fleet of battle
TRANSCRIPT
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Fleet of Battle is a set of rules largely based on the
mechanisms in Brent Omans rules, Field of Battle,
published by Piquet Inc. It is with Brents kind
permission that they are published here. I would also
like to thank Peter Jackson of the Ilkley Lads who has
spent many hours play testing Fleet of Battle over the
last three years and adding much to the final result.
The rules cover the period roughly between 600BC and
31BC. Only fleets from states with access to the
Mediterranean have been considered. My personal
favourite sub-periods are: The Punic Wars, Wars of the
Successor States and Roman Civil Wars. Consequently, I
make no apology for the fact that it is for those wars,
where the five is the principle battleship, that these rules
are primarily aimed.
Fleet of Battle is intended for use with fleets of between
six and 20 ships per player with an optimum of a dozen or
so for an evenings play. Larger battles can be fought
without difficulty, but more than an evening should be setaside for such games.
I always approach rules from the perspective of play-
ability rather than historical re-enactment as I find the
former approach gives a better, more exciting, fun game.
This is not to say that historical tactics and characteristics
have been thrown out of the window, or that the resulting
game does not bear resemblance to a historic naval battle,
but it does mean that several fudges have been made to
allow a game to flow and not get overly bogged down in
minute detail.
Illustration by Christa Hook from CAM 211 - Actium 31BC Osprey Publishing Ltd. www.ospreypublishing.com
FLEET OF BATTLEFLEETOFBATTLERULES FOR ANCIENT NAVAL WARFARE. By James Roach
GALLEY MODELSOne of the MacedonianGallies I use for my Fleet of Battlegames. All the ship models seen inthis article are from Xyston
Miniatures 1:600 range, painted(using enamels) and based byOlicana Painting Services.
IDENTIFICATION COUNTERIts sometimes a little difficult knowingone 1:600 ship
from the other,so I use thesecolourful
counters toidentify the
fleet(Macedonian -red/white),topped withthe squadronletter (C) toidentify my ships.
DAMAGE MARKERI use a pin, onto which I dropsmall red beads, to show hullintegrity damage on my model
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SCALES
There is no set ground scale or ship scale. The rules were
devised for what felt right using my 1:600 model ships. Fleets in
classical times were very large, often several hundred ships
strong, manned by tens of thousands. With this in mind I suggest
that historical scenarios should be fought using a ratio of one
model to 10 - 20 ships.
If using 1:1200 scale models or smaller, use centimetres instead
of inches. I would, for those wishing to pursue ancient naval war
gaming from a standing start, recommend the ships produced by
Xyston. These are 1:600. They are big enough to add crew,
towers and catapults (also produced by the company), have a
nice weight to them, and are not as fiddly as smaller scales in
the pell-mell of an ancient naval battle.
WHAT YOU NEED TO PLAY FLEET OF BATTLE
To play these rules you will require the following:
Ship counters (see below) or model ships.
A playing area at least the size of a dining table, and preferably
(but not essentially) bluish in colour.
A range of polyhedron dice: D4, D6, D8, D10 and D12
(preferably one set per player). To avoid confusion when
reading the rules, and to affirm my pedantry on this matter, the
word dice is the plural of die.
Two fleet sequence decks (see page 93).
A tape measure graduated in inches (cm if using 1:1200 models).
SHIPS
All ships, regardless of size or type, have four hull integrity
points (HI) and four crew integrity points (CI). At first this
might sound odd, but the tables adjust for the size of the ship,
and it keeps things straightforward and simple. Hull integrity
represents flotation, stability and oar power. Crew integrity
represents ship morale and the fighting strength of marines.
All ships have a ramming factor (also used to rake) and a
boarding factor, expressed as a die type. These are the base dice
types used for combat; they are adjusted by the combat tables.
All ships also have a move rate and a maximum turn rate. Turns
are carried out by pivoting the vessel on its centre point, so
remember to give ships a little sea room.
Some ships mount catapults, expressed as a die type, and here isone of the historical fudges: Catapults have to be big to count
in these rules. All other missilery is deemed part of, and factored
into, boarding actions.
All ships have a training level. In simple games this will be of
one type per squadron. Squadron training levels should be
noted. However, it is quite permissible to have different training
levels for different aspects of naval warfare in one ship. The
latter type of multi rating is useful for the 1st Punic War
Romans, which I rate as poor rammers and rakers, veteran
boarders and trained in seamanship.
