* swimmingly.
      I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

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      • #4
        Good to hear! Thanks!

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        • #5
          Biggest thing would probably be trying to work out ship-specific maneuvers, like broadside, Crossing the T, and an adjusted Critical Hits table. Overall, it should work fine, just have to consider those particular outcomes.
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          My thoughts, musings, and general character adaptations on Savage Everything.

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          • #6
            I'll pull this thread back up because it seems to me there is still more discussion to be had!

            I'm about to start a 50F campaign and while I don't want to do vehicle combat on a battle map (which SWADE doesn't really have rules for anyways, as far as I can see?), the official conversion of "Just use SWADE rules" seems lackluster. All those cool maneuvers! I've seen these rules but they seem really complicated...
            So, has anyone run 50F with the new rules for dogfighting? Do they work well with the SWADE maneuvers?

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            • #7
              Thanks for throwing away that old ring. It was cluttering up the place.
              Originally posted by FrodoB View Post
              I'm about to start a 50F campaign and while I don't want to do vehicle combat on a battle map (which SWADE doesn't really have rules for anyways, as far as I can see?), the official conversion of "Just use SWADE rules" seems lackluster. All those cool maneuvers! I've seen these rules but they seem really complicated...
              So, has anyone run 50F with the new rules for dogfighting? Do they work well with the SWADE maneuvers?
              It's not that Adventure Edition doesn't have rules for vehicles on the table top, it just doesn't have elaborate rules for it (see page 120, side bar). I agree with the reasoning behind that choice.

              As for using Chases, there's no reason you can't use all the cool 50 Fathoms maneuvers.
              Crossing the T is perfectly valid, and a great use of Force. Instead of hitting a reef or debris, the foe heads right into a full broadside!
              Hard About is a fancy name for Change Position Dropping Back.
              Shearing is a specialized Ram, essentially a Called Shot, to cripple their oars and avoid serious damage to your own vessel.

              Yes, the linked thread is overly complicated. There are some gems in the subsequent discussion and even more in the other thread.

              I haven't run an actual adventure or campaign using the new chase rules. But one of my friends is working up a game and I ran a couple of ship combat tests using the Adventure Edition chases. I was pleased with the results.
              I hope you find the above post useful. And not insulting, because I was trying to be helpful, not insulting; being a pedantic jerk, that isn't always clear.

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              • #8
                At first I have had some problems with interpreting "out of control" in naval combat, but after managing past it I must say that the new SWADE naval combat rules works well even without the extra maneuvers.

                Also, I am pretty sure that historically 'Crossing the T' was a maneuver from a later age, where gun turrets could individually turn. In naval sail combat, being perpendicular to your enemy would make you take less hits (while making you unable to fire at said enemy at all from your broadside).
                Obviously if you like it then use it regardless.

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                • ValhallaGH
                  ValhallaGH commented
                  Editing a comment
                  Crossing The T is a very "age of sail" concept. Being the top of the T means your broadside can fire on the foe without worrying about return fire. And while they lacked turrets, the guns could be aimed within a few degrees, making it possible to shoot along the entire length of an enemy vessel.
                  Being the leg of the T meant you couldn't fire back, except with bow- or stern- guns. Leaving you helpless in the face of enemy fire.

                • OK5
                  OK5 commented
                  Editing a comment
                  There is a benefit to being at this position in age of sail naval combat, but it's not the devastating maneuver it would be later. I have probably forgotten most of what I learned on those stuff, but a quick look at Wikipedia (even if it's not the best source) mention it mainly for 19th century maneuver.

                  https://en.wikipedia.org/wiki/Crossing_the_T
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