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==== Cons ==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''- Finnicky bits''' There were some grumblings over the structural integrity of key parts of model architecture, namely the masts, when models were released. Warlord uses a rather soft and springy plastic for their ships, and this means masts get damaged and broken quite easily. Safe packing, transport, and delicate handling are key. If this concerns you, there are loads of alternative manufacturers online who might have something a bit more robust. '''- The rules occupy a no-man's-land''' Because the rules, even advanced rules, focus on the "important" aspect of Age of Sail combat, a lot of detail can be lost in this. Rather than give ships individual ratings like how Battlefleet Gothic does, ships are just perceived as greenhorn, seasoned, or veteran crews. This means a lot of personality aboard each ship is lost depending on your perspective. In other words, leadership - a defining part of this warfare - is somewhat abstracted. This doesn't necessarily detract from the gameplay ''per se'' but it does mean some more narrative elements like deception, crafty ploys, and other fun things that defined the period can be lost. On top of it, because the rules are not exactly quickplay they aren't fast. Expect your games to last at least an hour or two. For people seeking a ruleset with simulated nuanced or quickplay feeling this might not be squarely what you're looking for, however, that doesn't mean it isn't for you. '''- A decent amount to remember''' New players might be a bit slower to the rules than other games. Granted, things like shooting and changing speed are VERY simple, blessedly, but other things such as tacking, wind speeds, ammunition types, skill checks, and so on might crowd your first game. Warming up to bigger games takes some practice but it's all well worth the effort. '''- Too many ships can hamstring a game''' It's somewhat easy to overload the game with too many boats. Whenever this happens (usually above 1500 points) things can get rather slow as each ship goes through its own motions of adjusting sail, maneuvering, firing, accounting for critical damage and repairs, so on. Also, considering how much damage your average ship can take and that this is a game of low probability and low numbers of dice being rolled, battles can go on for some time. This isn't necessarily a bad thing, though, because it just means your ships aren't blown off the table immediately unless something truly astonishing happens. However, at lower points (1,000 or below) the game lasts a decent and fun amount of time. Granted, the more familiar with the rules players are the faster the game goes. </div>
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