Note: I advise against rating the training levels of
individual ships within a squadron differently as this willinvolve ship rosters - not to mention a good memory. Galley
warfare becomes a confused affair, so it is best to keep such
things simple.
SQUADRONS
Before commencement of action all vessels must be organised
into squadrons. Each squadron must have a squadron die type
(D8 to D12) assigned to it and its type noted. A squadron die
reflects the overall command ability within the squadron. It is
quite possible for a squadron to be made up of veteran ships
commanded by an abysmal (D8) leader! Squadron die are
used to resolve cruising movement, rallies and any squadron
morale tests.
Squadrons should ideally be four to twelve ships strong. Each
squadron has its own flagship. Ships within a squadron should
initially deploy as a group.
Ancients
3000
BC-500
FLEET OF BATTLEIN ACTIONFLEETOFBATTLEINACTION
Left: Macedonians (red stripe, left) vs Romans (black stripe, right)
Above: Macedonian right - light ships of D & E squadrons.
All ships are organised into squadrons, and I give each of mysquads a letter to differentiate between them.
AN EXAMPLE RUN-THROUGH OF A
FLEET OF BATTLE GAME TURN
MACED
ONIANS
ROMANS
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FLEETS
The squadrons form a fleet which must have a fleet die (D8 to
D12) assigned to it and its type noted. The fleet die is used for
initiative phase rolls. As with squadron dice, the fleet die need
not bear any relationship to the quality of the ships involved - it
represents the upper tier of command ability.
A fleet must be assigned a sequence deck type. This deck of 24
cards is the key element of the rule mechanism, employed by allPiquetgames. When deciding upon the type of deck, ship
training levels, squadron and fleet die should be taken into
account, as should historical performance. A fleet comprising
abysmal ships with abysmal command that performed abysmally
historically should not be assigned a veteran sequence deck.
RULES FORMAT AND HOW TO LEARN THEM
To shorten the rules for publication I have condensed them into
a set of tables and sequence card. To learn the rules, print off a
deck of sequence cards (you will need one for each fleet) and go
through a series of initiative phases (see the game turn below).
As you do, imagine that circumstances allow for actions on the
sequence cards to take place, then refer to the relevant tables.
HOW THE GAME WORKS
THE GAME TURN
Game turns consist of a variable number of initiative phases.
The fleet die (D8 D12 depending on fleet command quality)
is used to determine the number of initiative pips in an
initiative phase.
Each player rolls his fleet die. The difference in the fleet dice
rolls is the number of initiative pips each player may use in the
initiative phase. Both sides receive the same number of
initiative pips during their portion of the initiative phase but theplayer who rolls higher chooses to use all of his initiative pips
first or second.
For example: Side A is using a D12 fleet die; Side B is using a
D10 fleet die. Side A rolls a 9, side B rolls a 2. The difference is
7 (9 -2 =7) so each side will get 7 initiative pips. Side A, having
rolled higher, has the choice of going first or second.
The side acting first turns sequence cards from his, shuffled,
face down, deck one at a time, spending one initiative pip per
card turned. As each card is turned the player can choose to act
on the card showing or not (sometimes action is mandatory).
Players must choose to act on cards by squadron and once action
has moved on to the next squadron the card is dead to those
squadrons which have previously used it (no back tracking).
Ships within a squadron may act on a card in any order the
player wishes. When the next card is turned the previous card is
dead. When the player going first has spent his initiative pips, orhe runs out of sequence cards (in this latter event, the player
going second may only use as many initiative pips as the first
player used to finish his deck), the initiative transfers to the side
going second.
After the initiative phase is ended the process is repeated. Note
that cards showing and unused in a previous phase cannot be
acted upon in the next phase.
Note: The easiest way of tracking spent pips is to turn the cards
into a separate pile; that way you only need to count the cards in
the pile to recap your pip expenditure. When your initiative
phase has ended place the used cards into a discard pile.
If the fleet die rolls are equal, or at the end of a complete
initiative phase one player has exhausted his deck, the turn ends.
All sequence cards, except for unused tactical advantage cards
are returned to their decks and are reshuffled prior to the
beginning of the next turn.
