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----
  
==Sääntömuutokset==
 
  
* General
+
==Changes to rules==
** Kuljettavassa laivastossa on oltava vähintään yhtä monta laivaa kuin on korpsissa factoreita
 
*** Transport voi kuljettaa kolmea factoria
 
*** Cavalry lasketaan kahdeksi factoriksi
 
*** Kuljettava laiva saa aina -1 taistelussa
 
** Huoltoa voi kuljettaa vain fleetillä, jossa on vähintään yksi transport
 
** Hulkista voi rakentaa vain ship of the linen tai transportin
 
** Hulkkeihin pätee normaali 5$ alennus ja normaali 3kk rakennusaika
 
* Naval Combat
 
** Yhteen taisteluun pomo voi tuoda maksimissaan 3 fleettia
 
** Leader voi ottaa ylimääräisen fleetin laskemalla tactical ratingia yhdellä (maksimi yhä kuitenkin 3)
 
** Naval combatissa ei ole reinforcea
 
** Taisteluissa tappioissa noudatetaan proportional lossesia, aivan kuten liittolaisjoukoissa
 
** Taistelussa käydään kolme kierrosta kuten ground combatissa, joka kierroselle heitetään manouver uudestaan
 
  
==Uudet laivatyypit==
+
===New ships===
  
 
* '''Ship of the line '''
 
* '''Ship of the line '''
** Peruslaiva alkuperäisistä säännöistä
+
** Abbreviation: '''S''' or '''SoL'''
** Hajotessa syntyy hulk
+
** Ship of the Line is the normal ship from a standard EiA rules
** 10$/1mp
+
** Each sunken ship of the line generates a hulk
 +
** Costs 10$/1mp
  
 
* '''Transport'''
 
* '''Transport'''
** Ei voi ampua
+
** Abbreviation: '''t'''
** Kuljettaa kaksinkertaisen määrän miehistöä
+
** Transports do not shoot in combat
** Hajotessa ei synny hulkkia
+
** Can carry double amount of factors
** 7$/1mp
+
** Transports do not generate hulks when sunk
 +
** Costs 7$/1mp
  
 
* '''Fregate'''
 
* '''Fregate'''
** Lasketaan 0,5 hipoksi
+
** Abbreviation: '''f'''
** Ampuu 0,5
+
** Each fregate in combat counts as a half factor (round down) both in determining fleet strength and damage
** Kaksinkertainen määrä fregatteja vastustajaan nähden naval combatissa antaa +1 manouver
+
*** In pursuit fregates count as full factors
** Hajotessa ei synny hulkkia
+
** 2 to 1 superiority in fregates gives +1 modifier to maneuver checks in naval combat.
** 7$/1mp
+
** Fregates do not generate hulks when sunk
 +
** Can not carry any factors
 +
** Costs 7$/1mp
  
 
* '''Heavy Ship'''
 
* '''Heavy Ship'''
** Kaksinkertainen ylivoima Heavy shipeissä vastustajaan nähden antaa naval combatissa +1 combat heittoon
+
** Abbreviation: '''H'''
** Moraali +0,5
+
** 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
** Hajotessa syntyy hulk
+
** Heavy ships fire double damage, if the naval combat chits are either <i>Line of Battle vs. Line of Battle, Doubling vs. Doubling or Line of Battle vs. Doubling</i>
** 15$/1mp
+
** Morale bonus: +0,5
** Jos chitit ovat line-line, doubling-doubling tai line-doubling, niin heavy shipit ampuu 2x teholla
+
** Each sunken heavy ship generates a hulk
 +
** Costs 15$/1mp
  
==Major country alkulaivastot==
+
===Assigning admirals===
  
*Great Britain
+
Players may not assign their admirals freely to their fleets, but they must be assigned according their military rank. The admirals are assigned to their fleets so that the highest ranking admiral commands the best (meaning the most expensive) fleet, the second highest commands the second best and so on.
** 71 Ship of the line
+
* The rule applies only when assigning admirals to their fleets
** 18 Fregate
+
* If there are more than one admiral of the same rank, the player may choose freely between them
** 10 Heavy Ship
+
* When assigning an admiral to his fleet, if his right fleet is not available the admiral can not be assigned to any fleet
** 2 Transport
+
* In each reinforce step if there are any admiral commanding a wrong fleet, the player must remove (or replace) at least one such admiral
  
