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City:Exeter/Yokohama UK
Personal Data:Male, born: June 25 1973
Membership4years 264days ago.
Last Login3years 230days ago.
Last Move3years 238days ago.
Dropwort is currently Offline!Send a mail to Dropwort


Message header
Area/Game:Wooden Ships & Iron Men
Topic:Rules
Subject:Re: Repairing
Posted by: Dropwort - 4years 220days ago.
Message text
Longneck wrote:
Dropwort wrote:
Longneck wrote:
To repair, you need at least part of a second crew section. There's a pulldown list to select rigging, guns or hull. The ship can't do much else other than drift or move straight to start or continue repairing. So turning, firing, reloading, meleeing and full sails going up/down all prevent repairs. After three turns of repairing something (don't have to be three in a row), two squares are repaired. Captured ships can be repaired if there's enough crew.

Prisoners stay on their ship and will take it back over if the ratio of prize crew to prisoners falls below 1:6 for any reason (melee, crew damage, etc). You also lose the points for a captured ship.

Hope that helps.

--- Message edited by Longneck


Brilliant! Thanks, Longneck! That certainly helps clarify things regarding repairs.

With the other point, it seems I was in fact able to transfer prisoners and the invading party back to a different ship, leaving the other empty…unless I much mistaken - which is quite possible!


What's the game number? And maybe the turn number when you transferred. Prisoners shouldn't be moving around.


Thanks for having a look. The game number is 844082, turns 15 and 16 are the relevant ones. I just had a look and I think perhaps prisoners didn't move as much as disappear? I took over a ship which should have had prisoners, then moved to abandon it the next round. After I had done so, in turn 16 there was then no one aboard the ship.

One more thing about repairing, if I may. In order to prevent firing (and stopping possible repair work) do I have to set my HDT high, or do I have to try to pull out of range? Otherwise I will just fire each turn, and cannot repair.

Thanks again.

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4years 223days Dropwort [WS&IM][RULES] Repairing
4years 222days Longneck Re: [WS&IM][RULES] Repairing
 4years 220days Dropwort Re: [WS&IM][RULES] Repairing
  4years 220days Longneck Re: [WS&IM][RULES] Repairing
   4years 220days Dropwort Re: [WS&IM][RULES] Repairing
    4years 220days Electro Re: [WS&IM][RULES] Repairing
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