THE COMBAT TABLES
When using the combat tables the ADJUST row gives the die
type correction. Correcting a die changes its type up or down.
For example: A D6 adjusted Up2 becomes a D10 - two types
bigger (D6 D8 D10). A D6 adjusted Down1 becomes a D4
- one type smaller (D6 D4).
No die can be adjusted lower than a D4 regardless of the number
of down adjustments.
Any adjustments that take a die above a D12 are added as digits
to the D12 result, except that 12 is the maximum result possible.
Above: Romans attack the Macedonian centre, raking the Macedonians
as they go through their line. The red beads denote HI - Hull
integrety damage.
Below: Roman ship-mounted catapults cause damage to the
Macedonian light squadron (including a fire).
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For example: A D10 adjusted Up2 becomes a D12+1
(D10 D12 D12+1). A D10 adjusted Up4 becomes a D12+3
(D10 D12 D12+1 D12+2 D12+3).
A D12+3 rolling a 7 will give a result of 10 (7+3 = 10). A
D12+4 rolling a 10 (10+4) will give a result of only 12, because
12 is the maximum result allowed.
All die rolls require another die to be rolled against them. The
type of die is given in the relevant table. Except in boardingaction and bow rams, where both sides roll adjusted attack die,
straight opposition die are never adjusted.
For example: A ship boards another ship on a close action card.
Both ships look up their boarding die type. They both adjust
their die type by the factors in the boarding table and roll their
adjusted die type.
A ship rams an enemy ship. The ramming ship looks up its
ramming die type, adjusts it by the factors in the ramming table,
and rolls the adjusted die type vs D6; a D6 is always rolled vs a
ramming die.
The results on both dice are compared to obtain a result bycounting the difference in pips. The table is then consulted for
effect.
The tables always require a note to be taken of the odd (1, 3, 5,
etc.) or even (2, 4, 6, etc.) nature of the die roll. Even is usually
better than odd and a natural 1 is generally bad. It is important
to note the result on a die rather than the final result - a D12+3
rolling a 3 gives a final result of 6, but it is an odd result because
the die roll was 3.
For example: Having rammed an enemy ship, rolling D12 vs
D6, the result is 8 to 4. The difference is 4 and the ramming die
is even. The ramming table is consulted. The result is 2 hull
integrity damage (the target is crippled), holed, and the ramming
ship may withdraw 2''.
Having rammed an enemy ship, rolling D12 vs D6, the result is
9 to 4. The difference is 5 and the ramming die is odd. The
ramming table is consulted. The result is 2 hull integrity damage
(the target is crippled), holed and the ramming ship becomes
locked with the target.
Having rammed an enemy ship, rolling D12 vs D6, the result is
4 to 4. The difference is 0 and the ramming die is even. The
ramming table is consulted. The result is no damage (failure to
ram) and the ramming ship may withdraw 2''.
Having rammed an enemy ship, rolling D12 vs D6, the result is
1 to 4. The difference is negative and the ramming die is a natural
1 and odd. The ramming table is consulted. The ramming ship
loses its ram, is holed and becomes locked with the target.
LAST THOUGHTS
I suggest that each player notes, using simple lines on paper,
how he intends deploying his squadrons before they are
deployed onto the playing surface. Historically, such plans were
always made before battle; even for possible encounter battles
the battle formation had to be prearranged. This process,
considering the probable lack of terrain (coast / islands at most),
will only take a few minutes and is well worth the effort.
The only optional rule (not written elsewhere) is for two or more
squadrons that want to move together as a group on cruise cards.
Peter and I allow this by rolling the lowest squadron die in the
group with a Down1 adjustment, applying the result to all. If anysquadron physically engages, or is engaged by, the enemy, or
acts differently to the other squadrons in the group it is
considered out of the group from that point on.
To make two decks of sequence cards scan the card stock page
into your computer and print it nine times. I suggest printing
them onto thin card or stiff paper and the use of commercially
available plastic card sleeves. Card sleeves make homemade
cards durable and, more importantly, make them easy to shuffle.
It is a good idea to keep a few spare cards after printing and
put them face down into a few card sleeves. These can be
special cards for use in scenarios where special conditions
apply. They can be used to time the arrival of off table reserves,bad weather checks, shore batteries shoot, etc. The list of
functions is almost endless and I leave precise definition and
ruling to scenario designers.
