06-25-2010, 11:10 AM | #21 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Problems with GURPS and Age of Nelson stuff
I appreciate you weighing in on this Kromm. Unfortunately, the rules as you mention, are lacking as of this time - having been unpublished to date :(
I did forget that most cannons will be considered to be Huge Piercing, and thus inflict a further wounding modifier of x.5 But taking this further based upon that, would result in the following: 6dx4 (Fantasy page 144 stats for an 18 lbr): Average damage 80. Damage after DR 24 = 56. Damage after the x.5 wounding modifier, becomes 28. 6dx5 (High Tech page 140 for a 12 lbr): Average damage 100. Damage after DR 24 = 76. Damage after the x.5 wounding modifier becomes 38. So, either 52 hits to bring the HMS VICTORY to zero hit points using the 6dx4 method, or 38 hits using the 4d6x5 method. MUCH more within reason to be sure - until you realize that I was using as an example, already published data from GURPS 4e rules, and that none of the damage ratings are those for the expected armaments of Spanish or French ships. For example: French 74 gun third rate with undamaged broadside: 14 x 36# 15 x 24# 8 x 8# 2 x 36# carronade That is some SERIOUS firepower, for which GURPS has yet to publish. Maybe GURPS LOW TECH will contain some of the information, or perhaps GURPS AGE OF NELSON if ever republished in GURPS 4e format will contain that data, but for now, I don't see it being available NOW :( In any event - it is my hope that by bringing this thread into being, that when GURPS VEHICLES DESIGN (or what ever the book will be titled) is finally published, it can answer some of the above mentioned questions.
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06-25-2010, 11:17 AM | #22 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Problems with GURPS and Age of Nelson stuff
One more thing before I forget...
While looking at the tables for naval gunnery in AGE OF NELSON, I was rather surprised at the damages listed for the various weapons. Since I had submitted the damages for naval cannons - I can only presume that one of three things happened: Either: I made a MAJOR goof in those tables when I had submitted them to the author (a possibility!) The cut and paste department mixed things up a little by accident The tables got garbled in transmission via the net Those weapons should have been incrementing in damages as the weight of the projectile increased. Instead, we have 18 lbr cannon balls doing the same damage as 24 lbr cannon balls. We have long ranged 18 lbr cannon balls doing the same damage as 42 lbr cannon balls. I can only apologize for that mess :(
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06-25-2010, 11:19 AM | #23 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Problems with GURPS and Age of Nelson stuff
Quote:
GURPS currently doesn't do ships. It's better for GMs to come up with their own rules than try to make sense of the mess in Fantasy.
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06-25-2010, 11:21 AM | #24 |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Problems with GURPS and Age of Nelson stuff
I thought I read somewhere that because the cannon ball is subsonic DR gets a bonus.
I haven't dug out those rules for ages. You may want to check out the use of cannon and their loading times. |
06-25-2010, 11:23 AM | #25 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Problems with GURPS and Age of Nelson stuff
Quote:
Is it? Perhaps I'm overlooking something in the above posts, but I'm not seeing anything about how many hits, historically, it actually took to disable or sink a ship. Surely any question of what is or isn't reasonable turns on that.
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06-25-2010, 11:26 AM | #26 |
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Problems with GURPS and Age of Nelson stuff
You missed option four: the author decided not to use your suggestions and came up with something else.
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06-25-2010, 11:34 AM | #27 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Problems with GURPS and Age of Nelson stuff
One thing I've found that helps makes vehicles more survivable is using the vehicle hit location table on B554. Course, this is more with assault rifles v. cars, where the problem is that single hits can be large fractions of the vehicle's HP. I'm not sure if it'll be as useful for having a vehicle be capable of taking lots of repeated small hits.
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06-25-2010, 11:40 AM | #28 |
On Notice
Join Date: Apr 2007
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Re: Problems with GURPS and Age of Nelson stuff
GURPS has habitually sucked at certain things.
Vehicle combat is one of them. If my players want to actually game out a Age of Sail battle, I break out 'Wooden Ships And Iron Men'. Otherwise, Dramatic Generic Combat (roll dice and shout alot) works well enough.
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06-25-2010, 11:55 AM | #29 | ||
Join Date: Dec 2007
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Re: Problems with GURPS and Age of Nelson stuff
20 yards is unreasonably close.
http://www.napoleon-series.org/milit...msglatton.html Quote:
Quote:
I don't, incidentally think at that time in history that ship gunners would even try to go for an aiming bonus. After all, most of the time they'd be on a platform that is yawing. |
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06-25-2010, 12:02 PM | #30 | ||
Join Date: Jul 2008
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Re: Problems with GURPS and Age of Nelson stuff
Quote:
Small ships, perhaps even frigates, might have few enough guns not to make it too horribly obvious, but a ship of the line may be impressive. Quote:
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