EIA:Naval rules
Kohteesta ExcaliburWiki
Versio hetkellä 1. helmikuuta 2011 kello 01.07 – tehnyt Sandi (keskustelu | muokkaukset)
Sisällysluettelo
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 victorious 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 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
- Costs 7$/1mp
- Each fregate in combat counts as a half factor (round down) both in determining fleet strength and damage
- Heavy Ship
- 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
- Heavy ships fire double damage, if the naval combat chits are either Line of Battle vs. Line of Battle, Doubling vs. Doubling or Line of Battle vs. Doubling
- Morale bonus: +0,5
- Each sunken heavy ship generates a hulk to a victorious party, if the combat was draw, each side keeps their own hulks.
- Costs 15$/1mp
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.
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
- 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
- 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.
- 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
Melee | Line of Battle | Lozenge | Doubling | Evade | ||||||||||||||||||||||||||||||||||||||||||||||
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Melee |
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Line of Battle |
- |
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Lozenge |
- |
- |
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Doubling |
- |
- |
- |
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Evade |
- |
- |
- |
- |
Evade success | |||||||||||||||||||||||||||||||||||||||||||||
Notes * = Heavy ships fire double damage |
Naval combat table printable view
0.0-0.9 | 4-1 |
1.0-1.9 | 3-1 |
2.0-2.9 | 2-1 |
3.0-3.9 | 1-1 |