For example: Off table reserves arrive on the 3rd appearance of
the special card, counting it as a cruise card at that time.
Below: Midway through the first turn of the battle.
Above: Turmoil on the Roman right - their flank is collapsing.
Note the pin and bead system I use on my ships to record HI damage.
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The counters have been designed for easy recognition rather
than historical accuracy. I suggest that they should be scanned
and printed onto paper, then stuck onto foam board / balsa wood
sheet with PVA glue. This will allow pins to be inserted into the
correct damage box as damage occurs. Recording damage in
this way reduces the need for paperwork, constant referral to
rosters, and eases pressure on the memory banks a frazzled
mind is the last thing that you want when relaxing after a hard
day at the office.
Although these rules greatly favour the aggressive player,
historical tactics do work.
The diekplus, changing from line to column then breaking
through the enemy before turning onto his rear, and my favoured
tactic, can be devastating if the cards and initiative fall for you,
but it is risky and vulnerable to the periplus.
The periplus, which is basically an outflanking manoeuvre, is
the simplest tactic, but can leave you vulnerable in your centre
to a diekplus attack.
The use, where numbers allow, of a second line reserve, for
attack or defence, is often battle winning and the surest way ofdefeating a diekplus attack. However, shortened lines make you
vulnerable to a periplus.
I have never tried the defensive circle with bows pointing
outward tactic, but it might work - even if it is boring.
I hope that you have fun with these rules as that is their raison
dtre. Like all Piquetgames they can seem a little complex at
first, but this is largely down to Piquets novel turn structure and
die adjustment mechanism; once these are mastered everything
else slots into place. I have tried to keep things as simple as I
can by detailing what you can do on each type of sequence card
on the card itself.
Once you get into it you will be hooked, I hope, into trying other
games from the Piquetstable. I have been wargaming for over
30 years now, for the last ten almost exclusively using Piquet
and rule sets derived out ofPiquet. Other games just dont have
the same level of excitement and tension. I just wish I had
discovered them earlier.
1
2
3
4
4
3
2
1
QUADRIREME / SIX
FIRE
HULLINTEGRITYLOSS
CAPTURED
CREW INTEGRITYLOSS
FLEEING
SQUADRON / SHIP ID
RAMLOST
HOLED
BOWLINE
STERN LINE
1
2
3
4
4
3
2
1
QUADRIREME / SIX
Vs bow
at > 45
Vs bow
at 45
Vs beam
at 45
Vs beam
at > 45
Vs beamat 45
Vs stern
all angles
Questions can be answered by going to:http://olicanalad.com where a Q&A page has been set up.
Fleet of Battle was the winner of The Society of Ancients,Paul Morris Memorial Prize, for the most innovative new,non commercial wargaming rules in 2009.
Above: The Roman centre holding its own.
Right: Wreckage of war (home made balsa wood wreck). The end
of the first turn, and the Romans are losing - just!
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CARD DECKS AND FLEET / SQUADRON DICE
CARD DECK FOR ABYSMAL FLEET FLEET / SQUADRON DIE DIE
CARD # Abysmal D8
Flee, fire & flood 3 Poor D10
Seamanship 3 Trained D10
Lull 6 Seasoned D12
Turn 4 Veteran D12
Close Action 4 DECK ADJUSTMENTS FOR POOR TO SUPERIOR FLEETS
Cruise 3 TYPE REMOVE ADD
Squadron Action 0 Poor 1 Lull 1 Squadron Advantage
Tactical Advantage 1 Trained 2 Lull 1 Squadron Action & 1 Tactical Advantage
TOTAL CARDS: 24
Seasoned 3 Lull 2 Squadron Action & 1 Tactical Advantage
Veteran 5 Lull 3 Squadron Action & 2 Tactical Advantage
SHIP DIE & CAPABILITIES Ram / Rake Boarding Catapults Move Rate Max. Turn
Hemiolia / Liburnian (Two) D6 D6 NA 8'' 180
Bireme (Two) D6 D4 NA 8'' 180
Light Trireme (Three) D10 D6 NA 10'' 180
Heavy Trireme (Three) D8 D8 NA 8'' 135
Trihemiolia (Three) D8 D8 NA 8'' 135
Light Quadrireme (Four) D12 D8 NA 8'' 135
Heavy Quadrereme (Four) D10 D10 D6 (if featured) 8'' 90
Light Quinquereme (Five) D12 D8 NA 8'' 90
Heavy Quinquireme (Five) D10 D12 D6 (if featured) 6'' 90
Seven to Nine D10 D12 + 2 D10 6'' 90
Ten + D10 D12 + 3 2 x D10 6'' 45
TURNSTurns may be carried out as moves (by non crippled ships) on an even cruise card die roll,or on turn cards. For ease of play, work a 135 turn as a 90 turn plus a 45 turn.
