

Offered by Eric Locke
In one on one battles involving only war ships, bigger is slightly better. Even though both Captain's have an equal chance at "winning" the match, victory for the Captain with the smaller ship will be escape, while the Captain with the bigger guns will be shooting for a sink or a capture. In a raiding match involving merchant vessels, smaller is slightly better. When a war ship is trying to catch and capture a merchant vessel, speed is critical. It is virtually impossible to raid a merchant vessel using a heavy ram. The merchant will outrun you long before you can get him down to 1 hit point and attempt a capture. For example, the best ship for raiding a heavy round ship is a medium ram, one class down.
What this means is that during times of war the builders are going to be busy filling orders for heavy rams. During the rest of the year, faster ships for raiding will be in demand.
There are several very interesting possibilities for multi-player matches. For example, a heavy ram matches up roughly even against a light ram escorting a heavy freighter. A medium ram matches up even against two light rams.
Multi-player matches are very unpredictable because you just never know for sure what the other players will do, even the players on your side. If you enter a multi-player match, it is highly recommended that you pick a player to act as Admiral of your fleet and let him use flag signals to give orders to the other ships regarding attacks and when to break off and run for it. If you don't do this and the other team does, you are almost guaranteed to lose and to take heavy losses. Even an Admiral that makes poor decisions will usually scatter and destroy a fleet that has no Admiral at all.
Strategy and coordination become critical when multiple ships are involved. Take for example a light ram and a heavy class ram attempting to raid a heavy class round ship accompanied by a heavy class ram escort. The raiding team has a decided advantage in speed. It is virtually impossible for the heavy round ship to escape so long as the light ram remains afloat. On the other hand, the merchant team has an equal advantage in hit points.
The most conservative approach for the merchant team to take if the cargo is of value is to use their combined fire power to sink the light ram. Then the heavy ram can engage the remaining raiding vessel and the heavy round ship can escape at leisure. The down side is that the heavy ram escort will probably be either sunk or captured. Trading a heavy ram for a light ram is not good business, but might be worth it if the round ship carries enough gold.
The merchant team could also take an aggressive stand and combine their considerable fire power on the attacking heavy ram. The drawback is that the attacker will likely return the favor and then the match will hinge on which heavy ram sinks first. If the heavy ram escort sinks first, the merchant will be left facing a heavy ram and a light ram with little hope of escape.
The merchant team could also employ a balanced attack, using the round ship to fire on the light ram and the heavy ram to match up against the attackers heavy ram. If the merchant can manage to sink the light ram (which has only 5 hit points), he will at least have a chance of escaping if he loses the other battle.
The attackers face an equal dilemma. If the treasure is the primary goal, both ships can combine their fire power on the merchant vessel and go for a capture. The merchant's heavy ram escort is going to pound away at him all the while, which is sure to result in the loss of at least one of his ships, maybe both. But they have a better than average chance of making a successful capture.
The attackers could also take a conservative approach and combine their fire power on the heavy ram. If they can sink it before it sinks them, they can hound the remaining merchant vessel and capture the treasure easily.
The following tips are offered for one on one strategies:
Light Ram (You) vs. Medium Ram or higher (Red Beard)
The old man has you dead to rights if you try to slug it out. Rig sail and roll for speed to escape. You actually have the advantage because Escape ends the match.
Medium Ram (You) vs. Light Ram (Red Beard)
This match is a race to see if you can sink him before the crafty devil escapes. He has the upper hand because Escape ends the match. You only need 5 hit points to sink him, your best bet is to use weapons and try for a sink.
Heavy Ram (You) vs. Medium Ram or lower (Red Beard)
Again he has the upper hand because Escape ends the match. Hang tight and slug it out while he tries to lose you.
Light Ram (You) vs. Light Ram (Red Beard)
Break out the weapons and go for a sink or a capture. If you start getting pummeled, your 3d22 speed dice give you a decent chance to escape in just a few rolls.
Medium Ram (You) vs. Medium Ram (Red Beard)
Once he gets 5 hit points on you check the score.. if you're getting pounded, rig sail and run NOW.
Heavy Ram (You) vs. Heavy Ram (Red Beard)
Attempting escape is a death wish in this match. Sit tight and slug it out with the smelly bastard.
Light Ram (You) vs. Light Round (Red Beard)
Arg� Dere's gold in dem dere timbers! The light ram is the only ship that stands a decent chance of capturing Red Beards light class merchant vessel (which is why he probably uses it to transport his most valuable possessions). Ram the bastard and go for a capture. If he starts getting out of range, roll to pursue.
Light Ram (You) vs. Medium Round or higher (Red Beard)
With even dice you will be tempted to try and slug it out but don't forget he has more hit points. There will be another day to get your hands on that gold, rig sail and run.
Medium Ram (You) vs. Medium Round or lighter (Red Beard)
Everyone knows that the best things come in small packages, but it is unlikely you will get to open this box. Ole' Red Beard usually escapes long before you can go for a capture with this match up.
Medium Ram (You) vs. Heavy Round (Red Beard)
You have a good chance of capturing this one. Use your weapons until he gets up to 3 points in speed, then roll to pursue until he is back down to 1.
Heavy Ram (You) vs. Heavy Round or lighter (Red Beard)
Wave goodbye as ole'Red Beard grins and leaves you in his wake. Buy a faster ship you tight bastard. I could outrun you doing the breastroke.
This should be more than enough to get you off to a good start. See you on Thassa... and you better hope that you see me first.
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