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I made many interpretation mistakes in the first few turns of the game (thanks guys for your patience), but after re-reading the rules on the go and coercing players into performing specific actions in order to test special rules, I found that KMH plays quite well. Ships squadrons are moved and fired using cards drawn one at a time from a deck. It brings lots of fun in a turn. But I have to say that from a "realistic" point of view, it sometime felt a little awkward. My vision of sailing ships combat is that you see the enemy ship slowly and inevitably approaching yours for a sudden and terrifying exchange of broadsides. In KMH, the range of guns goes in increments of about 7 cm and the movement of a third rate ship in the best attitude to the wind can be as short as 14 cm or as long as 24 cm. Depending on how the cards are drawn and how good the wind rolls are, a ship pursuing another one could either come to close range or find herself at extreme range. On the other hand, the damage system makes each ship unique: the number of "damage points" is based on the number of guns. A 74 gun ships has 74 DPs. Again, to be the devil's advocate, I have to say that, historically, the French 120 class ships were bigger than a Spanish 136 guns. I would like that to be reflected in the rules. No fire were started, which was a refreshing change from Trafalgar. The critical hits table of the latter was probably designed by a pyromaniac. For turn gages, circles of different radius are used. The bigger one, about 12 cm radius, could be tricky to use when there are lots of ships nearby.
I would like to play next the battle of the Hudson Bay with these rules to see how the PĂ©lican would perform.
2 comments:
Looks awesome guys. Those ships are outstanding...
Great looking game.
I look forward to reading about a re-fight of the Battle of Hudson Bay.
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