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  1. #1
    Able Seaman
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    Michael

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    Quote Originally Posted by mdavis41 View Post
    Don

    Would it be possible to get from you the hull dimensions of your Old Glory ships? I think your approach to adjusting the model selection and conversion to fit the available Zvezda models is very smart. I'd like to do something similar. Knowing the keel length and breadth of your ships would help me immensely. Thanks!

    Michael
    Thanks Don, this is perfect.

  2. #2
    Landsman
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    Donald

    Default Chiefs Modfied Armada Invincible game rules

    CHIEF'S MODIFIED ARMADA INVINCIBLE

    These modified rules are used to enhance the playability of the game Armada Invincible and any
    optional rules should be used with experience naval war gamers

    1. Issue Orders:
    A. Determine wind direction
    B. Set sail settings and additional Movement
    C. Record Movement orders
    D. Receive Speed Tokens
    2. Execute Movement orders:
    Resolve any Collisions, Grappling's, Towing, Combat, Record Casualties/Damage,
    Boarding action's (initial and continued) and Close Combat
    3. Damage Control:
    ----------------------------------------------------------------------------------------------------------------------------------------------------------
    1. Issue Orders
    A. Wind direction: Will be determined at the beginning of the game.
    B. Sail Settings and additional Movement
    Furled Sails: No movement (except Galleass using oars only see Galleass) may pivot at the end of
    movement but must be recorded.
    Battle Sails: Ships will receive 1 Speed Token for each mast (not destroyed) except a Spanish 4
    mast which receives only 3 Speed Tokens (slower than English 4 mast) and a
    Galleass using oars only. A ship may slow down by 1 Speed Token but never end up
    less than 1 Speed Token
    All ships will lose 1 speed token for each mast destroyed except a Spanish 4 mast which
    loses 1 speed token after the second mast is destroyed and then each mast afterwards
    and a Galleass will lose 1 speed token after the third mast is destroyed and will use oars
    only after that. Ship's that didn't move receive a -2 Die modifier when firing cannons.
    Full Sails: Ships receive 1 additional speed token and player's get to place 2 Speed Tokens
    instead of 1 in each movement phase . All ships will lose their Full Sails capability when
    the first Mast is destroyed. When a ship using Full Sails receives a Mast damage Special
    hit it will become a Mast destroyed. Receives a +1 Die modifier when firing cannons.
    Galleass: When using oars only may receive 2 Speed Tokens and can turn 1- 2 hexes without cost
    and then move 2 hexes or turn 3 hexes at a cost of 1 and may move 1 after. also a
    Galleass using sail and oars may subtract 1 from wind direction when turning (Oars can
    be used to turn the ship faster)
    English Race Built: May receive 1 addition Speed Token ( For having a stream line hull)
    Boarding Action: Will receive 4 Speed Tokens for a continued Boarding Action's and is used to
    conduct Close Action combat after each Speed Token is used. Note: All
    Ships involved in a Boarding Action's can't move.
    C. Record Movement Orders
    Plotting a Course: You must write down the exact path (course) your ship will follow each time
    it moves and turns. It must spend 1,2,or 3 Speed Tokens,depending on the Wind
    Direction. When you plot your ship's course, write down the movement cost for each
    move or turn in the Movement Cost column on the Orders Card and the total movement
    cost can't exceed the number of Speed Tokens the ship had available for the
    current turn.
    Fair Winds: (Reaching/Running) is moving or making a turn with the wind coming from
    the stern (coming from behind) and cost 1 Speed Token.
    Side Wind: (Beating) is moving or making a turn with the wind coming from off the Bow
    (coming from off the front) and cost 2 Speed Tokens.
    Head Wind: Moving or making a turn into the wind (coming from straight ahead)
    and cost 3 Speed Tokens. No Sailing ship can sail (move into the wind) except
    a Galleass using oars only. They can swing (turn) through the wind (tacking) so a ship
    can change the direction (side) the wind is coming from and may take more than
    one turn to complete. Note: A ship that can't complete the turn (ending the turn with
    Side Wind coming from the opposite side) at the end of the turn will move 1 hex down
    wind.
    D. Receive Speed Tokens
    Players receive their Speed Tokens for the current turn (See Sail Settings and additional
    Movements above)

