[GZG] Full Sail?

6 posts ยท Mar 23 2006 to Mar 23 2006

From: Allan Goodall <agoodall@a...>

Date: Wed, 22 Mar 2006 20:37:14 -0600

Subject: [GZG] Full Sail?

I have a number of Pirates of the Spanish Main collectible miniatures. I
understand that Full Sail was played at ECC with these minis. Is there a
version of Full Sail available for download?

Failing that, does anyone know of a set of rules that would work with these
miniatures?

From: Laserlight <laserlight@q...>

Date: Wed, 22 Mar 2006 22:05:25 -0500

Subject: Re: [GZG] Full Sail?

> I have a number of Pirates of the Spanish Main collectible miniatures.

Cinematic movement. The Sunday morning game didn't adjust for wind direction,
which is extremely odd for a sailing game but of course simplifies things
quite a lot. All weapons had limited arcs fired out to 12", so essentially
B1's with 1 or 2 arc coverage. No fire controls needed.
I don't recall quite how the damage worked--it was Sunday morning :-)

I would say that your ship should have a base speed--let's say you're a
frigate, speed 6. If the wind is from direction 12, then your max speed would
vary by facing, thus: 1, 11, 12: in irons, speed 0 2, 10: close hauled, speed
3 3, 4, 5, 7, 8, 9: broad reach, speed 8 6: running, speed 6 Or something like
that.

If you want a really accurate game for this, you should get Close Action (by
Mark Campbell). If you want more of a fast play game, you might look at Flying
Colors. (Using Close Action, we had 60 players do Trafagar and took from about
10am-9pm; I gather that with Flying Colors, you can do it with two
players in a day).

From: Jerry Han <jhan@w...>

Date: Wed, 22 Mar 2006 22:46:53 -0500

Subject: Re: [GZG] Full Sail?

There are THREE different versions of Full Sail out there.  (8-)

I have a set that's not quite ready for prime time, that's based on Mike
Hudak's rules. Mike Hudak's set is the first one I encountered, and I think
it's available as a PDF file. I remember there was somebody else who also did
a variation of Mike Hudak's set, but the name and link escape me.

The biggest changes I made to Mike's rules are for wind direction, fire,
and ship targeting (fire at rigging / fire at hull.)

From what I remember though, all three rulesets stick to the FT mindset i.e.
when you have to choose between realism and speed, pick speed.

I do plan to upload my ruleset one day, but I'd like a little longer
to polish it.  Maybe after GZG-ECC X (because, given how often I get
to play, it'll be that long before I'll feel comfortable I've gotten
most of the bugs out.  (8-) )

JGH

> Allan Goodall wrote:

From: Robert Makowsky <rmakowsky@y...>

Date: Thu, 23 Mar 2006 03:20:30 -0800 (PST)

Subject: Re: [GZG] Full Sail?

Jerry,

Any possibility of a playtest release? We have a ton of those collectable card
ships and I would like to do a real game with them.

Bob Makowsky

> --- Jerry Han <jhan@warpfish.com> wrote:

> There are THREE different versions of Full Sail out

From: Tom McCarthy <tmcarth@f...>

Date: Thu, 23 Mar 2006 08:23:45 -0500

Subject: RE: [GZG] Full Sail?

If you can get your hands on the rules form GW's Man'O'War, they're
highly playable and pretty easy to adapt/expand the classes of ships.
Yes, I know, they can seem like total money-grubbers, but they do work
at putting out fun, playable games.

From: Hudak, Michael <mihudak@s...>

Date: Thu, 23 Mar 2006 08:29:15 -0500

Subject: RE: [GZG] Full Sail?

I sent my version off to either TomB or Adrian..... at some point it may show
up on stargrunt.ca

I kept wind out of it as it was intended for a sunday morning game....
something light, easy, that people basically know the rules for. People are
usually pretty punchy on Sun morning.

Damage works the same as always... hull points and thresholds.

That all being said, I do need to sit down sometime and streamline things a
bit more before next year.

> -----Original Message-----