Iron Hearts: Kameyama Jima
http://ironhearts2.fallenash.com/

Squadron Management
http://ironhearts2.fallenash.com/viewtopic.php?f=140&t=677
Page 1 of 2

Author:  Kannon [ Tue Oct 24, 2017 3:15 pm ]
Post subject:  Squadron Management

To the Captains or First Mates.

Please declare your Actions for the first Time Unit, ending at Rooster 28th.

As of Dog 1st, Long-distance Travel has removed 1 Point of Capacity from each vessel of the fleet due to attrition. This can be attributed either to physical damage or the weariness of the crews, and remedied accordingly.

Ahead of time, please declare your Actions for the second Time Unit, ending at Dog 12th.

Author:  Kitsu Keiji [ Tue Oct 24, 2017 3:28 pm ]
Post subject:  Re: Squadron Management

Kunshu Maru

As a Capacity 4 ship, we get 4 Actions plus a free Repair action from Shipwrights.

First time unit, ending Rooster 28th

1. Long-Distance Travel
2. Drills (Boatswain)
(No repairs were needed)

Second time unit, ending Dog 12th
(Cook prevents first loss of capacity)

1. Long-Distance Travel
2. Drills (Boatswain)
3. Repairs (if needed)
4. Repairs (Shipwrights) (if needed)
5. Drills (Boatswain)

Author:  Gusai Susumu [ Wed Oct 25, 2017 1:04 am ]
Post subject:  Re: Squadron Management

First time unit, ending Rooster 28th

1. Long-Distance Travel
2. Repair
+ 2 free repair actions
First decrease annuled (cook)

Second time unit, ending Dog 12th
1. Long-Distance Travel
2. Drills (Boatswain+Seasonned Seaman)
3. Repairs
+2 free repairs

Author:  Suzume Rokuro [ Wed Oct 25, 2017 2:15 am ]
Post subject:  Re: Squadron Management

Unit 1:
Cook,

Travel, Drill, Repair, free repair, repair

Unit 2:
Travel, free repair, repair, drill, repair

Author:  Miya Suihime [ Wed Oct 25, 2017 8:14 am ]
Post subject:  Re: Squadron Management

Capacity: 4

Time unit 1:
Actions remaining: 2

Actions taken:
Repairs (free from ship wrights)
Long-distance Travel
Drill

Time unit 2:
(cooks to prevent first loss of capacity)
Actions remaining: 2

Actions taken:
Drill
Repairs (free From ship wrights)
Long-distance Travel

Author:  Miya Edogawa [ Wed Oct 25, 2017 4:13 pm ]
Post subject:  Re: Squadron Management

Amaterasu's Grace
Capacity 4

First time unit, ending Rooster 28th

Drills (Boatswain)
Long-Distance Travel
Drills (Boatswain)
Repairs (Shipwrights)
Drills (Boatswain)
Repairs (Shipwrights)

Second time unit, ending Dog 12th
(Cook prevents first loss of capacity, additional capacity awarded from Event)

Drills (Boatswain)
Long-Distance Travel
Drills (Boatswain)
Repairs (Shipwrights)
Drills (Boatswain)
Repairs (Shipwrights)
Repairs

(Unless the captain orders otherwise)

Author:  Kannon [ Sun Oct 29, 2017 12:53 pm ]
Post subject:  Re: Squadron Management

Opening the floor for squadron management for Session #3.

Be mindful that your actions don't occur in vacuum, but may be part of a bigger decision-making process where and how and what for to deploy your ship. The use of ships has impact on events, on role-playing and on Tension! mechanics. Even if done off-screen, use of squadron action requires dedicating a time-slot for it during which captain and/or first mate are on board.

All damaged ships may forsake moving around for Day 4 and stay in the waters south of the island to capitalise on repairs declared during the last session. It would make them all run full capacity for Day 5.

Author:  Gusai Susumu [ Sun Oct 29, 2017 11:10 pm ]
Post subject:  Re: Squadron Management

Session 3 management

Walrus Capacity: 3/3

Day 4 EM: Drill! viewtopic.php?f=74&t=760

Day 4 LE: Trade viewtopic.php?f=96&t=820 (6 kokus)

Day 5 LA: Trade viewtopic.php?f=96&t=884 (6 kokus)

Author:  Miya Edogawa [ Mon Oct 30, 2017 7:42 pm ]
Post subject:  Re: Squadron Management

Amaterasu's Grace
Session 3
Capacity 3/4

D4, LM, Repairs (Shipwrights)

Author:  Kitsu Keiji [ Tue Oct 31, 2017 5:51 am ]
Post subject:  Re: Squadron Management

Kunshu Maru

Session #3 (days 4-6)

