Saturday, February 23, 2019

Logging Movement (naval combat)

During the movement notation phase of the sequence of play, each ship master must write the proposed movement of the ship that will take place over the next five rounds of game time. These are orders that are written in secret by both the players and the DM, as ships on the battle map are not intended to know which direction the others will move.

The DM will write secret logs for non-player ships, while the players will write secret logs for their own ships. The players should at this time determine the transparency in logging movement orders that will be given.

Once determining the ship’s movement allowance, the log records this movement, determining what the ship will do. For example, a ship with an allowance of four movement might decide to sail Ahead, Ahead, Left, Ahead ~ or it might go right, or backing sail, or drop anchor, attempt to grapple or ungrapple, etc. The log determines the options in advance … even if the combatants drastically regret having given those orders later, in the light of what happens next.

Ship direction of movement is regulated by ship hexes. Though a ship’s movement execution is performed per round by standard combat hexes, orders for the ship’s movement are given in ship hexes. Each ship hex the ship enters costs one movement factor of its allowance.

For example, a ship that is 60 feet long would cover, bow-to-stern, three ship hexes. If it were ordered to move ahead one movement factor, that would be an order to move 1 ship hex, or 4 combat hexes, before the next movement factor would take place. Likewise, a ship that was turning one movement factor would turn 60-degrees into the next ship hex before the next movement could take place. This material is covered elsewhere and in depth, but must be understood and taken into account when writing orders for where a ship moves.

Sailing ships cannot turn more than 60-degrees from the direction of the bow per ship hex. A ship may make only one turn per ship’s hex.

Ships may use none or all of their movement factors available. Unused factors cannot be accumulated from one logging to the next, nor may they be transferred between ships.

Notation Protocols

The following must be included when logging the movement of the ship:

The total movement of the ship for that turn must be logged.

A clear and readable notation must be made, which all persons must agree upon. Abbreviations can be used: “A” for ahead, “R” for right; “L” for left; “B” for backing sail, “F” for ship is fouled and desired to be left so; “UF” for unfouling; “G” for grappling; “UG” for ungrappling; “D” for drifting; “DA” for drop anchor; and “LA” for lift anchor. Ship’s weapons and boarding do not need to be noted as these are not part of the ship’s movement. Each movement factor notation should be separated by a dash or clear comma.

One character on each ship must be designated as the “Captain.” If the players are commanding a ship, this player character can take no other action other than logging movement as long as the crew needs to be directed.

For example, a ship with a movement allowance of 5 should write its factors as (5) – A – L – A – B – DA … which would mean ahead, left, ahead, backing sail, drop anchor. These things will be explained in the links already given.

Notations must be specific and in the same order as that in which the ship will be moved.

If a player does not wish a ship to move, a “0” (zero) will be used as notation.

If a log is incorrectly filled out and/or indicates an illegal move for a ship, end that ship’s movement at the point of the infraction. This means that if the first notation for the first of the ship’s factors, for example, was impossible due to the ship being at anchor, the ship is still grappled or fouled, or was written unclearly, the ship would cease all movement during that sequence of play due to crew error and indecision.

When completed, all logs of all ships controlled by DM and Players should be opened for inspection by all participants. This initiates the movement execution phase.

See Naval Combat

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