07 December 2014

Galleys & Galleons, part 1

Last weekend, my lovely wife and I sat down to give Galleys & Galleons, the renaissance-era naval rules now in playtest, a go.  You will need to forgive the pics, as I do not have miniatures painted up, and I forgot to get my blue felt out for an appropriate backdrop!


This pic was taken after the full first turn.  The table is roughly 3 feet square, and we are using counters out of the Close Action game by Clash of Arms.  We kept details simple for this first game - 3 galleons each, with equal stats.  My wife is closing fast, as she rolled very aggressively (and well) throughout the game.  At this point, two of my ships are in irons - i.e. pointed into the wind.  It is an omen of things to come!



A few more turns in, and I am trying to shake my squadron back into a line.  My ships are taking damage, and Little Miss Horatio Nelson is about to break my line!



Even though one of her ships is out of contact, things are not looking good for me.  Yes, that ship of mine got raked and will strike its colors in the next turn, and the one on the right side is about to get raked, catch fire, and explode (!) in the next turn.



Here is the next to last turn - my last ship is trying to get off the board. She agreed that if my last ship could sail off the table, that it would escape as my wife's ships would need to return and claim the surrendered vessel.  Fortunately for me, my last vessel escaped...


So far, the verdict on the rules is quite favorable.  Even my lovely wife enjoys them, and she is a hard sell on sailing ship games.

As I would rather play with miniatures than counters:


Here is the start of a fleet of Figurehead 1/2400 ships on the workbench.  The bases are just temporary until I can order some better ones.