EIA:Naval rules
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(Ohjattu sivulta EIA:Naval saannot)
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Sisällysluettelo
Changes to rules
New ships
- Ship of the line
- Abbreviation: S or SoL
- Ship of the Line is the normal ship from a standard EiA rules
- Each sunken ship of the line generates a hulk
- Costs 10$/1mp
- Transport
- Abbreviation: t
- Transports do not shoot in combat
- Can carry double amount of factors
- Transports do not generate hulks when sunk
- Costs 7$/1mp
- Fregate
- Abbreviation: f
- 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
- Can not carry any factors
- Costs 7$/1mp
- Heavy Ship
- Abbreviation: H
- 3 to 2 superiority in heavy ships gives +1 modifier to combat rolls in naval combat.
- Heavy ships fire double damage, if the naval combat chits are either Line of Battle vs. Line of Battle, Doubling vs. Doubling or Line of Battle vs. Doubling
- Morale bonus: +0,5
- Each sunken heavy ship generates a hulk
- Costs 15$/1mp
Assigning admirals
Players may not assign their admirals freely to their fleets, but they must be assigned according their military rank. The admirals are assigned to their fleets so that the highest ranking admiral commands the best (meaning the most expensive) fleet, the second highest commands the second best and so on.
- The rule applies only when assigning admirals to their fleets
- If there are more than one admiral of the same rank, the player may choose freely between them
- When assigning an admiral to his fleet, if his right fleet is not available the admiral can not be assigned to any fleet
- In each reinforce step if there are any admiral commanding a wrong fleet, the player must remove (or replace) at least one such admiral
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
- For example, Britain can carry two 10I corps with a stack of two fleet markers, with a setup of: Fleet1 18SoL and Fleet2 1t
- 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
- Each sunken ship of the line and heavy ship generates a hulk to a victorious party, if the combat was a draw, each side keeps their own hulks.
- Hulks may be used to build (only) ship of the lines and transports.
- Using a hulk to build a ship gives 5$ discount and the ship is built in 3 months.
- Each side of a battle can bring ships worth of 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 |