Ero sivun ”EIA:New Naval rules” versioiden välillä

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun
(Ak: Uusi sivu: WIP<br> ==Sea zones== Baltic<br> -Ports on the border: Malmo, Copenhagen<br> North sea<br> -Borders: St Malo, Portsmouth, Edinburg, Malmo, Copenhagen<br> Atlantic<br> -Borders:...)
 
Rivi 27: Rivi 27:
 
==Naval operations==
 
==Naval operations==
  
Commit the fleet<br>
+
Naval superiority<br>
 
-Use your whole fleet to control major operations in the sea area<br>
 
-Use your whole fleet to control major operations in the sea area<br>
 
-Ships used: All in the fleet marker<br>
 
-Ships used: All in the fleet marker<br>
 
-costs 1$<br>
 
-costs 1$<br>
 +
 +
Rebase<br>
 +
-Move your fleet to a friendly port<br>
 +
-Ships used: All in the fleet marker<br>
  
 
Patrol<br>
 
Patrol<br>
 
-Send a detachment to maintain small presence in the sea area<br>
 
-Send a detachment to maintain small presence in the sea area<br>
 +
-Ships used: 4 fastest ships<br>
  
 
Protect trade<br>
 
Protect trade<br>
 
-Send a detachment to protect your trade (and your allies)<br>
 
-Send a detachment to protect your trade (and your allies)<br>
 +
-Ships used: 5 median<br>
  
 
Transport<br>
 
Transport<br>
 
-Move a corps to frindly port in your sea area.<br>
 
-Move a corps to frindly port in your sea area.<br>
 +
-Ships used: All in the fleet marker<br>
 +
-costs 1$<br>
  
 
Invasion<br>
 
Invasion<br>
 
-Move a corps to a sea zone in your sea area from which it may land in the land phase<br>
 
-Move a corps to a sea zone in your sea area from which it may land in the land phase<br>
 +
-Ships used: All in the fleet marker<br>
 +
-costs 1$<br>
  
 
Raid<br>
 
Raid<br>
 
-Send a detachment to disrupt enemy operations<br>
 
-Send a detachment to disrupt enemy operations<br>
 +
-Ships used: 3 lightest ships<br>
  
 
Privateer<br>
 
Privateer<br>
 
-Send a single ship to capture enemy trade<br>
 
-Send a single ship to capture enemy trade<br>
 +
-Ships used: 1 lighest<br>
  
 
Pirate hunt<br>
 
Pirate hunt<br>
 
-Send a detachment to hunt for privateers<br>
 
-Send a detachment to hunt for privateers<br>
 +
-Ships used: 3 lightest<br>
 +
 +
Supply<br>
 +
-Send a transport to trace sea supply<br>
 +
-Ships used: A single transport<br>
 +
 +
==Declaring operations==
 +
For each sea area, the process is resolved individually. Order of the sea areas is by British decision (if dominant, else: Baltic, North, Atlantic, West med, east med, Black)<br>
 +
 +
For each fleet, each nation secretly chooses an operation from the list above (or none). A fleet can only make one operation each turn.<br>
 +
 +
==Resolving operations==
 +
 +
First, all operations are revealed. <br>
 +
 +
Second, if a nation chose naval superiority and none of it's enemies did (in the same sea area), that nation is granted naval superiority in the area. <br>
 +
If two or more nations chose naval superiority in the area, each may (but doesnt have to) hunt for an enemy fleet attempting naval superiority: Roll opposed manouver rolls. Winner may choose to engage. In case of a tie, there is a 50% chance of engagement.<br>
 +
 +
If, after resolving naval superiority missions, there are no hostile fleets in the sea area, you are granted naval superiority for the turn. Otherwise, you are denied naval superiority<br>
 +
 +
Naval superiority allows: Automatic interception of a single troop transport or invasion by the fleet performing naval superiority OR one attempt to intercept any other enemy operation AND uninterruptable sea supply on the and over the sea area.
 +
 +
Sea supply can be traced if neither side has naval superiority, but is subject to interception.<br>
 +
 +
Two or more nations combining movement, based in the same port and choosing the same operation are automatically assumed to be performing a joint operation. In this case, ships in the operation are chosen from the whole stack using above rules and proportional rules. However, operations marked "all ships in the fleet" can not contain more than phase maximum of ships. The rest are left in port (However, in case of rebase, they are, if the operation is successful, assumed to have changed base as well.)<br>

Versio 19. huhtikuuta 2016 kello 01.36

WIP

Sea zones

Baltic
-Ports on the border: Malmo, Copenhagen

North sea
-Borders: St Malo, Portsmouth, Edinburg, Malmo, Copenhagen

Atlantic
-Borders: St Malo, Portsmouth, Edinburgh, Gibraltar

Western med
-Borders: Gibraltar, Malta, Taranto

Eastern med
-Borders: Malta, Taranto, Constantinople

Black sea
-Borders: Constantinople

Fleet markers

Ships are assigned to fleet markers as usual. Each fleet is based in port. Each fleet marker may take one action each turn, chosen from naval operations list below.

Naval operations

Naval superiority
-Use your whole fleet to control major operations in the sea area
-Ships used: All in the fleet marker
-costs 1$

Rebase
-Move your fleet to a friendly port
-Ships used: All in the fleet marker

Patrol
-Send a detachment to maintain small presence in the sea area
-Ships used: 4 fastest ships

Protect trade
-Send a detachment to protect your trade (and your allies)
-Ships used: 5 median

Transport
-Move a corps to frindly port in your sea area.
-Ships used: All in the fleet marker
-costs 1$

Invasion
-Move a corps to a sea zone in your sea area from which it may land in the land phase
-Ships used: All in the fleet marker
-costs 1$

Raid
-Send a detachment to disrupt enemy operations
-Ships used: 3 lightest ships

Privateer
-Send a single ship to capture enemy trade
-Ships used: 1 lighest

Pirate hunt
-Send a detachment to hunt for privateers
-Ships used: 3 lightest

Supply
-Send a transport to trace sea supply
-Ships used: A single transport

Declaring operations

For each sea area, the process is resolved individually. Order of the sea areas is by British decision (if dominant, else: Baltic, North, Atlantic, West med, east med, Black)

For each fleet, each nation secretly chooses an operation from the list above (or none). A fleet can only make one operation each turn.

Resolving operations

First, all operations are revealed.

Second, if a nation chose naval superiority and none of it's enemies did (in the same sea area), that nation is granted naval superiority in the area.
If two or more nations chose naval superiority in the area, each may (but doesnt have to) hunt for an enemy fleet attempting naval superiority: Roll opposed manouver rolls. Winner may choose to engage. In case of a tie, there is a 50% chance of engagement.

If, after resolving naval superiority missions, there are no hostile fleets in the sea area, you are granted naval superiority for the turn. Otherwise, you are denied naval superiority

Naval superiority allows: Automatic interception of a single troop transport or invasion by the fleet performing naval superiority OR one attempt to intercept any other enemy operation AND uninterruptable sea supply on the and over the sea area.

Sea supply can be traced if neither side has naval superiority, but is subject to interception.

Two or more nations combining movement, based in the same port and choosing the same operation are automatically assumed to be performing a joint operation. In this case, ships in the operation are chosen from the whole stack using above rules and proportional rules. However, operations marked "all ships in the fleet" can not contain more than phase maximum of ships. The rest are left in port (However, in case of rebase, they are, if the operation is successful, assumed to have changed base as well.)