Thursday, March 8, 2018

Modular Shipyard

I've been working on a set of ships for Galleys and Galleons.  I'm thinking about doing a naval campaign and would need a variety of ships in different sizes/capabilities.  The following ships are made from the same pieces, but arranged in different ways to create a variety of ships.  I know that these are not remotely precise models, but they print relatively easily on my 3D printer and don't require much effort to paint. 
This shows just how different looking the ships can be, even though they're made of the same parts.  The small ship is 40% of the length of the large one.

This "galleon style" ship might be used to represent large ships. The number of cannons can be adjusted to represent a wider variety of ships. The green deck can be extended backwards or forwards to give each ship in the fleet a unique characteristic.   

This ship might be a small warship, a sloop, caravel, or other medium size ship as described in the Galleys and Galleons ruleset.  
I am in the process of designing triangular sails to allow them to be played as lateen rigged ships.  

Thursday, March 1, 2018

Smugglers Intercepted

I played a gridded-out game of Galleys and Galleons recently and thought I'd put it up here. 
Rule modifications are as follows.  Short, Medium, and Long distances are measured at 1,2, and 3 grids respectively. The rules have been modified so that galleys can move medium distance on their first move and short distance on any other moves.  The limit of two activations for movement has been removed.  Cannon fire is now limited to 1 Long + 1 Medium.  Collisions/Boarding happen in the grid of the passive ship, but both grids remain occupied and impassable. 
Please pardon the half/sloppily painted ships.  They're still work in progress and will be better next time.
Scenario
A fleet of known smugglers is intercepted by the local king's navy.  The smugglers are on the defense.
Victory Conditions
A standard campaign battle between a merchant and predatory fleet from Galleys and Galleons.  The fleet scoring the most points wins. 
Order of Battle
King's Navy - 1x Boarding Galley, 2x Cannon Galley, 2x Ramming Galley (See "First Fleet" for details)
Smuggler's Fleet - 5x Caravel (Q3 C3 Merchantman, Razee) 1x Escort Caravel (Q3 C4 Merchantman, Trained Gun Crew, Master Gunner, Veteran NCOs)


The initial positions.


The smuggler's plan hinges on keeping the fleet together to minimize chaos and leave ships protected from attack on both sides.  The fleet will sail in rows until it can execute a turn and sail in columns to victory.


The King's Navy plans to use it's superior maneuverability to sit in the smuggler's path.  If they can disable the lead ships the following ships will likely collide causing devastating damage.





Chaos ensues
The King's navy was able to force surrender of the Escort Caravel. without it's most heavily armed ship, the weaker caravels should be easing pickings


A ramming ship has succumbed to repeated barrage by what's left of the line of caravels.  It sank just below the waves, still reaching out to damage ships sailing over its demise.  The engagement ended with the Escort Caravel captured, two escort caravels destroyed, one escort caravel captured, and one escaping the engagement, but straying off course.  The victorious galley fleet lost one ramming galley and the second was severely damaged.