*France
+
===Transporting troops===
** 24 Ship of the line
+
* Each transport can carry two (2) factors
** 3 Fregate
+
* Artillery and cavalry factors count as two (2) factors each
** 14 Heavy Ship
+
* Transporting fleet always gets -1 in naval combat
** 3 Transport
+
* One fleet marker may carry only one corps
 +
* A fleet carrying corps must have as many ships as there are factors in corps
 +
** Stack of fleets may carry corps equal to the fleet markers but the amount of ships can be divided between the fleet markers in the stack anyway the player chooses
 +
*** For example, Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18SoL and Fleet2 1t
  
*Spain
+
===Naval supply===
** 31 Ship of the line
+
* A fleet providing any naval supply must have at least one transport
** 9 Fregate
+
* To provide invasion supply, one fleet must be stationed on supply providing port and other on a sea area adjacent to the invaded province. Each of the fleets must have at least one (1) transporter.
** 12 Heavy Ship
 
** 5 Transport
 
  
*Russia
+
===Hulks===
** 33 Ship of the line
+
* Each sunken ship of the line and heavy ship generates a hulk to a victorious party, if the combat was a draw, each side keeps their own hulks.
** 8 Fregate
+
* Hulks may be used to build (only) ship of the lines and transports.
** 6 Heavy Ship
+
* Using a hulk to build a ship gives 5$ discount and the ship is built in 3 months.
** 2 Transport
 
  
==Minor country alkulaivastot==
+
=== Naval Combat ===
 +
* Each side of a battle can bring ships worth of two (2) - and only two - fleet markers to a naval combat
 +
* There is no reinforce step in naval combat
 +
* Proportional losses are applied by ship type as in allied forces
 +
* There are three rounds in naval combat just like in ground combat
 +
** For every combat round roll maneuver checks
  
*Sweden
+
==Naval combat tables==
** 7 Ship of the line
 
** 5 Fregate
 
** 1 Heavy Ship
 
  
*Denmark
 
** 9 Ship of the line
 
** 8 Fregate
 
** 3 Heavy Ship
 
 
*Naples
 
** 5 Ship of the line
 
 
*Portugal
 
** 7 Ship of the line
 
** 5 Fregate
 
** 1 Heavy Ship
 
 
*Holland
 
** 10 Ship of the line
 
** 3 Fregate
 
** 2 Heavy Ship
 
 
==Naval taistelutaulukot==
 
 
<br>
 
  
 
{|cellpadding="20" cellspacing="0" border="1"
 
{|cellpadding="20" cellspacing="0" border="1"
Rivi 181: Rivi 154:
 
{|border="1" cellpadding="10" cellspacing="0"
 
{|border="1" cellpadding="10" cellspacing="0"
 
|width="40pt"|
 
|width="40pt"|
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|'''1-1''' <br> 1-1
 
|width="40pt"|'''1-1''' <br> 1-1
Rivi 255: Rivi 228:
 
{|border="1" cellpadding="10" cellspacing="0"
 
{|border="1" cellpadding="10" cellspacing="0"
 
|width="40pt"|
 
|width="40pt"|
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|'''1-1''' <br> 2-1
 
|width="40pt"|'''1-1''' <br> 2-1
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|
 
|width="40pt"|
Rivi 316: Rivi 289:
 
{|border="1" cellpadding="10" cellspacing="0"
 
{|border="1" cellpadding="10" cellspacing="0"
 
|width="40pt"|
 
|width="40pt"|
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|'''1-1''' <br> 1-1
 
|width="40pt"|'''1-1''' <br> 1-1
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|
 
|width="40pt"|
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|}
 
|}
Rivi 364: Rivi 337:
 
{|border="1" cellpadding="10" cellspacing="0"
 
