EIA:Naval rules

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Versio hetkellä 1. helmikuuta 2011 kello 01.07 – tehnyt Sandi (keskustelu | muokkaukset)
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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$/1mp
  • Heavy Ship
    • 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
    • Heavy ships fire double damage, if the naval combat chits are either Line of Battle vs. Line of Battle, Doubling vs. Doubling or Line of Battle vs. Doubling
    • Morale bonus: +0,5
    • Each sunken heavy ship generates a hulk to a victorious party, if the combat was draw, each side keeps their own hulks.
    • Costs 15$/1mp

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.


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


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