I used the same galleys from my previous game in a game yesterday, but this time I used the alternative stats I came up with in THIS POST. This spreads the C values a little more whilst reducing the spread of Q values and creating a larger jump in combat strength with increasing size.
Here they are set up, with Romans at the bottom of the picture and Carthaginians at the top.
Smaller vessels went into action on the flank
The Romans detached some larger vessels as it became clear that the Carthaginians were massing some strength there.
The main bodies of each fleet closed up.
A lively action ensued. With the bigger ships firing the artillery that have was a fairly attractive proposition; less risky than ramming although, it has to be said, less likely to produce a result.
Naturally boarding actions ensued as well. Ships began to strike.
The Romans broke through with a trireme and rammed the Carthaginian flag, although to little effect.
Carthaginian ships threatened the Roman flag. With most ships having a Q value of 3, having a flagship in range was very useful, boosting them to a Q of 2. If a side could take out the enemy flagship then they would have a distinct activation advantage.
As you can see from the damage markers the fighting was brutal.
The Carthaginians lost half of their ships first, although the Romans were down five ships and were just as likely to lose. So it was another close-run thing.
A final view of the action.
I actually found the changed stats quite interesting to run. With the flagships giving most things a Q value of 2, ships could generally get all of the activations they needed, but sometimes bad luck saw a turnover when it was least wanted. The quinquermes, which I ran as Q3 C4 were very useful, and felt like the kind of vessel a navy of the era might rely on.
Anyway, it's always fun to experiment with different setups for games like this, and this one seems to give a fast and lively battle with plenty of action.
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