Originally I was going to do this project in 28 mil. I
bought some Foundry pirates second hand cause I really nice pictures and
started painting them up. then I realised how expensive 28 mil ships were going
to be to buy.
I love eBay and on eBay I bought half a dozen Playmobil toy
ships. the six cost me less than £50 including postage. however they were a bit
big for 28mm so the project went into the doldrums.
then I thought why not do it in 54 mil? the Playmobil ships
are ideal for 54 mill.
The Playmobil ships are actually really nice models, I
repainted them using aerosols and acrylics, some of the original models came in
strange colours, but it's easy enough to repaint them.
As for 54 mill pirates, there is a set made by Mars which is
quite good, you can also pick up some on eBay which are made by a Chinese toy
manufacturer called hing fat, the easiest ones to obtain are made by a company
called Glencoe, you can buy these on Amazon UK for around £14.00 a box and that
includes shipping from the US. these different sets are all scale compatible, the
Mars figures are perhaps a little larger than the others. I've also bought some
call to arms British Light Infantry from the American war of independence to
use as royal naval marines, but I've only painted up a few so far. I also drafted in some Armies in Plastic Boxers to make up the numbers.
on the large ships I have a crew of 16, on the smaller ones
a crew of eight.
In terms of rules I looked a couple of commercial sets, but
they were all too complicated. I like a set of rules quick easy and fun to play
so I wrote my own which we found to see two sides of a four.
I played six games with these rules now with different
people add which one has been a lot of fun have been very pleased that the
rules seemed to work well.
Pirate
rules
Sequence
Roll for wind direction - it does not change for the duration of the game.
Determine
initiative
Player 1
fires and moves a ship and crew
Player 2
fires and moves a ship and crew
Etc.
Crew
Movement 8
inches, no obstacles
Firing –
50% of crew
rounding up.
Pistols –
12 inches, Muskets - 18 inches
Hit on 4+,
Save on 4+
No cover.
Result –
1-2 – over
the side, 3-6 – killed
Combat
Simultaneous
Roll to hit
3+ depending on weapon skill.
Save 4+,
captains 3+
Fail result
–
1-2 – over
the side, 3-6 – killed
Over the
side – roll d6, 1-2 eaten by sharks, 3+ climb back up next turn but may not
fire or attack.
Ships
Movement
Move 12, 18
with the wind behind.
Turn pivot
on stern - galleons – 45 degrees no penalty, 90 degrees half move.
Sloops – up
to 90 degrees no penalty
Ships may
not turn on the spot.
Shimmying –
ships can shimmy sideways 6 inches and turn 45 degrees
Ramming –
galleon vs galleon, target 3d6 damage, rammer 1 d6 damage
Sloop vs
galleon, 1d6 to both
Sloop vs
sloop, rammer 1D6, rammee 2D6
Galleon vs
sloop, 3d6 damage, rammee 1d6+2
Firing
cannon
Ranges –
short – 8, medium up to 16, long up to 24.
To hit –
short 3+, medium 4+, long +5
Choose
target – rigging/masts, upper deck, gun deck or hull.
Damage roll
– 5+
Rigging hit
– D3 damage, galleon - 12 points, sloop – 8 points of damage. Immobilized when
points level exceeded.
Upper deck
hit – d3 casualties.
Gun deck –
1 gun destroyed, D3 damage to hull
Hull – 1
average D damage
Hull –
galleon - 20 points, sloop – 12 points of damage. Sinks when points level
exceeded. Crew have 1 turn to abandon ship.
Boarding
Boarding
takes place as a result of –
Moving
parallel;
Shimmying;
Ramming
(optional).
The
attacker places his troops on the defender figures to figure. Both sides can
fire just before combat is joined.
Boarding range
is 3 in.
Winning
If there are
less than 4 of a sloop crew alive and on deck, they surrender.
If there
are less than 5 of a galleon crew alive and on deck, they surrender.
Crew in
the water
Join the
crew of whoever picks them up.
Pirate
rules
Sequence
Determine
initiative
Player 1
fires and moves a ship and crew
Player 2
fires and moves a ship and crew
Etc.
Crew
Movement 8
inches, no obstacles
Firing –
50% of crew
rounding up.
Pistols –
12 inches, Muskets - 18 inches
Hit on 4+,
Save on 4+
No cover.
Result –
1-2 – over
the side, 3-6 – killed
Combat
Simultaneous
Roll to hit
3+ depending on weapon skill.
Save 4+,
captains 3+
Fail result
–
1-2 – over
the side, 3-6 – killed
Over the
side – roll d6, 1-2 eaten by sharks, 3+ climb back up next turn but may not
fire or attack.
Ships
Movement
Move 12, 18
with the wind behind.
Turn pivot
on stern - galleons – 45 degrees no penalty, 90 degrees half move.
Sloops – up
to 90 degrees no penalty
Ships may
not turn on the spot.
Shimmying –
ships can shimmy sideways 6 inches and turn 45 degrees
Ramming –
galleon vs galleon, target 3d6 damage, rammer 1 d6 damage
Sloop vs
galleon, 1d6 to both
Sloop vs
sloop, rammer 1D6, rammee 2D6
Galleon vs
sloop, 3d6 damage, rammee 1d6+2
Firing
cannon
Ranges –
short – 8, medium up to 16, long up to 24.
To hit –
short 3+, medium 4+, long +5
Choose
target – rigging/masts, upper deck, gun deck or hull.
Damage roll
– 5+
Rigging hit
– D3 damage, galleon - 12 points, sloop – 8 points of damage. Immobilized when
points level exceeded.
Upper deck
hit – d3 casualties.
Gun deck –
1 gun destroyed, D3 damage to hull
Hull – 1
average D damage
Hull –
galleon - 20 points, sloop – 12 points of damage. Sinks when points level
exceeded. Crew have 1 turn to abandon ship.
Boarding
Boarding
takes place as a result of –
Moving
parallel;
Shimmying;
Ramming
(optional).
The
attacker places his troops on the defender figures to figure. Both sides can
fire just before combat is joined.
Boarding range
is 3 in.
Winning
If there are
less than 4 of a sloop crew alive and on deck, they surrender.
If there
are less than 5 of a galleon crew alive and on deck, they surrender.
Crew in
the water
Join the
crew of whoever picks them up.
Brilliant! Totally brilliant.
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