EIA:New Naval rules

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Versio hetkellä 24. elokuuta 2016 kello 20.14 – tehnyt Zaghrog (keskustelu | muokkaukset) (→‎Combining movement)
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WIP

Fleet markers

Ships are assigned to fleet markers as usual. Each fleet is based in a port, sea zone or enemy blockade box. Each fleet marker may take one action each turn, chosen from Naval Operations list below. However, if a fleet is based in a sea zone or an enemy blockade box, it may only choose Naval Superiority or Rebase as Naval Operation.

Naval Operations

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.
  • 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

Naval Operations are declared one fleet at a time in accordance with the Naval Phase order with regards to combined movement. This means that,

  • Britain may choose when to declare, and
  • once every country has declared one fleet, it is time for each country to declare a second fleet (if available) etc.

Resolving Operations

  • Naval Operations are resolved in order of revealing.
  • When a Naval Operation is revealed, all of its effects come into being immediately.
    • Any enemy Naval Operations within range can be intercepted immediately. If the Operation has already been resolved, the results of it cannot be undone but fleets can still be intercepted on the Return to Base.
    • Interception can only be successfully done once. Once an Interception is done, the fleet is spent.
  • If two countries at war with each other both choose Naval Superiority, a naval combat may happen between the newly revealed Naval Superiority fleet and any of the previously declared hostile Naval Superiority fleets. If the fleets are within 2d6 steps of each other, a combat is joined with both sides bringing their 2d6 ships to the combat.
    • If a fleet loses in a Naval Superiority combat, it may no longer intercept or take part in Naval Superiority contests.
    • If a fleet wins in a Naval Superiority combat, it still take part in Naval Superiority contests or intercept.

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.

Combined Movement

When two or more nations are in combine movement, are based in the same port and choose 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.

Trade Ships

For each $1 of trade a single trade ship is in taken to be moving along a route between the trade port and the receiving port, London for British trade and Offboard for American and Indian trade. The route can take detours in other friendly ports. If two routes join in a common ports, then the routes are taken to be singular and can be protected as one.

Spanish Gold Convoy

Spain no longer

Naval Combat

When combat is joined, each side divides their ships into columns of at least one ship. All trade ships and troop carrying ships present must be in the same column. Ships are placed in columns according to the players wishes, except for carrying ships which must be placed last. Admiral present are then placed into columns. The initiative goes to the side with more columns; in case of tie a maneuver roll decides. The players then take turns choosing actions for their columns, one column at a time. Available actions are as follows.

  • Attack enemy column:
    • A contest of tactical ratings of admirals in columns is first taken. The winner gets first strike or in case of defender, may evade combat.
    • Ships in column fires upon an enemy ships in the order at which they are placed in the column. They fire at an enemy ship at the same place in the enemy column as the ship firing. If no enemy ships are left in the column (that is there are more own ships firing than enemy ships to be fired at), remaining ships are free to choose an enemy ship in the column to fire at, unless the ship is carrying troops or trade. Carrying ships can only shoot at an enemy ship that has not yet been fired at.
  • Protect own column: