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I figured this out the other night while playing, and it rings so true, but I just haven't figured out how to word it yet. At any rate, I'm going to try to make this clear and hopefully you guys'll get it.
This is how I think you are supposed to move (according to the rules).
Maybe you should look at a boat too if you have one handy.
You know how in the front of your ship there is a notch coming down from the bow [that the boat rests on]. You are supposed to measure from there. Now, notice there are 2 notches, one on either side of the ship (left and right), and they lead up from the base together to form the bow. In order to turn, you measure from the opposite side you're turning.
Example: you want to turn right, so place the measuring card even with the left side of the bow, angle it towards the right, and push the boat forward.
This does several things:
1) works with the 90 degree angle rule (that's as far as you can physically turn)
2) keeps the boat from running into things such as other boats and islands
3) actually creates a realistic turning arch
4) can be used by every ship equally, regardless of size (no more little ships getting away with 270 degree turns!!!)
Let me know if you guys understand what I meant, and if you agree.
I don't think I'm doing this right when we go to a tournament you'll have to show me :confused:
This is the most I've seen the M.B. Zero moniker active, should I take it that you are focusing now more heavily on Pirates than other games if so, I will too. Ecspecially if everyone else is going to be actively playing too.
1) works with the 90 degree angle rule (that's as far as you can physically turn)
I am brand new to the game and the site here .. so hey all!
Can you clarify this for me? As far as I've been able to find ... and according to the FAQ, you can turn any angle you want as long as the movement bar does not cross your hull, at which point it becomes a "come about".
Is this an officialrule that you can't turn past 90, or am I not understanding your post?
I believe that is a "House Rule", deveoped to make movement in this game a bit more realistic.
Official rules just say that you can't place the card under any prtion of the ship when turning, so effectively you are limited to about 150-160 degree turns.
I didn't get any of that from reading the rules last night.
For straight movement, it's all pretty simple. Make sure that you move the ship in a straight line and measure the distance (start and stop points) from the same part of the model.
The front most edge of the water line seems the most appropriate. Since then you simply lay a card down in front, touching that front edge of the water line, using the card edge to indicate direction and alignment. Pick up the ship and put it down at the front of the card edge, so it's frontmost waterline doesn't cross the boundary of the measuring card.
All in all, pretty simple.
Turning is what wasn't covered in great detail.
It costs a full move action to simple spin the boat 180 degrees.
There's nothing saying how I turn the boat for a normal move (from what I could tell), nor from what portion of the boat do I pivot? Do I tilt the boat forward and pivot on the front edge of the waterline? Or the stern? Or from the centermost mast? Or do I simply start or end my move with the boat in any orientation I feel like (so long as it doesn't overlap or "crash" into another object).
Alternatively, it sounds like some of you might be suggesting:
lay down a straight edge line projecting from the front of the ship (the line points in the direction of the boat). Pivot the boat on the front bow (another thing in argument on this forum) and do not have any part of the boat cross that line. After turning, then move the boat in a straight line for the distance you're allowed.
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Since the sides of the boat will bump into that line, the ship can't make a 180 turn.
janx wrote, "I didn't get any of that from reading the rules last night."
And you never will. My pet peeve with WK in general and with PotSM in particular is the absolutely awful rules writing. Even if they playtest this stuff, they can't be using blind playtests in conjuntion with rules writing. And forget proofreading.
Makes you long for "All your base are belong to us".
Since the sides of the boat will bump into that line, the ship can't make a 180 turn.
This sound correct?
Janx
That is how I have been interpreting it. I t is furhter backed up by one of Pirhana's posts (somewhere...) in which the question was asked about how far a ship can turn. Unfortunately, I am at work right now (me, surf the net ot work? Never!) and cannot access the WK forums.
If you can get one of the first print run sets of rules there's a picture of the turn manuver. The card is laid down on the table so the start of the line {L or S} is at the forward most point of the part of the boat that touches the tabletop. The card then can be pivoted in any direction or at any angle that does not lie under that ship, across an island, or across another ship. The turn can come at either or both segments of a multiple segment move. It's a simple game, don't over think it and complicate it up too much. :D