G’ Day David,
Good questions. The need to manage crew assets is an important task for a captain in the age of sail – and rather different from our 20th and 21st Century experience where most crewmen are assigned to a single battle station in the engineering spaces, turrets, etc. for the duration of an engagement. That said, we should avoid making crew assignment into a bookkeeping chore as noted in rule Section 11.2. Accordingly, Crew factors are considered employed in sail trim and gun crews unless otherwise noted for BPs, repair and extended tasks. A handy way to show this is to complete the initial Crew Assignment column at the bottom of the Deck Log.
Now, to your specific questions. The Crew Assignments bullet in rule Section 11.2 (page 1-23) specifies “Personnel factors are assigned to one task for the duration of a Game Turn.” Repair tasks are assigned for the following Game Turn in the Rigging & Repair Phase of the Game Turn per rule Sections 8 and 8.1 while BP (Boarding Parties) are assigned in the Command Phase per rule Section 11.2. These are also noted on the Game Turn Sequence at the beginning of the Basic Rules and on Chart 1 A. Crew factors are assigned to extended tasks (such as hoisting boats, preparing tows, &c.) by recording them on the appropriate GT row of the Deck Log as described in rule Section 20 (page 2-1). While we did not specify the exact point of assignment for every type of task, it is done at the end of the Game Turn. My bad, I suppose, in leaving room for interpretation while trying to avoid overemphasizing bookkeeping.
Therefore, let me add some clarification:
· All tasks last for the duration of the Game Turn, as provided in rule Section 11.2.
· BPs and extended tasks – other than repair tasks designated in rule Section 8 – are assigned in the Command Phase at the end of the Game Turn for the next Game Turn.
· Extended tasks and repair tasks are recorded on the Deck Log using the Repair Codes and Task Codes listed below the Game Turn rows on the Log.
· Crew factors exceeding these logged tasks are assigned to gun crews and sail trim. This avoids having to record specific factors for every task every Game Turn. The sum of the factors for logged tasks are subtracted from the total factors available to determine how many can work the guns or trim sails in a Game Turn. Excess factors are available to replace casualties. Normally a captain will, at a minimum, keep enough factors to trim sails (indicated by the underlined factors in the Crew section of the Ship Card) with the remainder for the guns, but the choice is his.
· Marine factors provide an additional source of manpower for gun crews as provided in rule Section 5.2.
· When Crew casualties are incurred, the target captain can determine which tasks get affected in a Game Turn if the Crew factors available get reduced below the total needed for all tasks. The target captain can also reallocate at the end of the Game Turn for the next Game Turn.
· Ungrappling is a short-term task that can be performed by any Crew factor on the upper deck not involved in a melee during a boarding action per rule Section 10.6. Cutting free mast wreckage or fouled rigging using the Mast free section of the CUTTING FREE table, however, is a repair task that takes a full Game Turn [or more] and is resolved in the Rigging & Repair Phase. Ungrappling can also be done during the Rigging & Repair Phase when uncontested.
· Once loaded, a gun battery can be fired without assigned gun crews as only one tar (from gun crews serving the other broadside or other batteries) is required to pull the lanyard or touch the slow match. Reloading, however, requires the full gun crew as described in rule Section 5.2.
Hopefully, these additional clarifications provide the answers needed to help your captains command their ships with a sure hand.
Your obt. Servant, &c.,
LONNIE