Ero sivun ”EIA:New Naval rules” versioiden välillä
Rivi 28: | Rivi 28: | ||
===Naval Superiority=== | ===Naval Superiority=== | ||
− | + | ;Use your whole fleet to control major operations in the sea area. | |
* Allows interception of enemy actions using 1d6 + )Phase Number)d6 of ships. | * Allows interception of enemy actions using 1d6 + )Phase Number)d6 of ships. | ||
* Costs 1$ | * Costs 1$ | ||
===Rebase=== | ===Rebase=== | ||
− | + | ;Move your fleet to a friendly port, any sea area or enemy blockade box within 7 steps. | |
===Patrol=== | ===Patrol=== | ||
− | + | ;Send a detachment to maintain small presence in the sea area. | |
* Allows interception of enemy actions using (Phase Number)d6 of ships. | * Allows interception of enemy actions using (Phase Number)d6 of ships. | ||
===Protect Trade=== | ===Protect Trade=== | ||
− | + | ;Send a detachment to protect your and your allies trade. | |
* Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. Any trade ship passing through these areas is protected by the fleet. | * Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. Any trade ship passing through these areas is protected by the fleet. | ||
* If protected trade ships are raided, (Phase Number)d6 ships protect them. | * If protected trade ships are raided, (Phase Number)d6 ships protect them. | ||
===Transport=== | ===Transport=== | ||
− | + | ;Move a corps from the port of origin to a friendly port within 6 steps. The transporting fleet may stay in the receiving port. | |
===Invasion=== | ===Invasion=== | ||
− | + | ;Move a corps to a sea zone within 6 steps, from which it may land in the Land Phase. The transporting fleet may stay in the sea zone. | |
===Raid=== | ===Raid=== | ||
− | + | ;Send a detachment to disrupt enemy operations. | |
* Allows intercepting of enemy ships within 2d6 steps using (Phase Number)d3 ships. | * Allows intercepting of enemy ships within 2d6 steps using (Phase Number)d3 ships. | ||
===Privateer=== | ===Privateer=== | ||
− | + | ;Send a single ship to capture enemy trade. | |
* Allows intercepting of enemy ships within 3d6 steps using 1 ship. | * Allows intercepting of enemy ships within 3d6 steps using 1 ship. | ||
===Supply=== | ===Supply=== | ||
− | + | ;Send a fleet to trace sea supply. | |
* Can only be used by a fleet containing at least one transport. | * Can only be used by a fleet containing at least one transport. | ||
* Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. The supply may reach a land zone bordering a sea zone if there is a friendly fleet with at least one transport present. | * Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. The supply may reach a land zone bordering a sea zone if there is a friendly fleet with at least one transport present. |
Versio 24. elokuuta 2016 kello 18.44
WIP
Sisällysluettelo
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.
- Use your whole fleet to control major operations in the sea area.
- Allows interception of enemy actions using 1d6 + )Phase Number)d6 of ships.
- Costs 1$
Rebase
- Move your fleet to a friendly port, any sea area or enemy blockade box within 7 steps.
Patrol
- Send a detachment to maintain small presence in the sea area.
- Allows interception of enemy actions using (Phase Number)d6 of ships.
Protect Trade
- Send a detachment to protect your and your allies trade.
- Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. Any trade ship passing through these areas is protected by the fleet.
- If protected trade ships are raided, (Phase Number)d6 ships protect them.
Transport
- Move a corps from the port of origin to a friendly port within 6 steps. The transporting fleet may stay in the receiving port.
Invasion
- Move a corps to a sea zone within 6 steps, from which it may land in the Land Phase. The transporting fleet may stay in the sea zone.
Raid
- Send a detachment to disrupt enemy operations.
- Allows intercepting of enemy ships within 2d6 steps using (Phase Number)d3 ships.
Privateer
- Send a single ship to capture enemy trade.
- Allows intercepting of enemy ships within 3d6 steps using 1 ship.
Supply
- Send a fleet to trace sea supply.
- Can only be used by a fleet containing at least one transport.
- Select at most 7 sea zones extending from the starting port; if a friendly port is reached, then 7 others may be chosen again, repeating. The supply may reach a land zone bordering a sea zone if there is a friendly fleet with at least one transport present.
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.
After Naval superiority has been decided, other operations are resolved as per standard Eia naval move order.
Interception
Naval superiority, Pirate hunt and Patrol operations can attack enemy operations regardless of if they have been performed or not (exception, rebase can not attacked after it has resolved).
Interception succeeds if intercepting side wins the manouver roll or on a tie if intercepting a preferred kind of operation.
Combining movement
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.)