Saturday, April 14, 2018

Drifting (naval combat)

Ships at sea that have lost their masts or sails, or which cannot moved because they have been fouled, grappled, rammed, or ships that are not under orders or where orders have failed to be carried out, will drift. Ships that did not move of their own accord last round will drift with the wind 1 hex (if successful efforts are not made this round to bring them under control). Both the bow and stern move together, with the ship's attitude unchanged.

(at present, the rules for drifting are based on one kind of wind for naval combats - the amount of drift, or the damage done by heavy winds, will be added to naval rules at a later time once a simplistic set of rules have been created; for now this is a placeholder).

This applies to ships that are fouled or grappled together cannot turn or move; they drift until they are separated. Galleys which have rammed other ships can backwater after they have rammed [placeholder] enemy ships but if they fail to do so, they will also drift with the ship that has been rammed.

Ships that collided in the previous round will drift in this round before they can take action next round.

See Also,
Movement in Naval Combat
Naval Warfare

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