    2. Execute Movement orders:
    Phase 1: Each player will place 1 or 2 (ship's using Full Sail) Speed Tokens next to their ship and then
    execute any movements or turns allowed. Used Speed Tokens are then remove.
    Collisions: (Optional) Collisions occur when any ship makes contact with another ship and all
    movement stops until next turn. Check Armada Invincible Game Rules pg 16 & 17 for
    damages done. Note: All ships involved are considered stationary for that turn and any
    ship attempting to grapple will receive a - 4 dice modifier.
    Grappling: (Optional) A ship can attempt to grapple another ship within 1 hex or less. Grappling is
    used when attempting to Board or Tow another ship and if successful all ship's involved
    will stop movement until all Boarding is completed or ship taken in Tow (see Boarding
    and Towing) All ships involved are considered Stationary. To grapple another ship row 1
    D 20 and if the results are 12 or less then it's successful. Dice modifiers are as follows:
    +4 if enemy has any Musketeers on board, - 4 if enemy ship is Stationary and
    - 4 if you have Pikeman
    Note: Grappling a friendly ship is Automatic.
    Towing: (Optional) A ship can tow another ship after it successfully grapples that ship and will
    start to tow the ship at the beginning of the next turn at half their normal speed and
    rounding down any odd number. ( Example: 4 Mast English Race Built has 5 Speed
    Tokens and can tow another ship at a new movement of 2 Speed Tokens)
    Combat: Cannons have to be Charged (Loaded) before they can fire and a enemy ship has to be
    within the Fire Zone (Arc) and range of the cannons. All cannons will start the Basic
    game charged with Cannonballs and for different types of ammunition (Bar Shot or
    Grapeshot) see Armada Invincible game rule pages 22 -24.
    Range Maxium Range for English ships are 8 hexes and for Spanish ships are 6 hexes for
    Cannonballs and other types of ammunition has a shorter ranges see Armada
    Invincible game rule pages 22 - 24 for more information.
    Fire Zones There is 4 types of Fire Zones: Bow, Left (Port) and Right (Starboard) Broadsides and
    Stern. Bow fire Zone is the hexes directly in front of the Bow and is used for the
    Spanish Galleass only, Left and Right Broadside Fire Zone are the 2 hexes next to the
    side of the ship and extents in a Arc forwarded and aft (back) of the ship and Stern Fire
    Zone is the hexes directly behind the Stern hex. (See Armada Invincible Captain's Basic
    Course page 7 details).
    Firing When your ship fires on a enemy ship, You need to check the Gunfire Chart on your
    Ship's card and find the row for the type of ammunition you are firing (Cannonball) Then,
    find the column that shows the range to the closest hex occupied by the target ship.
    The results is the Basic (Accuracy) number or less on a single D 20 for each cannon
    firing, needed to hit that ship.
    If the results was a X means that the range was to long or short for your cannons or
    type of ammunition you were using and can't fire.
    Dice modifiers used for the Basic Accuracy number is as follows:
    - 2 If your ship or the target ship was anchored or Stationary.
    - 2 If your ship used Furled sails and didn't move (Pivoting is considered a move)
    - 1 For a Bow Rake.
    - 2 For a Stern Rake
    +1 If your ship used full sails
    +2 If your Crew is Demoralized (see Close Combat)
    Charging After firing a broadside, Mark of 1/2 Ammunition Barrel for each Broadside that was
    (Reloading) fired. Bow and Stern cannons don't mark of any Ammunition however they still need
    to charged before they can fire again. Circle which Broadside fired at the bottom of the
    Ship's Card or circle the Bow or Stern Cannons that fired and place the number of the
    next game turn above the circle which indicates at the end of that turn when the
    cannons are charge and ready to fire again. (Optional) Spanish ships need 2 game
    turns to charge their cannons (Crews took longer to charge their cannons
    Only 1 Broadside and either Bow or Stern cannons can be charged at a time after
    firing.
    Raking There is 2 types of Rakes ( Bow and Stern) and the target ship has to be within 3
    hexes or less. A Bow/Stern Rake is when a ship's Bow or Stern is facing your ship so
    that the Cannons Firing Zone is firing Straight down the length of the target ship and
    can cause more damage to the target. A Bow Rake will receive a - 1 dice modifier and
    a Stern Rake will receive a - 2 dice modifier to the Basic Accuracy number. See
    Broadside Fire Zone on page 7 Armada Invincible Captain's Basic Course and use the
    Damage goes to Stern for Bow/Stern Rakes when firing a Broadside.
    Damage When you hit a ship with Cannonballs, it will cause damage to the ship's hull. Each
    ship's hull is divided into three sections, each with it's own Durability Points (Boxes):
    Right and Left Broadside and the Stern. The section of the target ship that suffers
    damage is determined by the position of both ships.
    Each hit destroys 1 Durability point and cross off 1 box in the appropriate section of
    the ship diagram on the Ship Card. Damage to a ship's Broadside is marked starting
    from the bow and going towards the stern. Damage to the stern is marked starting
    from the Left side and going to the Right and lose will 1 Crew for each Durability Point
    lost.
