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05/28/10(Fri)05:58 No.10109664Just woke up and ready to continue the discussion and not let the thread die.
You NEED boarding. If you don't go with Brewhouse rules, or if you have many miniatures, you could implement a very simple rule-set. Keep crew counters next to each ship's damage chart, each counter representing a "platoon" of men. When boarding, move counters to another ship's chart. Then roll a single "ship combat roll" every turn for every ship that has been boarded, and remove counters according to dice and modifiers (modifiers such as Security Stations, Better Muskets, Hand Cannons, Grappling Hooks, which could be purchased on a per-crew basis, adding further customization). That's one roll per ship, easily manageable, and adds tons of flavour to the game. If your enemy runs out of platoons, you have commandeered the ship and are able to control it from the following turn, with -1 to all stats to represent the inexperienced crew.
Crew transfer rules could be vital to pirates, they could transfer more platoons each turn than other factions, and have less penalties for commandeered ships.
OP, if you're still around, you need a heavier than air drive. You may still have zeppelins, because they are fucking cool, but you need some handwavium to justify how their lifting power is higher than usual so that zeppelins can carry heavy guns and maybe even armour. Otherwise, it would take an absurdly large gas chamber just to be able to carry a single cannon, and a direct sagittal hit would probably puncture a large proportion of gas bladders and down the zeppelin. If you can have flying ironclads, if they can really afford to keep armor plating afloat, then they can be filled to the brim with cannon, so they would mop the floor with zeppelins any day. |