Difference between revisions of "Naval Sequence of Play"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
| (One intermediate revision by the same user not shown) | |||
| Line 1: | Line 1: | ||
| + | [[File:Naval Sequence of Play.jpg|right|560px|thumb]] | ||
The '''Naval Sequence of Play''' describes the order of ship actions that must be resolved during '''[[Ship Turn|ship turns]]''', each of which takes place over five [[Combat Round|rounds]]. Apart from the normal resolution of combat, if any is occurring, the following steps are observed once every five rounds. These steps allow the captains of each ship to restore their vessels’ combat worthiness and give orders for future movement. The five-round interval, or "ship turn," equals one minute of real time. Ship movement between decisions is expected to follow this chronology, so that vessels continue according to their existing speed, heading and condition until new orders are given and resolved. | The '''Naval Sequence of Play''' describes the order of ship actions that must be resolved during '''[[Ship Turn|ship turns]]''', each of which takes place over five [[Combat Round|rounds]]. Apart from the normal resolution of combat, if any is occurring, the following steps are observed once every five rounds. These steps allow the captains of each ship to restore their vessels’ combat worthiness and give orders for future movement. The five-round interval, or "ship turn," equals one minute of real time. Ship movement between decisions is expected to follow this chronology, so that vessels continue according to their existing speed, heading and condition until new orders are given and resolved. | ||
__TOC__ | __TOC__ | ||
| Line 15: | Line 16: | ||
=== Movement Notation Phase === | === Movement Notation Phase === | ||
| − | Orders are written out, giving orders for the movement of ships one ship turn hence, five rounds from now. | + | [[Movement Notation|Orders]] are written out, giving orders for the movement of ships one ship turn hence, five rounds from now. |
== Normal Movement == | == Normal Movement == | ||
Latest revision as of 20:01, 26 April 2026
The Naval Sequence of Play describes the order of ship actions that must be resolved during ship turns, each of which takes place over five rounds. Apart from the normal resolution of combat, if any is occurring, the following steps are observed once every five rounds. These steps allow the captains of each ship to restore their vessels’ combat worthiness and give orders for future movement. The five-round interval, or "ship turn," equals one minute of real time. Ship movement between decisions is expected to follow this chronology, so that vessels continue according to their existing speed, heading and condition until new orders are given and resolved.
Contents
A ship is a large, moving body, dependent upon crew labour, wind, steering, sail and momentum. The helmsman may begin to answer the tiller at once, but sailors must still haul lines, brace yards, gather or loose sail, shift weight, clear obstructions and respond to commands passed across a noisy deck. For this reason, changes in speed or direction are not treated as instantaneous. Officers must judge the enemy's course before the moment of contact, decide whether to close, sheer away, hold position, prepare to board or bring weapons to bear, and then trust the crew to carry out the order in time.
The delay between an officer giving an order and the ship answering that order requires a full ship turn. Expressed in combat rounds, if an order is given at the outset of the 1st round, the result of that order does not commence until the 6th round. This delay creates the possibility of unexpected outcomes. Orders given at the start of a ship turn are written out and cannot be changed until the next ship turn, regardless of what occurs in the meantime. A poor order may leave the ship badly placed several rounds later; a good order may put the vessel into position before the enemy can answer. As a result, ships may collide, become fouled, move unintentionally out of range, be caught unawares, or be caught in irons, leaving them unable to move until another five rounds have passed and an attempt can be made to restore their situation.
Between ship turns, combat is resolved according to the standard round-by-round sequence, when melee, missile fire, siege fire, ramming, grappling, boarding and action point use is handled normally.
Sequence of Play
Wind Phase
The direction of the wind is called by its location on the compass, called "windward." In naval terms, downwind, the direction the wind is going, is called leeward. These terms are used throughout the naval combat rules to describe a ship’s position and movement in relation to the wind. For game purposes, the compass has sixteen points, representing a 360 degree circle of horizon. Every five rounds, or once per minute, a die is rolled to determine whether the wind has shifted one point clockwise or counterclockwise. This roll should be made before the next phase in the sequence.
Unfouling Phase
All ships wishing to do so may attempt to unfoul themselves during this phase. To resolve the attempt, it must be that the crew has already spent five uninterrupted rounds attempting to free the vessels rigging from another ship, through cutting, hauling, clearing spars and loosening lines. Now the roll is made that resolves if this has succeeded; if it has not, another roll cannot be made until another ship turn has passed.
Movement Notation Phase
Orders are written out, giving orders for the movement of ships one ship turn hence, five rounds from now.
Normal Movement
The movement of ships should take place continuously each round, as explained by movement execution. Grappling of other ships may be done at any time, while the ship's weapons fire when they are able. Boarding, too, happens as a part of normal melee.
See Naval Combat