    If the Durability Points next to a cannon are crossed off, that cannon is also destroyed
    and is cross off and 1 crew member is lost and is crossed off. Note: If there are any
    Soldiers on deck then 1 is also lost and is crossed off.
    Special Damage: Any time a natural 1 is rolled apply normal damage and roll a d 6 to see if there was
    any Special Damage with the following:
    1=Fire, 2=Waterline, 3=Mast, 4=Helm or Rudder hit, 5-6=no effect.
    Modifiers Half range -1 to die roll.
    Results:
    Fire: Lose 2 hull per turn if not put out (see damage control)
    Waterline: 1 hull per turn if not put out (see damage Control)
    Mast: First hit mast damage but holds unless ship was at full sail which will
    destroys the mast.and every 2 mast hits = A mast destroyed
    Helm or Rudder: A Helm hit is when a ship is firing into the bow or broadside
    and is a temporary hit lose 1 crew and roll a d 6 for the following
    results: 1-2= 1 turn straight, 3-4= 2 turns straight, 5-6= 3 straight before
    ship can turn.
    A Rudder hit is when a ship is firing into the stern and damages the Rudder
    which needs to be repaired (see damage control)
    Soldiers Soldiers are Musketeers and Pikeman. All Soldiers will be considered below
    deck until needed. Musketeers will automatically be on deck if an enemy
    ship comes within 2 hexes or less and may fire using Small Arms; Pikeman
    will automatically be on deck if an enemy ship comes within 1 hex or less.
    Soldiers will remain on deck for that turn or longer until the enemy ship
    moves out of range then they will go below decks at the end of that turn.
    Small Arms Musketeers have a maxium range of two hexes and can start to fire when an
    enemy ship comes within that range. No more that 5 Musketeer units may
    fire from each sections(left and Right Broadsides or the Stern) and only once
    in a game turn.You must circle which Musketeer units fired and they will
    automatically be charged at the end of the turn and ready to fire at the
    beginning of the next turn, they don't mark off ammunition used. (remember
    to erase the circles of the units that fired at the end of the current turn). To
    hit a target at 2 hexes on a accuracy dice roll of 8 or less or at 1 hex will hit
    a target on a accuracy die roll of 12 or less on a single D 20. A +2 modifier
    is used of a Crew demoralized (see Boarding) The enemy ship gets to roll 1
    D 20 for each unit hit to see if the Unit was saved by the ships defense
    (located on the upper left hand side of the Ship's card) and if the results was
    equal to or higher then the unit was saved.
    Boarding (Optional) Initial Boarding (Close Combat) take's place after the end of all
    Speed Tokens and Combat are finished. All ship's involved must be grapple
    before any Boarding can take place. All players will assign up to 5 units to be
    used in each Boardings (If there is Multiple boardings). Soldiers are used first
    starting with Pikeman then then Musketeers and last is the Crew. You must
    circle all units involved in each Boarding.
    Close Combat Each player will roll 1 D 20 for each unit involved and will cause the
    following casualties for each type of units in Close combat.
    Pikeman: need a 10 or less to cause a casualty.
    Musketeers: need a 7 or less to a casualty.
    Crew: need a 4 or less to cause a casualty.
    Die modifiers:
    -1 for Spanish Pikeman
    -1 for English Crew vs Spanish Crew
    +2 for a Demoralize Crew (Soldiers and Crew)
    Spanish are usually considered the Attacker especially if they have
    Soldiers on Board and English will be considered the Attacker if the
    Spanish ship doesn't have any Soldiers left.
    The Attacker will total call casualties caused and then compare it to the
    Defenders casualties will the following results:
    +2 to -2 equals a tie and Boarding will continue to the next turn and
    all ship's involved would receive 4 Speed Tokens with Close Combat
    taken place after each Speed Token his used and after all Combat is
    Completed.
    +3 equals a victory and if the Attacker wins then the enemy ship was
    Boarded and capture and if the Defender wins the attacker becomes
    Demoralized for one complete turn with a +2 die modifier applied to all
    combat and can't attempt any grappling. Close Combat is completed
    for that action (unless their was a Multiple boarding then other close
    Combat will continue until resolved) and all ship's may start normal
    movement next turn unless the defender chooses to continue the
    Close Combat then they would become the Attacker.

    Damage control: Damage Control will take place after all Speed Tokens, Combat and Boarding
    Actions are Completed for the current turn.
    Roll a D 20 for each Special damage hit that needs to be repaired a 12 or
    less= repaired (if ship doesn't fire then it can subtract -2 from the die roll)
    Note When attempting to repair (put out a fire) and you roll a natural 20 It
    means explosion roll a d 6 for results:
    1=Ship explodes and sinks, 2= Mast destroyed, lose 4 hull and 4 crew,
    3-4= Mast destroyed, lose 3 hull and 3 crew,
    5-6= lose 2 hull and 2 crew.
    End of Phase 1: Phase 1 is completed. Start Phase 2 and continue any additional phases
    until all Speed tokens,Combat, Boarding Actions and Damage Control are
    finished which ends the current turn. Start the next turn

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