Friday, March 1, 2019

Drifting (naval combat)

Ships that have ceased to move under their own power, due to damage to the hull or rigging, the lack of a crew, or that cannot move due to grappling, fouling or ramming, or even the lack of orders, will drift. When ships drift, they do so with their attitude to the wind unchanged.

If the bow of a ship does not change its position for two consecutive movement execution phases, then during the second phase the ship will drift 1 combat hex per wind speed, plus the full drift distance described on the wind effects table for ship types (applied to yares A to C). This drift will be in the direction the wind is blowing. This drift should be spaced out during simultaneous movement.

Ships that are fouled or grappled together cannot move or turn in place, so they must drift.

Ships that have lost all their rigging points (becoming dismasted) will also drift. Dismasted ships may turn in place 60-degree every three full rounds of drifting.

During the movement notation phase, each ship that is drifting can be written in the log as “D” for drifting. A note of drifting should always be made.

Drifting will stop once a ship has voluntarily moved one ship hex.

See Naval Combat

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