Message text Ogrebait2 wrote:
dcr66 wrote: Not familiar with the original rules. Can you select what to repair?
It repair is random, the game can drag on even longer. If you can select what to fix, there is some hope you can get enough riggings to get your derelict to sail out of harm's way.
Don't have the rules in front of me, but IIRC you can assign crew sections to repair duty to restore hull and rigging squares. It's not quick, but sometimes an extra rigging square can make a huge difference. Advanced Rule X.B: Ships which don't load or fire guns, engage in melee, become involved in a collision, up-anchor, change from full sails to battle sails or vice-versa, or expend any factors of its movement allowance to turn, may make repairs: provided there are at least two crew sections available. (The second section need not be complete). All repairs take three turns (not necessarily in sequence). In three turns, two hull, two rigging, or two gun squares can be repaired by simply erasing the "X" on the most recently marked squares. Repairs cannot be made on "surrendered" ships. Repairs in progress are listed in the Notes section of the shipìs "log" in this phase by writing "RH" for hull repairs, "RG" for gun repairs, and "RR" for rigging repairs. The third repair of the same type is circled and the boxes erased. Only one type of repair may be made per turn.
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