{|border="1" cellpadding="10" cellspacing="0"
 
|width="40pt"|
 
|width="40pt"|
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|'''1-1''' <br> 2-1
 
|width="40pt"|'''1-1''' <br> 2-1
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
|width="40pt"|'''evade ontsi'''
+
|width="40pt"|'''evade success'''
 
|-
 
|-
 
|width="40pt"|
 
|width="40pt"|
Rivi 395: Rivi 368:
 
-
 
-
  
| '''Evade'''
+
| '''Evade success'''
 +
|-
 +
|colspan="6" align="left"|'''Notes'''<br/>* = Heavy ships fire double damage
 
|-
 
|-
 
|}
 
|}
  
  
[[EIA:naval_taulukot_tuloste|Tulostusnäkymä]]
+
[http://xcalibur.cc.tut.fi/wiki/EIA:naval_combat_table?printable=yes Naval combat table printable view]
  
==Naval Pursuit==
+
===Naval Pursuit===
  
 
{| border ="1"
 
{| border ="1"
Rivi 420: Rivi 395:
 
|}
 
|}
  
==Naval pomot==
 
 
Sotilasarvo: Naval boseja ei saa laittaa vapaasti, vaan korkea-arvoisimman bosin on aina komennettava parasta (=kalleinta) laivastoa. Tämä siis koskee vain bosien laudalle laittamista. Jos oikea fleetti ei ole vapaana, ei voi bosia laittaa. Tasa-arvolla saa valita. Joka reinforce faasissa pitää ottaa ainakin yksi väärää laivastoa komentava bosi pois. <br>
 
 
'''British'''<br>
 
Nelson 34D (1792)After winning a naval battle, is promoted. First to 44C, then 45B, then 55A<br>
 
Collingwood 44B(1804)<br>
 
Pellew 33B(1809)<br>
 
Smith 23C(1795)<br>
 
Cochrane 55D(1800) Must command the weakest fleet, cannot command if all fleets are not on board<br>
 
Default 22D<br>
 
 
'''French'''<br>
 
Villeneuve 33A (Bonapartist)<br>
 
Willaumez 22C (Bonapartist)<br>
 
Truguet 22C (1809)<br>
 
Default 21D<br>
 
 
'''Spain'''<br>
 
Don Carlos Gravina 22A (1790)<br>
 
Navarrete 22B(1800)<br>
 
Default 21D<br>
 
 
'''Russia'''<br>
 
Chicagov 22A(1792)<br>
 
Ushakov 33C<br>
 
Default 21D<br>
 
 
'''Turkey'''<br>
 
Kaputan Pasha 22A Jos Kaputan Pasha kuolee, menettää Turkki 1PP ja 1d6 kk myöhemmin tulee uusi Kaputan Pasha.<br>
 
Hussein Pasha 22C (1791)<br>
 
Default 21D<br>
 
 
'''Dutch'''<br>
 
Huell 23C<br>
 
 
'''Swedish'''<br>
 
Cronstedt 32C<br>
 
  
 
[[Category:EiA]]
 
[[Category:EiA]]

Nykyinen versio 18. marraskuuta 2013 kello 08.07

Back to the main page



Changes to rules

New ships

  • Ship of the line
    • Abbreviation: S or SoL
    • Ship of the Line is the normal ship from a standard EiA rules
    • Each sunken ship of the line generates a hulk
    • Costs 10$/1mp
  • Transport
    • Abbreviation: t
    • Transports do not shoot in combat
    • Can carry double amount of factors
    • Transports do not generate hulks when sunk
    • Costs 7$/1mp
  • Fregate
    • Abbreviation: f
    • Each fregate in combat counts as a half factor (round down) both in determining fleet strength and damage
      • In pursuit fregates count as full factors
    • 2 to 1 superiority in fregates gives +1 modifier to maneuver checks in naval combat.
    • Fregates do not generate hulks when sunk
    • Can not carry any factors
    • Costs 7$/1mp
  • Heavy Ship
    • Abbreviation: H
    • 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
    • Heavy ships fire double damage, if the naval combat chits are either Line of Battle vs. Line of Battle, Doubling vs. Doubling or Line of Battle vs. Doubling
    • Morale bonus: +0,5
    • Each sunken heavy ship generates a hulk
    • Costs 15$/1mp

Assigning admirals

Players may not assign their admirals freely to their fleets, but they must be assigned according their military rank. The admirals are assigned to their fleets so that the highest ranking admiral commands the best (meaning the most expensive) fleet, the second highest commands the second best and so on.

