sfatula wrote:
I would add a clarification. Shooting at ONLY rigging is generally a bad idea. In most games with a number of ships, shooting at ONLY hull is also bad.
For those who have not done their research, the original game rules indicate:
V. MOVEMENT EXECUTION PHASE B. Drifting: 5. Ships which have lost all rigging squares (become dismasted) drift with a special turning allowance. 5a. Dismasted ships with a turning ability of 1 must wait at least three consecutive turns while drifting before being able to make a 60 degree turn. 5b. Dismasted ships with a turning ability of 2 must wait at least two consecutive turns while drifting before being able to make a 60 degree turn. 5c. Dismasted ships with a turning ability of 3 must wait at least one turn while drifting before being able to make a 60 degree turn. 5d. If a dismasted ship makes a 60 degree turn while drifting, it must wait the same period before making another turn.
VIII. COMBAT PHASE. D. Marking Hits and the Effects of Damage. 4. Rigging Hits ("R"): 4b. If all rigging squares are marked off, and no friendly ship of the same or larger class as the firing ship is within ten squares distance, the ship will surrender to the first enemy ship which can rake its hull. This is known as "surrender by immobility". Excess rigging hits are treated as "misses".
I just wanted to illustrate the the original board game rules differ somewhat from the online version. Online, all dismasted ships can pivot on their bows at any time. Also, there is no drifting. Both can make it difficult to close with a dismasted ship to within the 6-hex raking distance, particularly if she is still undamaged for the most part. You will almost always have to expose yourself to a frontal rake while you close the range. Another reason to grab the points and run!
Some of these rules work well with miniatures, particularly for people new to the game. I prohibit both drifting and pivoting for dismasted ships, as I just did at a convention. Easier for logging purposes. |