EIA:New Naval rules
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.
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.)