Forum Message
| | Message text Longneck wrote:
imdog wrote: Hi LongNeck, Can I ask for a private tutoring? I hate for being the one on the life boat all the times  . Hey, a customer! All are welcome, step right up!
http://youplay.it/play/ws_GameMove.asp?GameID=690785 Downwind version.
During turn 1, imdog wrote: 1st thing ask is ship formation. Actually we should keep at least one space for non-admiral/captain game, isn't it? to avoid accidential graping and also manuver flexibility. Reply During turn 2, Longneck wrote: Ask all the questions you like! Spacing isn't so important when you control all the ships. Just make sure they don't run into each other. I like to not line them up one behind the other because if the first ship loses a rigging section and is slowed dow, so is every ship behind it. You'll see what I mean as my line forms. Reply During turn 2, Longneck wrote: Always beware of rakes. With high quality crews like we have now, they're dangerous even at long ranges. Take a look at the "combat charts" link -- the last range is 7 to 10 hexes, so even though it looks like we're far apart, it's the same as if we were only 7 hexes apart. Also, the first shot out of each side is called the "initial broadside". It gives a bonus because it was packed and loaded more carefully. So even at a range of 9, an initial broadside rake took more than half of a rigging section -- you'll want those later! Reply During turn 2, Longneck wrote: I moved Min up just one this turn so it's one hex behind Res. In its current wind attitude, it can move three, which allows me to jump in front of Res NEXT turn. I always try to rotate the closest ship so it spreads out the damage. Reply During turn 3, Longneck wrote: On turn 2, Mar and Cit hit each other. You have to count out each hex of movement. If any two ships are plotted to be in the same hex at the same time, they'll collide and maybe foul (like yours did, though they unfouled quickly). Reply During turn 4, imdog wrote: Turn 3 I saw you move Min to absorb hit instead Res, make res have angle to the river so can move 3 turn next round? wow, and then next round it will 1 hex closer and so forth, so you use this tatics to move your ship one hex and if things go on. Since MER rigging is almost done and can move only 1 hex. and stuck my ship.... Am I losing the game this way already?Reply During turn 4, Longneck wrote: It can start that early! That's why I don't like to put all my ships in one line -- if one ship is slowed the others can still go around it. Reply During turn 5, Longneck wrote: The other reason is what just happened -- you can't hide behind another ship while turning without risking a rake. Reply During turn 6, imdog wrote: ah. unfolded again. I finally understand why u said elite crew killed! They are really ironman Reply During turn 6, Longneck wrote: What happened there was Mar tried to turn into the same hex that Cit entered and they collided, leaving Mar open to two rakes. It will happen again if you move Cit straight again this turn. Always watch your planned moves to make sure each hex is clear. Reply During turn 6, Longneck wrote: If you ever want to start over, we can! Reply During turn 7, imdog wrote: No just keep it this way. I like the flow Reply During turn 7, imdog wrote: No just keep it this way. I like the flow Reply During turn 7, imdog wrote: Btw, I saw u also aim at rigging only. That's mean over 6 hex. Aim at hull is useless? Reply During turn 8, Longneck wrote: All shots from 6-10 hexes must be aimed at rigging, even if you set it to hull. If you look at turn 7, Res shot at hull because it's only 4 hexes away. I almost never shoot at rigging from 1-5 hexes because knocking out the hull is the best way to force the ship out. A ship with no rigging can still fire! Occasionally I shoot at rigging to slow someone down, like if a ship is close to losing a rigging section. Reply During turn 12, imdog wrote: you just set a trap for me to come out. Reply During turn 12, Longneck wrote: So come out! Reply During turn 15, imdog wrote: how come goaith didn't fire last turn? Reply During turn 16, Longneck wrote: Mar was closer than Cit and Sou. Every ship MUST shoot at the closest enemy ship. If any surrendered ship from either side is closer, it can't fire. You can use that to hide behind surrendered ships and fire when the enemy ship can't. Reply During turn 17, Longneck wrote: Like for turn 16 Cit can't fire because Mar is closer than Res, but Res could fire! No damage, but enough of that can make a difference. Reply During turn 17, imdog wrote: Even my ship is out of game this still applied?! Reply During turn 18, Longneck wrote: Yes, gentlemen wouldn't fire on a surrendered ship. But remember, it's not sunk. It's still floating, just out of the fight. Reply During turn 19, imdog wrote: Will it basic/advance if all hull/rigging gone, the ship will disapper? Reply During turn 20, Longneck wrote: This game is using basic rules, so no sinking. In the advanced rules there is a (small) chance that a ship will sink or explode and do damage to nearby ships! But most of the time they just surrender like now. It's called "striking" if you see someone else use that term. Reply During turn 21, imdog wrote: by the way, I would also like to know some driving terms. so if I am follow the wind, what is the term for it? or If I drive against the wind, what is term, since we have 6 directs, is there any terms too? BTW, I wiki starboard and port and finally reach the nautical terms page. http://en.wikipedia.org/wiki/Glossary_of_nautical_terms There is a lot of terms! man Reply During turn 22, Longneck wrote: You wont need most of those! We usually just say "with the wind." Going against the wind is called "tacking." You may hear people talk about the wind attitude, which is A, B, C or D. They're explained in the Newbies Guide section "The Wind" (and the rules pages). A lot of people use compass directions, like NE for northeast, SW for southwest, etc. For example, "turn Orient to the NE" or "I'm moving SE". Reply During turn 23, imdog wrote: Table talk is also prohibited in WS&IM I think. Reply During turn 23, imdog wrote: For a Striking ship, could a family ship grap it to load the crew on board? Reply During turn 23, imdog wrote: I mean friendly Reply During turn 24, Longneck wrote: Actually you can talk to other players in WSIM. Each turn takes more time in "real life" than BM, and they could call out to each other (if close enough) and use signal flags to communicate. Of course, the other side can see it too. Once a ship has surrendered by striking (hull gone), you can't move crew on or off. You can grapple it (maybe to keep from drifting) but it's almost never used. Reply During turn 25, imdog wrote: If grappling could use it as a shield than it could have some real usage. But at this current stage it is useless. Reply During turn 25, imdog wrote: I forsee you wish to use MIN (the less damage one to do rotation damage but I am helpless hereReply During turn 26, Longneck wrote: You can turn Sou left, then straight, which would keep it from being raked. Reply During turn 30, imdog wrote: btw, I saw there is a surrender bonus. What is that? and how that different from sinking a ship? Reply During turn 30, Longneck wrote: If someone uses the "Surrender" checkbox the other side receives double points. It's used in group games with more than one person on each side. People would get into games, then surrender when they got bored and leave their teammates in bad shape. It usually matters in league games where one side gets a league bonus if they score more than twice as many total points as the losing side. Reply During turn 30, Longneck wrote: I'll stop firing and offer the draw. This was a good game to illustrate concentrating on one enemy ship with several of your own. Thanks for the opportunity to show you the game. If you want to do more I'm up for it. We could concentrate more on tactics rather than game rules. Either way, happy sailing!
--- Message edited by imdog |
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