5 Actions (due to Capacity 4 and 1 free repair from Shipwright)

1. Repairs (free Shipwright action; x3 effect due to Drills during Session #2 + Seasoned Crew)
2. Trade (x3 effect due to Drills during Session #2 + Seasoned Crew + Boatswain)
3. Drills
4. Exploration (x3 effect due to Drills + Seasoned Crew)
5. Exploration (x3 effect due to Drills + Seasoned Crew + Boatswain)

Author:  Miya Suihime [ Tue Oct 31, 2017 1:15 pm ]
Post subject:  Re: Squadron Management

Ashitae Maru

Session 3
Captivity 3/4

Free action - repairs (boosted by previous drills) LM slot offscreen
Action 1 (D4) drills - LA slot used offscreen
Action 2 (D5) exploration (boosted by D4 drills) - LA (Will be created when D5 rolls around)
Won't post any more actions until D5 resolves

Author:  Muhaki Zabieru [ Wed Nov 01, 2017 1:56 pm ]
Post subject:  Re: Squadron Management

Session 3

#1 Free Repair Action: LM (Edogawa did it) (Boosted by the drills we did in the previous session)
Trade (x3 effect due to Drills during the previous session + Seasoned Crew + Boatswain)
Drills
Exploration (x3 effect due to Drills + Seasoned Crew)
Trade (x3 effect due to Drills + Seasoned Crew + Boatswain)

Author:  Kannon [ Wed Nov 01, 2017 2:11 pm ]
Post subject:  Re: Squadron Management

M'kay.

On Trade and Exploration. This is not a board game function that triggers regardless of context. You can explore with your boat if you can move your boat around. You can trade with your port if at a spot where your boat is there is something you can sell to something someone can buy. I think Only Susumu took anything that resembles cargo to sell from Rokugan, remind me in PFs if I am wrong. If you have the money to pick up cargo and then sell it, you can do it. If you don't have money, you can borrow it. In addition, as per the rules, fleet actions require threads which make fleet actions possible - uncommanded boats don't perform these actions. Once you meet the fluff conditions, you can grab all the fancy multipliers, but not earlier than that.

Same with exploration. Apart from Yamato Maru other boats are in ports. Moving around requires some agreement about it with port authorities. Jama is meeting Yubari LE off-screen so it may be that come D5 West Port vessels will be able to move around, but those in East Port require their own arrangements. If by this you mean mapping the waters along east, south and west sides of the island then it can be semi-automatic or maybe even off-screen if it's a mechanical benefit of Glory you're after. But if you want to do real exploration/adventure stuff, that requires several things:

a) opening of the northern waters off the island, coming for day 5
b) securing a crew for the slots LA+ for the day, which may take the rest of the day, because that's when the mists go up enough to take the risk of sailing in there
c) this not being all boats at once; I know I can't handle more than 1-2 adventure modules at a time

Author:  Asahina Tori [ Mon Nov 06, 2017 1:18 am ]
Post subject:  Re: Squadron Management

Oh, hey, that's where this thing is!

Um... the Stingray uses one action to drill on D5! In before dayroll!

Author:  Gusai Susumu [ Mon Nov 06, 2017 2:43 am ]
Post subject:  Re: Squadron Management

Session 4

viewtopic.php?f=96&t=889 Drill!

LA: explore! viewtopic.php?f=140&t=929

LA 7: Explore! viewtopic.php?f=68&t=966&start=20

Author:  Asahina Tori [ Wed Nov 08, 2017 1:18 am ]
Post subject:  Re: Squadron Management

Session 4:
Trade action, with drill bonus.
Next action subject to trade bonus.

Author:  Kitsu Keiji [ Wed Nov 08, 2017 2:49 am ]
Post subject:  Re: Squadron Management

Kunshu Maru

Session 4
1. Drills
2. Exploration
3. Trade
4. Exploration

Author:  Miya Suihime [ Tue Nov 14, 2017 10:57 pm ]
Post subject:  Re: Squadron Management

Ashitae Maru

Session 4
1. Drills
2. Policing
3. Drills
4. Policing
(Free repair action)

Assuming it doubles from drills, that's .8 glory gained?

Author:  Muhaki Zabieru [ Thu Nov 16, 2017 11:56 pm ]
Post subject:  Re: Squadron Management

Session 4

#1 Free Repair Action
Drills
Trade (x3 effect due to Drills + Seasoned Crew)
Exploration (x3 effect due to Drills + Seasoned Crew + Boatswain)
Trade

Author:  Asahina Tori [ Sat Nov 18, 2017 7:43 am ]
Post subject:  Re: Squadron Management

Session 5:
Drill, then Trade, releasing crew for local construction and carpentry projects.

+6 koku.

Page 1 of 2 All times are UTC + 1 hour
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/