How were royal navy ships around 1800 officially supposed to handle losing all commissioned officers in battle?

(My first question here, please bear with me if I don't yet know all the rules.)

As far as I read only commissioned officers were allowed to take command of a ship or "fight it", i.e. take tactical decisions in battle (engaging, disengaging, striking of colours, ...). This would happen in order of commissioned rank, should the captain / first lieutenant / .... die.

So this leaves me wondering, what would have happened in the unfortunate circumstance of a ship losing all of its commissioned officers - i.e. the captain/commander and all of the lieutenants - in battle, being left behind with only warrant and petty officers.

Would the command be taken up by a lowly midshipman in a masters mate rank? Would the (sailing) master take over, through sheer overwhelming expertise? Was this even regulated by the royal navy, or was this a legally ambiguous situation?

Are there documented cases of this ever happening in the royal navy?

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u/skyfyre2020 — 1 day ago

Chaplain or BroCap to lead Paladins in Banisher+Argent?

Hi all
I am building a Banisher+Argent list and am wondering... what is the better leader for my Paladin squads?

  • A Chaplain to re-roll charges?
  • Or a Brotherhood Captain for guaranteed Lethals (+ Sustained from Banishers if one makes the leadership test)

They will of course get the Psychic Celerity enhancement for +1 to charge.

Btw, I plan on two times 5 paladins and one block of 8 lead by Voldus.

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u/skyfyre2020 — 2 months ago
▲ 9 r/GreyKnights+1 crossposts

Help with my first 1000p List in 11th?

I started 40k in 10th and had some success with my Grey Knights with Warpbane and Purifier/Crowe spam.

Now I'd like to start getting into 11th and am a bit overwhelmed with the increased complexity of army list building. Multiple detachments to choose from and combine, detachment points being dependent on army size, weapon options being priced in again, etc.

Currently I would like to get a first 1000p list up to get me started in 11th and get some games in to get a feel of the changed rules. (I don't have that many models yet and am not a fast player, so I'd rather start with a 1000p.)

This is what I came up with:

1000p, Argent Assault + Immaterial Interdiction

  • Chaplain with Psychic Celerity
  • Brother-Captain
  • 5 Paladins with Incinerators
  • 5 Paladins with Psycannons
  • 5 Interceptors with Incinerator
  • 5 Interceptors with Incinerator
  • 5 Interceptors with Incinerator

My reasoning:

  • I want to try out the new detachments (and Argent + Banishers isn't possible at 1000p).
  • I heard Paladins are good now, and I want an excuse to play them :)
  • Chaplain with enhancement to get Paladins to make their charge
  • Interceptors because they are fast

I thought about the following changes but have a hard time deciding what is good or not:

  1. (opt) save 10 points on the Psycannons of the one Paladin unit and get one of the Unit upgrades for one Incterceptor squad - which one though? Astral Overlap for stealth? Or Predestined Coordinates for an ingress move in the first turn?
  2. (opt) merge two interceptor squads into a 10 man (more punch and more efficient use of CP or potential unit upgrade?)
  3. (opt) Librarian instead of the Brother-Captain (on the Psycannon Paladins) to have a ranged option that cannot be (that) easily hit back
  4. (opt) 2nd Chaplain instead of Brother-Captain because the Paladins just _need_ to make their charges...

What do you think? Do you have any tips for me on the list in general and/or my changes?

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u/skyfyre2020 — 2 months ago