Ship Ahoy!


 So I have repurposed the old Battleships game by “merit” and used my slimmed down “accident rules” to play a simple game.


The battleships locator divides handily into a grid (fancy that…), the ships easily marker penned black team and red team.


To make sure I knew who’s scores was who’s, I made sure above the draw deck (the right hand side) I would place red above it and black below..

To the left hand side we have a deck made of all jack, queen, kings and on the right hand side we have a deck made up from all 1-10 cards.  From this left hand deck a card is flipped and depending on colour that is who moves first and for firing shows the lucky extra draw type for firing.

From the above example the red jack show red team moves first followed by black team.  For the gun fire seems that black has scored well 5 or more and has damaged red team by floatation point.

 I figured as per Battleships they should have 3 floatation points, a move of 1 square and a gun range of 4 squares.  The great thing about the pegs, movement can be taken in the same square or through to the next. 

Black moves first, but red team scores the hit this time.


In the end the final act came down to a ram unfortunately Black team came off worse and must limp away to fight another day.

Looking back on the first game:

I think working out a “to hit” score for how many squares away may be a good idea something simple like 1-2 squares away 5 or more for a hit to register and maybe 3-4 squares away 7 or more to register a hit.

I miss having good old gun fire first so I may have to incorporate that into the bound phase, which shouldn’t be so difficult. 

I think for ramming as it’s a bit ‘gun ho’ I’ll try the highest result receiving 1 FP and the lowest result receiving 2 FP.

For what it was it was a good bit of fun and I’ll be testing more as surprised by how well it worked, for a solo gamer it fits the bill quite nicely.


Comments

  1. Good ideas for ship to ship rules, I think this could also be adapted very well for space ships, and small fleet actions with each floatation point being a ship that was damaged to badly to continue, or sunk. 👍

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    Replies
    1. Thank you and great ideas, the closest things I have are the Star Wars micro miniatures but a majority are on speeder bikes.

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  2. Another very promising project! I'm wondering if measuring movement and gunnery range by the holes might add a bit of scope. If they are measured orthogonally, it can mean that although a square might partially be in range, the ship itself might not be. Ranges could be measured from bridge to bridge.

    It seems to me the card system offers a fine method of adjudicating accuracy according to range. Suppose you start at point-blank: needing a 3 to hit (measuring by holes rather than squares). The hit requirement might be increased by 1 until you reach the deck maximum of 8 (say). Anything more than 8 holes distant (measured orthogonally) would be out of range.

    Checking from your pictures, the 'holes' range measure doesn't add a huge amount of sea room. In the second picture, the ships are 4 squares apart, or 6 'holes' depending on which you choose.

    Just by the way, if you like ultra-simple naval action, this you might find entertaining...
    https://archdukepiccolo.blogspot.com/2019/09/fleet-action-battle-of-omez-strait.html
    The ships were cheap toys I bought more than 40 years ago...
    cheers,
    Ion

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    Replies
    1. As always very fine points and ideas, once again thank you for the link!

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