FAST SHIPSFast ships are ships that can move two or more inches faster than the slowest ship presentin either fleet. Fast ships may incline at the start of a move (see below).
INCLINE MOVES Provided ships move forward more than half rate, they may incline 2'' sideways without achange of heading. (This represents minor steerage correction by helmsmen).
CRUISE
Use a single squadrondie for all of the shipsin a squadron vs D8.
Compare squadron dieresult with D8 result:
Roll a 1 on squadron die: No move
More by 4+: 3 moves.
More: 2 moves.
Lose or tie: 1 move.
May Incline 2'' at the start (fast ships) or end of each move.
May Back Oars at half speed (may not incline).
Crippled (-2HI) ships move at half speed (may not incline).
Disabled (-3/4HI) ships may not move.
IF THE MOVEMENT DIE ROLL IS EVEN:
Non-crippled ships may turn instead of moving.
At contact ships may immediately ram or rake without aclose action card.
Ships may become unlocked and move normally.
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CATAPULTS
Use Missile die Vs D6
Range is: 10'' measured from the main mast of the shooter to the main mast of the target.
Compare missile die with D6: If the missile die is more than the D6 and odd the target loses oneCI. If the missile die is more than the targets roll and even the target loses one CI and is holed. Ifthe targets D6 roll is a 1 it catches fire.
Harpago: Range 4''. If the missilery roll is more than the defenders roll and even the target isdragged into contact with the shooter; the ships become locked together.
Adjust Down 2 Down 1 No Change Up 1 Up2
Circumstance Tactical advantage
Target Class Ten + Seven to nine Four to sixThree
AphractSmaller
RAMMING
Use Ramming Die vs D6except when bow to bow
at less than 45
Bow to bow ramming at less than 45: Roll ramming die vs ramming die with the initiatorgaining a tactical advantage (compare die results to assess damage); otherwise roll rammingdie vs D6. Compare ramming die with D6: Rolling a natural 1 on the ramming die causes theramming ship to be holed and ram lost (a complete cock up). Any positive result causes therammed ship to be holed. Any negative or equal result indicates failure to ram (target avoided,not enough momentum, etc). Each two pips positive difference in the ramming dies favour willcause one Hull Integrity (HI) damage.
0 to 2 HI damage on an even ramming die allows the attacking ship to withdraw 2''.
3 HI damage and an even ramming die result causes the target ship to become a wreck and theramming ship may withdraw 2''.
4 HI damage and an even ramming die result causes the target ship to shatter and sink and therammer may continue to move up to a further 4'' - possibly ramming another ship.On any odd ramming die result the ships become locked together and regardless of HI damage thetarget will not actually sink; ships locked with holed ships with 4 HI damage are locked with wrecks.
Adjust Down 2 Down 1 No Change Up 1 Up2
Training Abysmal Poor Trained Seasoned Veteran
Circumstance CrippledFive or less mounting
heavy equipment
Tactical
advantage
Crew Integrity-3
Recaptured-2 -1 Full
Target Orientation& Circumstances
Vs Bow < 45Vs Bow 45
Vs SternVs Beam < 45
Vs LockedVs Crippled
Vs Beam 45Vs Disabled
Target ClassTen +
VeteranSeven to nine
SeasonedFour to six
TrainedThreePoor
SmallerAbysmal
RAKING
Vs bow or stern at0-45 only.
Use ramming die Vs D6.
Compare ramming die result with D6.Each two pips positive difference in the ramming dies favour will cause one HI loss to the target. If
the ramming die is a natural 1 the ship rakes it self using the D6 result for damage assessment.If the raking die is even, and there is room to place the raking ship immediately beyond / behind thetarget, the attacker moves to that point, otherwise the ships become locked at the point of contact. Ifraking two vessels (side by side) together, rolling odd on 1st first target immediately prevents a rakeon the 2nd target. The raking more than one ship simultaneously adjustment applies to both rakes.
