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Sail sets + minimun crew questions


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#1 Alejandro Gonzalez Ramos

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Posted 05 April 2016 - 05:28 PM

A few questions....
 
Section 3.3.- What happens when a ship is sailing with battle sails and lost another crew factor, which brings her under minimun crew factors required to mantain trim?
 
.-----I assumed it begins to drift but I can't find it.
 
 
Section 3.4.-Are crew factors needed to make sails in addition to minimun crew factors required to mantain trim?
 
 
Section 3.5.-Are crew factors required to change sails in addition to minimun crew factors required to mantain trim, or are they included within the minimun crew to maintain crew?
 
.-----Example: A ship has transfered most of her crew, and only double the number of underline crew factors are onboard. They try to scape an enemy ship, so they go full sail. Can this ship change their sail from full sail to any other? What happen if by any event they lost another crew factor? Does the ship begun to drift just because they cannot change from full sail to battle sails, even though they have all underlined crew factors available?
 
Thank you


#2 Cpt M

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Posted 11 April 2016 - 09:03 PM

"Section 3.3.- What happens when a ship is sailing with battle sails and lost another crew factor, which brings her under minimun crew factors required to mantain trim?

 
.-----I assumed it begins to drift but I can't find it."
 
To be honest, this situation has never come up due to the fact that, having lost that number of crew factors, the ship in question would have probably have struck already.  But in the unlikely case of this occurring, the ship would drift since it would no longer have sufficient crew to trim and handle the sails.
 
"Section 3.4.-Are crew factors needed to make sails in addition to minimun crew factors required to mantain trim?
Section 3.5.-Are crew factors required to change sails in addition to minimun crew factors required to mantain trim, or are they included within the minimun crew to maintain crew?"
 
Yes, the crew factors needed to change sails or make sail (as detailed in the Extended Tasks chart) are in addition to those needed to maintain trim.
 
"Example: A ship has transfered most of her crew, and only double the number of underline crew factors are onboard. They try to scape an enemy ship, so they go full sail. Can this ship change their sail from full sail to any other? What happen if by any event they lost another crew factor? Does the ship begun to drift just because they cannot change from full sail to battle sails, even though they have all underlined crew factors available?"
 
The situation described is a dire one.  Sailing with the bare minimum of crew is never advised since it limits your options if you need to reset the sails (for example, if the weather blows up and you need to shorten sail).  In extreme cases, you can let the sails involved "let fly", that is, let the lines that control them go free as a means of reducing sail.  The problem with this, is that you cannot regain control of those sails without the full crew require to change sails (this requires sending men aloft to re-rove the lines).  If you go below the minimum number of crew, then the ship would begin to drift uncontrollably. 


#3 Lonnie Gill

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Posted 08 August 2016 - 03:45 PM

G' Day Alejandro,

 

In glancing back, it looks like my reply hadn't posted.  So, I will redo it.

 

I think the use of the phrase "uncontrollable" may lead some gamers astray.  It is not a simple binary case of having enough Crew Factors vs. being “out of control.” This whole subject can become quite complex with many variations - as you can well imagine.  Best to think of it as a matter of time.  Without the required Crew Factors, those few that are available take more time to make changes and properly trim multiple sails so that they draw efficiently. That imposes limitations and consequences on an undermanned ship.  I think the following points provide a simple, effective and workable response to this complex question:

 

· A ship can retain control and continue to sail when undermanned provided she does not change course more than one minor Turn Arc per Tactical Phase or the wind doesn't change direction.

· She cannot tack with insufficient Crew factors for sail trim.  An attempt to do so will automatically end up "in irons."

· Changing sails, etc will take longer.  These tasks require a defined number of Crew factor efforts for the indicated Game Turns as shown on the Charts.  If a vessel doesn't have enough Crew factors, it takes the smaller number that are available more Game Turns to complete a task.  Example: a frigate requires two Crew factors for sail trim.  If only one is available, double the duration to perform these tasks.  If only one-third of the required, triple, etc.  In the intervening Game Turns, the vessel continues using the previous sail set MFs until completion of changing or trimming her sails.

· Changing course will require an equivalent doubling or tripling of the MF cost per Turn Arc.  This limits the ability to change course by limiting the Turn Arcs and simulates the inefficiency and loss of drive from not being able to promptly trim the sails.  Example: A vessel with only ½ Crew factor that needs 2 for sail trim would thus expend 4 MFs per Turn Arc, limiting her to two Turn Arcs, etc.

· A larger, emergency change of course would require "letting fly" as mentioned in Capt M's earlier reply.  This would mean the ship would slow – 3 MFs per Tactical Phase (rule Section 4.4) and require additional time (double, triple, etc.) to re-trim sails when attempting to get underway again.  That is the "out of control" case discussed in previous posts.

· An increase in wind force could result in damage (per rule Section 17.5) from excess sail; as taking in sail may not be completed in time.

 

Your obt. Servant,

 

L L GILL






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