Signal Close Action- Feedback Q&A

The plan for this page is to include for example, scenarios and campaigns and other player suggestions which we feel to be appropriate. For now, we list a few 'real' questions and the answers given (by Rod Langton).


What ships would I need to get started?


Pg. 26. Announcing ship orders for the Turn.


 Pg 94 and 96. What is the difference between "each rate smaller or smaller in rate in collision"?


 Disbanding boarders ..
 Q5  What if I didn't want to have a full crew on a vessel?
 Q6  We were surprised that grapples could range up to 60mm ....

Q1: What ships would I need to get started?

A: It's possible to play with one ship per side but to give a player a reasonable sized squadron with some flexibility, I would suggest 3 x 3rd rate vessels and one medium or large sized frigate. The sail sets most popular and referred to as 'fighting sails' are ref ES1A and T&J.

So for example:
British - 1each of NB1, NB3, NB31 and NB16 all with fighting sail.
French - 1 each of NF1, NF5, NF15 and NF8 all with fighting sail.

On a more general note, you will usually need more 3rd rate vessels in a fleet action (these were mostly 74s and formed the backbone of the navy). Next, frigates - often used for repeating signals, towing damaged warships or spotting the enemy. Lastly, 3-deckers - to be acquired sparingly, probably at a ration of 1:4 (1st rate to 3rd rate) if an historical balance is to be maintained. (See the page Age of Sail for a description of the different rates of vessels.)

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Q2: I take it that in Segment One, 3. the player has to differentiate what actions are to be taken in the 1st and 2nd segment, so there is not an extra order phase at the start of the 2nd segment.

A. Correct. ALL tasks are ordered before the dice are thrown and then, if the scores are sufficient, small and medium tasks are completed at the half way point and more complicated ones at the end of the Turn. This allows alterations in speed, for example, to affect the vessel in the 2nd segment of the Turn, whereas more complicated things only come into force in the next Turn.

Q3. Pg 94 and 96. What is the difference between "each rate smaller or smaller in rate in collision"?

A. Let's break this down:
"Each rate smaller", e.g. 3rd rate being smaller than a 1st or 2nd rate.
"Smaller in rate", e.g. a 64 would be smaller in rate than an 80 gun (though both are 3rd rate vessels).

Q4. Disbanding Boarders. "The rules are clear about assembling waves of boarders, but what about disbanding them? We had a ship with all 4 waves assembled whose enemy broke free .."

A. If a player finds that his boarders are not required because his target avoids contact or breaks free, they may return to their normal duties reducing the vessel's task allowance while doing so by the same amount as for assembling (1 short task for one wave and one medium for each subsequent wave).

Q5. What if I didn't want to have a full crew on a vessel?

A. Players may wish to depict a vessel with other than a full complement. The reason may be due to disease, previous casualties, or detachments sent away from the ship. In this case, the lack of manpower can be simulated by acting as if the vessel had sent away one or more boarding parties whilst retaining the vessel's class.

Q6.  We were quite surprised that the grapples could 'range' up to 60mm, it seems quite far away compared to musket range.

A. This is to accommodate the base size of the models. Any less distance and the vessels would need to be in contact before they could use grapples.




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