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For those asking about ship combat here is a small snippet from Mike Tunez Lead designer.
"Each ship that is under sail will move 3 times during a turn. Each ship has various "speed" settings (read sail trim). Each time a ship moves, it will move at its current sail setting +/- any weather or damage effects. Point of sail is broken down into 3 points: In Irons (bow closer than 45° to the wind) Sailing Windward (Bow pointed toward wind but not in irons) and Sailing Large (Wind 'abeam or astern). Ships can make no headway if in irons, get a penalty to movement to windward (varies based on ship) and move normally when sailing large.
Units aboard ships are assigned to "sections" of the ship. Ships can vary between 1-4 sections depending on size and type. Units can take move actions to move from one ship section to another and all measurements taken to target units are taken to and from the sections they are in. This eliminates the need for measuring within the ship which lets you add some rigging without it getting in the way of game play and goes a long way in keeping things moving at a good pace. Units on ships use their actions to do typical things like shoot, reload, rally, change sail setting, repair critical damage and attempt sailing maneuvers such as tacking and box hauling.
When firing on a ship, you choose a deck section to target within your firing arc. You can aim at the hull or rigging. Each have a separate damage track and fortitude (defense) value. Fortitude values decrease as the ship takes on damage. Fortitude value is also tied in to critical hits so as your fortitude decreases the amount and severity of damage to your ship increases. Each hit against the ship's hull also carries with it the chance of causing casualties against the units in the struck sections, which in turn brings the chance of units panicking!
One of my favorite things is that even when you fill in all of a ship's damage boxes, it can keep on fighting (provided the captain doesn't strike!) it takes rolling the right critical hit to actually destroy a ship, so most games end in boarding or in striking...as they did historically.
Boarding is done using a "charge" action against an opposing ship within 3". The ship is then pulled into contact. The charging unit can then move a single model (just to mark that the units are engaged) into an adjacent deck section on the opposing ship. And engage a unit in that deck of the defenders choice. If a section is cleared of enemy models, all of models in the victorious unit may immediately move all of its models into that deck to occupy it. Stay tuned for more glimpses of game play."
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