Winds & Storms Last update 12th May 2001
Wind - the powerhouse of piracy. Obviously, ships under sail were at the mercy of the wind that powered them. The nature of wind determined the trade routes, and the size of vessels plying them. For me, the layout of the wind in trade routes at different times of year is a topic out of my experience and out of my ability to research where I am. For a historical campaign, the winds and trade routes will need to be worked out and agreed to prior to commencement.
Winds & Storms
The thing about wind is it's contrariness. It changes in strength and direction at seemingly random patterns dependant on the time of day and day of season and the proximity to land. I find it hard to simulate this variability in a game, except by making random rolls for wind direction and strength every now and again. I have made a set of wind tables, but you are free to use your own.
The Caribbean is famous for its storms which roll over the seas with violent temper. Giant storms and tornadoes can appear to cause major damage to both vessels and towns. Ships trapped in serious storms often cut off masts to prevent heeling over, and also threw heavy objects over board to lighten the ship to keep it as high out the water as possible.
- the effects of winds & storms on your boat, and how to determine what's in store for you
Effects on wind on movements, the trade routes and times of year.
Storm damage on vessels.
How to calculate wind direction & strength in ship combat.
How to calculate wind in general navigation.