Sail sets + minimun crew questions
#1
Posted 05 April 2016 - 05:28 PM
#2
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?
#3
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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