Adjust Down 2 Down 1 No Change Up 1 Up2
Training Abysmal Poor Trained Seasoned Veteran
Circumstance CrippledFive or less mounting
heavy equipmentTactical
advantage
Crew Integrity-3
Recaptured-2 -1 Full
Orientation
Raking morethan 1 ship
simultaneously
Vs LockedVs Crippled
Vs Disabled
Target ClassTen +
VeteranSeven to nine
SeasonedFour to six
TrainedThreePoor
SmallerAbysmal
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BOARDINGUse Boarding DieVs Boarding Die
A Corvus may only
engage ships that areforward of its mast.
Captured / recapturedships always use a flat
D4 (no adjustments)
Restrictions
Boarding action always requires a Close Action card.
A ship may only declare one boarding action on a close action card and may not declare anotheruntil it is fully resolved.
Ships may not board vessels that are two or more brackets bigger / smaller (e.g. Two vs six).Once a boarding action is declared the ships become locked together.
Compare boarding die with boarding die: Each two pips positive difference will cause one CI lossto the loser.
All boarding actions are fought out (multiple rounds) using the initial boarding die until:1. Either ship is reduced to 0 Crew Integrity (CI) at which point it is taken.
2. The defender wins or ties a round of melee, in which case the boarding attempt is repelled; thedefender may choose to become unlocked.
3. The attacker wins a round but his die roll is odd, at which point the action becomes ongoing andmust be continued on the next Close Action card turned.
Adjust Down 2 Down 1 No Change Up 1 Up2
Training Abysmal Poor Trained Seasoned Veteran
CircumstanceVs 2nd + ship on
the same cardEnemy has
more towers
Squadron FlagTactical advantage
Corvus in 1st round.Fleet Flag
Crew Integrity -3 -2 -1 Full
Own Ship Disabled CrippledLarger than enemy
ship & defending
Enemy Ship Ten or larger Seven to nine Five to six Three to fourTwo or smaller
vs fleeting / anycaptured
SEAMANSHIPUse Squadron Die
Vs D8
Results
Per two pips Squadron dice > D8 = Rally one CI or HI, or plug a hole, or put out a fire.If the leadership die result is a 1 no further leadership tests may be voluntarily takenby the squadron.
Adjust Down 2 Down 1 No Change Up 1 Up2
Circumstance Squadron Flag lostSquadron or Fleet
Flag within 8''
Crew Integrity -3 -2 -1 Full
Hull Damage Disabled Crippled
Training Abysmal Poor Trained Seasoned Veteran
Nearest threat(mast to mast)
Ongoingboarding action
Locked noboarding action
Up to 12'' Over 12''
DAMAGEEFFECT
Ships losing two HI are crippled. Crippled ships move at half rate and may only turn on turn cards.Ships losing three or four HI are disabled. Disabled ships may not move, turn, ram, or rake.Ships losing four HI and holed or on fire are wrecks / treated as destroyed. They will always stay afloat if lockedto another ship that is not a wreck (see wrecks below).Ships reduced to 0 CI whilst in contact with an enemy ship are captured, otherwise they flee.
CAPTUREDSHIPS
Ships which are captured must flee the battle zone. They may not be rallied on Leadership cards. They countas having 0 Crew Integrity but always roll an unadjusted D4 if boarded. These rules for captured ships may notbe historically accurate - but they keep life simple.
WRECKEDSHIPS
Roll D6: On a result of 1 - 2 a ship allowed to sink will become a waterline wreck. Any ship wishing to passover a waterline wreck must roll D6: On a result of 1 - 3 the ship is holed and loses one CI.
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FLEE, FIRE& FLOOD
When this card is turned
1. Any ship not in an ongoing boarding action may become unlocked.
2. Any ship with a hole or fire loses one HI.
3. Any ship locked with a burning ship must test (squadron die vs D8 and win) to avoid catching fire.
4. Any squadron at 50% strength or less must test using its squadron die (with a Down 1 modifier if thesquadron has no flagship) vs D8. If the D8 result is greater, each remaining ship in the squadron loses
1CI for each pip difference in the result.
5. All fleeing ships must move at their maximum rate away from the combat zone. Fleeing ships are allowedto make a turn (up to maximum arc) each time they move to avoid other ships.
