David S

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  • #172661
    David S
    Participant

    I agree Steve re sailing at 45 degrees, and your other points on tacking in real life. It seems the accepted angle is “6 points to the wind” (or 67 degrees). However I didn’t want to propose too many changes to the rules, which use 45 degrees for a warship under the advanced rules and 30 degrees under the basic. I was just looking for a simple fix with medium and fast speed (battle and full sails) as the standard speeds dictated by the wind direction, and slow (light sails) as an option for slowing down, just like the basic rules but a slightly more realistic wind rose.
    Found a couple of great articles on the capability of sailing warships for those that are interested.
    https://www.cnrs-scrn.org/northern_mariner/vol13/tnm_13_4_29-39.pdf
    https://www.cnrs-scrn.org/northern_mariner/vol14/tnm_14_3_57-68.pdf

    #172553
    David S
    Participant

    As a follow up to the interesting discussion on tacking under the House Rules and Tacking Issues topics, I have also struggled a bit with the tacking instructions. Apologies for any repetition, but here are some ideas from somebody more familiar with sailing than naval wargaming. Would appreciate any feedback.
    This is based on the assumption that while tacking is not easy on a square rigger, it is usually straightforward for a trained crew in good conditions. Difficulties usually only present themselves in difficult sea conditions (strong tides, varying winds) and the stress of battle.
    If we take the basic rules, all that is needed to tack is 60 degrees of turn from a heading of 30 degrees off the wind. This is easy with a frigate or brig under Battle Sails (two moves with 90 degree total turn), and just possible with a merchant (two moves with 60 degrees total turn). No skills test needed unless there is a wind change, some damage to the ships steering, or poor helmsmanship. So for me the basic rules are fine as they stand.
    For the advanced rules we have a different situation. We need 90 degrees of turn from a heading of 45 degrees off the wind and the rules say we are approaching slowly (Light Sails). With one move, both warships and merchantman will end their turn pointing straight into the wind. If we are heading at right angles to the wind, we need 135 degrees of turn. The rules allow us Full Sails which gives a warship the necessary 135 degrees of turn (three moves) but automatically inflicts damage as the allowed configuration at that heading is only light sails. A merchantman would always have to test to tack (only 60 degrees of turn as no turn after the third move).
    I think that this makes tacking unrealistically difficult and unpredictable for a highly trained crew. The idea of reducing the difficulty of the skills test by adding 1 or 2 depending on the level of the crew has appeal, but as an alternative, why not just change the advanced wind rule by substituting Battle Sails for Light Sails when close hauled in the advanced rules wind chart. This would allow the necessary 90 degrees of turn for a warship without needing a test, while the merchantman would only get 60 degrees and thus still need a skill test.
    From a bit of general reading around seamanship in the period I see that you need a fair momentum to get one of these ships around, much more than modern yachts, so “Light Sails” just would not cut it. (I also note that ships often preferred to “wear away” rather than “tack”, unless in pursuit, as it was far more stressful for the crew and the ship). Getting the ship to turn at a fair lick (Battle Sails) would seem more appropriate and still fit with the logic of the game.
    That’s a bit longer than I intended!

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