During the movement notation phase of the sequence of play, the ship’s future movement over the next round must be accounted for. This is done to reflect the time necessary to deliver orders, for the crew to hop to their jobs and for the momentum of the ship to be overcome. To reproduce the possible chaos in battle this might create, the system incorporates simultaneous movement.
Before the sequence of play can be set in motion (see movement execution), at the beginning of the round, all participants in charge of ships must write orders that their ships must attempt to follow before new orders can be submitted. This process is called logging movement.
Prior to orders being given, the movement allowance of each ship must be determined. It must be determined under what conditions the ship may move. The crew quality must be taken into account to determine the probable success of a manuever. The following concepts must be accounted for in giving orders ahead of time to the ship’s crew:
See Also,
Anchor
Backing Sail
Collisions
Drifting
Fouling & Unfouling Ships
Grappling & Ungrappling Ships
Naval Combat
Ship’s Attitude
Turning
Wind Effects on Movement
No comments:
Post a Comment
Comments are welcome; however, the content on this blog is not purposed for critical evaluation. Comments are strictly limited to errors in text, need for clarification, suggested additions, link fails and other technical errors, personal accounts of how the rule as written applied in their campaign and useful suggestions for other rules pages.
All other comments will be deleted.