HeadMMoid wrote:
Your hex size estimation seems reasonable. A maximum effective range of 2,000 yards is pushing the limits of most of the guns, but it does make the numbers work well. The only other option would be to assume that the hexes are scaled to the ships (which would support the fouling rules). Unfortunately, that would make a hex only 35 to 50 yards across, and give a maximum gun range of less than 500 yards; clearly ludicrous.
Given your assumption that a hex is 200 yards, the game would force ships in line to have an interval of just under 2 cables, not 1. This would be typical of later period French or Spanish formations. Otherwise the analysis is excellent.
Also, there “dont seem to be a lot discussion on game scales and such” because AH avoided that with WSIM. In all probability, the design effort was for a “look and feel” result, rather than any historic accuracy.
you are quite correct about the interval between ships...i had noticed that myself after having posted...just didnt think to edit the post...given a scale of one hex to two hundred yards then the interval between ships would be two cables which is pretty much on the money
i think i stated somewhere else that ship's rigging seems to act more like a spider's web to catch other ships and i still stand by the statement that fouling happens FAR TOO OFTEN in WSIM...experienced crews didnt have that much trouble with line ahead maneuvers except in the most adverse conditions of visibility and even in combat situations where a lead ship suddenly lost a mast the following ships were USUALLY able to avoid a collision...but this is perhaps a subject for yet another thread
my husband mentioned to me that Avalon Hill tends to load its game systems so that one side is generally the favoured side...despite the historical realities and it is often more fun to beat the game system than to actually win the game