Fayre Winds & Foul Tides
Having already playtested the advanced flying rules for Galleys & Galleons , with all of the aerobatics and the bombing, we felt it was time to crack open the magic box and run various different magical special rules through their paces this weekend. We played two large games; in the first, 500 odd points of creatures of the deep (Triton, sea monster, roc, cyclopes, daughters of Aegir, sirens) took on a significantly smaller force (about 300 points) of Barbary corsairs consisting of a galley (with a pyromancer on deck), two galliots, a xebec and a windwhispering sorcerer on a flying carpet. It became apparent early on that while galley-based fleets can generally out maneuver sailing fleets, they aren't a patch on creatures. Not only did the monstrosities quite literally run circles around the galleys, but the galleys lack of broadside guns made them particularly vulnerable to this particular foe. The magical creatures proved very effectiv...