fleet of battle

Upload: dkleeman4444

Post on 06-Apr-2018

224 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/3/2019 Fleet of Battle

    1/10

    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

  • 8/3/2019 Fleet of Battle

    2/10

    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

  • 8/3/2019 Fleet of Battle

    3/10

    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).

  • 8/3/2019 Fleet of Battle

    4/10

    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.

  • 8/3/2019 Fleet of Battle

    5/10

    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!

  • 8/3/2019 Fleet of Battle

    6/10

    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.

  • 8/3/2019 Fleet of Battle

    7/10

    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

  • 8/3/2019 Fleet of Battle

    8/10

    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.

  • 8/3/2019 Fleet of Battle

    9/10

    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

    If you cant bear to cut up your magazine, you can also download

    all the Fleet of Battle tables and counters from our website.