Ship Combat
This pertains to the first ship encounter: Jolly Rogers and his Ghost Ship. It's what should have happened, if we'd had time and I'd considered the rules, better, ahead of time.
You're running. you wait until the last minute to turn around. That would be when distance is 850'...1 round of normal tactical travel outside of Mangonel range (800'). Closer to two rounds to two rounds with them chasing you.
Speeds, both with tail winds:
Sailing ship: 60'
Keelboat: 35'
Gap is closing at 25'/round, so you're actually 2 rounds out of range
You turn 90 degrees, your wind turns with you, maintaining speed. They continue to follow, closing gap to 825'.
You turn 90 degrees, your wind follows you. Distance is now 755', and closing at 95'/round.
You are in mangonel range now, with 3 rounds before you're in Ballista range. That's 3 mangonel shots followed by 5 rounds of mangonel and ballista vs your ballista.
Then they turn 90 degrees, firing only mangonel. They are now even with you.
Then they turn 90 again, firing both weapons. They are moving 15' and falling behind you at a rate of 20'/round
That's 24 rounds of ballista fire and 40 rounds of Mangonel fire. Assuming enough ammo, of course. Less if one of you sinks, they run out of ammo, or those ghost chains do something (and they are chains, it's pretty obvious what they do...)
So...real sea combats are going to end in a ship sinking.
What's really bad is how much worse it would be without Marvek and his wind power
This message was last edited by the GM at 04:19, Sat 16 Jan 2021.