Specialist Arms Forum

Games Archive => [GA] Man o'War => Topic started by: Dave on November 07, 2014, 04:26:10 PM

Title: [MoW] counters - what's needed
Post by: Dave on November 07, 2014, 04:26:10 PM
I have a the main box and the two expansions in my closet sitting, pretty much, unpunched. I'd like to to keep them that way, given that what counters are necessary?

So far, I've made:
The crew, special crew, damage, wounds, blazes, admiral and wizards I track on the cards I printed out from Order of Gamers with dry erase markers. What else am I missing?

I got the limited edition Warhammer magic dice, as they're color coded to MoW Wizards as well. If you draw a jade die, you're a jade wizard. I'm also starting work on shooting and turning templates. Pretty much the only thing I'm using out of the box at this point is the magic cards.
Title: Re: [MoW] counters - what's needed
Post by: berzerkmonkey on November 07, 2014, 06:44:20 PM
From the main game:

Crew counters:
Crew
Cutthroat
Veteran
Sailor
Seadog
Elite
Wardancer

No movement
No Firing
Blaze
Damaged
Captured
Abandoned
Wound
Flagship
Treasure
Wizard Levels
Admiral
Colleges of Magic

*Debris
Sunk
*Islands
*Whirlpool
*Turn Templates
*Wind Direction
*Range Rulers

I think the only things that can't be tracked on the cards are marked with (*).

To play devil's advocate, I think the benefit of having the chits is that your opponent can easily see what you have at a glance.