FLEE, FIRE& FLOOD
SEAMANSHIP LULL
1. Ships with a hole or fire lose one HI
2. Ships locked with a ship on fire musttest to catch fire. (Sqd. Die vs D8)
3. Squadrons at 50% must test morale.
If the Sqd. die is less, each ship losesone CI for each pip difference in the result
4. Any ships not in an ongoingmelee may unlock.
5. Fleeing & captured ships moveaway from the combat area. Fleeing ships
are allowed a free turn before moving.
Roll Squadron Die Vs D8.
Per two pips Squadron Die > D8 = RallyOne CI or HI, or plug hole, or put out fire.
If the leadership die result is a 1 nofurther leadership tests may be
voluntarily taken by the squadron.
Note: Ships do not have to be withincommand radius to rally.
No Friendly Action.
The enemy may attempt to steal theinitiative. The enemy may choose togamble a Tactical Advantage card.
Roll Fleet Die vs Fleet Die.
If the friendly die is greater play continues.
If the enemy die is greater agambled Tactical Advantage cardbecomes a Squadron Action card,otherwise the enemy must turn 1
sequence card and may act upon it.
TURNCLOSE ACTION
Ram, rake or boardCRUISE
Roll Squadron die Vs D8
Any non-disabled ship, may turnup to its maximum turning angle.
Ships must pivot on their centrepoint and may not end in contact with
a new enemy ship.
All ongoing boarding actionsmust be resolved.
Any ship capable of doing so may:
a) Ram a ship within 1'' to front(see ramming table), or
b) Rake a ship within 1'' to front(see raking table)
c) Become locked with and board aship within 1'' to beam or front
(see boarding table).
Roll 1 = No move.
Win by 4+ = 3 moves.Win = 2 moves.
Lose or tie = 1 move.
If the Squadron die is odd or even:1. Disabled (-3HI) may not move.
2. Crippled (-2HI) move at speed.
3. May back oars at half speed.
4. Non crippled ships may incline.
If the Squadron die is even:1. Ships (not in ongoing boarding action)
may unlock and move normally.2. Non crippled / disabled ships
may use moves to turn.
3. Ships may ram or rake providingthey move into contact.
LULL SQUADRON ACTION TACTICAL ADVANTAGE
No Friendly Action.
The enemy may attempt to steal theinitiative. The enemy may choose togamble a Tactical Advantage card.
Roll Fleet Die vs Fleet Die.
If the friendly die is greater play continues.
If the enemy die is greater a gambledTactical Advantage card becomes aSquadron Action card, otherwise the
enemy must turn one sequence card andmay act upon it.
One Squadron may use this cardas any one of the following cards:
1. Cruise
2. Close Action
3. Turn
4. Seamanship
OR
5. Shoot catapults
1. Use immediately for one ship as:a) Cruise, or
b) Close Action, or
c) Turn, or
d) Seamanship, or
2. Use immediately to shoot all catapultsin the fleet.
3. Store for one of the following:a) To give an Up 2 adjustment to
one die before the roll.b) To reverse odd / even of
one die after the roll.
c) To be gambled on a Lull card.
d) Shoot catapults of one vessel.
-
8/3/2019 Fleet of Battle
10/10
4
3
2
11
2
3
4
TRIREME
4
3
2
11
2
3
4
TRIREME
4
3
2
11
2
3
4
TRIMIOLIA
4
3
2
11
2
3
4
TEN +
1
2
3
4
4
3
2
1
QUADRIREME
1
2
3
4
4
3
2
1
QUADRIREME
1
2
3
4
4
3
2
1
QUADRIREME / SIX
1
2
3
4
4
3
2
1
QUADRIREME / SIX
1
2
3
4
4
3
2
1
SEVEN TO NINE
1
2
3
4
4
3
2
1
SEVEN TO NINE
1
2
3
4
4
3
2
1
QUINQUEREME WITH
CORVUS
1
2
3
4
4
3
2
1
TRIMIOLIA
4
3
2
11
2
3
4
4
3
2
11
2
3
4
4
3
2
11
2
3
4
4
3
2
11
2
3
4
BIREME
BIREME
Catapults Towers
FLEET OF BATTLE COUNTERSFLEETOFBATTLECOUNTERS
.net
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