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Siirry navigaatioonSiirry hakuun
Rivi 2: Rivi 2:
  
 
==Changes to rules==
 
==Changes to rules==
 
===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
 
*** e.g. Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18 SoL and Fleet2 1 transporter
 
 
===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===
 
* Hulks may be used to build (only) heavy ships, 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 ===
 
* Every admiral can bring 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
 
  
 
===New ships===
 
===New ships===
Rivi 48: Rivi 24:
  
 
* '''Heavy Ship'''
 
* '''Heavy Ship'''
** Kaksinkertainen ylivoima Heavy shipeissä vastustajaan nähden antaa naval combatissa +1 combat heittoon
 
 
** 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
 
** 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
 
** Morale bonus: +0,5
 
** Morale bonus: +0,5
Rivi 54: Rivi 29:
 
** 15$/1mp
 
** 15$/1mp
 
** 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>
 
** 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>
 +
 +
 +
===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
 +
*** e.g. Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18 SoL and Fleet2 1 transporter
 +
 +
===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===
 +
* Hulks may be used to build (only) heavy ships, 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 ===
 +
* Every admiral can bring 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
  
 
==Major country alkulaivastot==
 
==Major country alkulaivastot==

Versio 31. tammikuuta 2011 kello 23.22

Takaisin pääsivulle

Changes to rules

New ships

  • Ship of the line
    • The normal ship from a standard EiA rules
    • Each sunken ship of the line generates a hulk to a victorius party, if the combat was draw, each side keeps their own hulks.
    • Costs 10$/1mp
  • Transport
    • Transports do not shoot in combat
    • Can carry double amount of factors
    • Transports do not generate hulks when sunk
    • Costs 7$/1mp
  • Fregate
    • Each fregate in combat counts as a half factor (round down) both in determing fleet strength and damage
      • In pursuit fregates count as full factors
    • 2 to 1 superiority in fregates gives +1 modifier to manouver checks in naval combat.
    • Fregates do not generate hulks when sunk
    • Costs 7$/1mp
  • Heavy Ship
    • 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
    • Morale bonus: +0,5
    • Each sunken heavy ship generates a hulk to a victorius party, if the combat was draw, each side keeps their own hulks.
    • 15$/1mp
    • 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


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
      • e.g. Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18 SoL and Fleet2 1 transporter

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

  • Hulks may be used to build (only) heavy ships, 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

  • Every admiral can bring 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

Major country alkulaivastot

  • Great Britain
    • 71 Ship of the line
    • 18 Fregate
    • 10 Heavy Ship
    • 2 Transport
  • France
    • 24 Ship of the line
    • 3 Fregate
    • 14 Heavy Ship
    • 3 Transport
  • Spain
    • 31 Ship of the line
    • 9 Fregate
    • 12 Heavy Ship
    • 5 Transport
  • Russia
    • 33 Ship of the line
    • 8 Fregate
    • 6 Heavy Ship
    • 2 Transport

Minor country alkulaivastot

  • Sweden
    • 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 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

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.

British
Nelson 34D (1792)After winning a naval battle, is promoted. First to 44C, then 45B, then 55A
Collingwood 44B(1804)
Pellew 33B(1809)
Smith 23C(1795)
Cochrane 55D(1800) Must command the weakest fleet, cannot command if all fleets are not on board
Default 22D

French
Villeneuve 33A (Bonapartist)
Willaumez 22C (Bonapartist)
Truguet 22C (1809)
Default 21D

Spain
Don Carlos Gravina 22A (1790)
Navarrete 22B(1800)
Default 21D

Russia
Chicagov 22A(1792)
Ushakov 33C
Default 21D

Turkey
Kaputan Pasha 22A Jos Kaputan Pasha kuolee, menettää Turkki 1PP ja 1d6 kk myöhemmin tulee uusi Kaputan Pasha.
Hussein Pasha 22C (1791)
Default 21D

Dutch
Huell 23C

Swedish
Cronstedt 32C