  • The rule applies only when assigning admirals to their fleets
  • If there are more than one admiral of the same rank, the player may choose freely between them
  • When assigning an admiral to his fleet, if his right fleet is not available the admiral can not be assigned to any fleet
  • In each reinforce step if there are any admiral commanding a wrong fleet, the player must remove (or replace) at least one such admiral

Transporting troops

  • Each transport can carry two (2) factors
  • Artillery and cavalry factors count as two (2) factors each
  • Transporting fleet always gets -1 in naval combat
  • One fleet marker may carry only one corps
  • A fleet carrying corps must have as many ships as there are factors in corps
    • Stack of fleets may carry corps equal to the fleet markers but the amount of ships can be divided between the fleet markers in the stack anyway the player chooses
      • For example, Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18SoL and Fleet2 1t

Naval supply

  • A fleet providing any naval supply must have at least one transport
  • To provide invasion supply, one fleet must be stationed on supply providing port and other on a sea area adjacent to the invaded province. Each of the fleets must have at least one (1) transporter.

Hulks

  • Each sunken ship of the line and heavy ship generates a hulk to a victorious party, if the combat was a draw, each side keeps their own hulks.
  • Hulks may be used to build (only) ship of the lines and transports.
  • Using a hulk to build a ship gives 5$ discount and the ship is built in 3 months.

Naval Combat

  • Each side of a battle can bring ships worth of two (2) - and only two - fleet markers to a naval combat
  • There is no reinforce step in naval combat
  • Proportional losses are applied by ship type as in allied forces
  • There are three rounds in naval combat just like in ground combat
    • For every combat round roll maneuver checks

Naval combat tables

Melee Line of Battle Lozenge Doubling Evade
Melee
4-4
4-2
4-4
4-2
1-1 4-2
4-2
4-2
4-2
4-2
4-4
4-2
4-4
4-1
3-1
4-1
3-1
5-1
1-1
4-1
3-2
4-1
3-2
2-1
4-4
2-1
4-4
3-3
1-1
3-3
1-1
3-1
1-1
3-2
2-1
3-2
2-1
2-2
2-2
2-2
2-2
3-3
1-1
3-3
1-1
3-2
1-1
3-1
3-2
3-1
3-2
2-2
4-3
2-2
4-3
evade success evade success
1-1
1-1
1-1
3-2
1-1
3-2
2-1
4-4
2-1
4-4
Line of Battle

-

3-2*
2-1*
3-2*
2-1*
2-1*
2-1*
3-1*
3-1*
3-1*
3-1*
2-1*
3-2*
2-1*
3-2*
2-2
2-2
2-2
2-2
2-1
2-2
2-1
3-2
2-1
3-2
2-1
4-2
2-1
4-2
3-2*
2-1*
3-2*
2-1*
1-1*
2-1*
2-1*
4-1*
2-1*
4-1*
2-1*
3-2*
2-1*
3-2*
evade success evade success
1-1
2-1
evade success evade success
1-1
3-1
1-1
3-1
Lozenge

-

-

3-2
1-1
3-2
1-1
1-1 2-1
2-1
2-1
2-1
1-1
3-2
1-1
3-2
3-2
2-1
3-2
2-1
2-1
1-1
2-2
2-1
2-2
2-1
2-1
2-2
2-1
2-2
evade success evade success
1-1
1-1
evade success evade success
evade success evade success
Doubling

-

-

-

3-3*
2-1*
3-3*
2-1*
1-1*
1-1*
2-1*
2-1*
2-1*
2-1*
2-1*
3-3*
2-1*
3-3*
evade success evade success
1-1
2-1
evade success evade success
1-1
3-3
1-1
3-3
Evade

-

-

-

-

Evade success
Notes
* = Heavy ships fire double damage


Naval combat table printable view

Naval Pursuit

0.0-0.9 4-1
1.0-1.9 3-1
2.0-2.9 2-1
3.0-3.9 1-1