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Thread: 2016 Campaign Rules

  1. #1
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    Default 2016 Campaign Rules

    GENERAL
    1. This is an individual campaign you are not competing against each other.
    2. The campaign is split into 2 separate campaigns:
    a. Nation v Nation
    b. Letters of Marque
    3. The aim is to further your ship captains’ career as far as you can.
    4. You accomplish this by gaining Reputation & Prizes, nation v nation game.
    5. Or : Renown and Prizes, Letters of Marque game.
    6. Each campaign will be administered by me on a spreadsheet relevant to that campaign.
    7. Scenarios will be generic and able to be used in either campaign

    Campaign 1: Nation v Nation.
    Link to spreadsheet:
    https://docs.google.com/spreadsheets...NlA/edit#gid=0
    1. In this campaign you play as one of any nation you have ships for.
    2. Scenarios are written by each player in turn for all other players to play.
    3. The campaign will be played every odd numbered month, so only 6 campaign games will be played within each 12 month period. This allows ample time for the writing, playing and writing up of games.
    4. Your Captain(s) advance by gaining reputation from defeating enemy ships and winning scenarios.
    5. High reputation enables captains to be promoted to command larger ships.
    6. Capturing ships, (prizes), enables you to fund repairs and replace crew losses.
    7. Repairs are concluded immediately at the end of a scenario.

    Campaign 2: Letters of Marque. (One man’s pirate is another’s privateer).
    1. Each player will play as a single pirate/privateer.
    2. Scenarios are written by each player in turn for all other players to play.
    3. The campaign will be played every even numbered month, so only 6 campaign games will be played within each 12 month period. This allows ample time for the writing, playing and writing up of games.
    4. Your Captain(s) advance by gaining renown from capturing enemy ships, winning scenarios and amassing treasure.
    5. Capturing ships, (prizes), enables you to fund repairs.
    6. Repairs are concluded immediately at the end of a scenario.
    7. Renown enables you to command better ships and attract crew.
    Notes:
    1. In both campaigns, all administration will be completed by myself.
    2. Spreadsheets will be updated after each game which will allow players to see the state of their ships and captains.

    Personnel Rules

    Rosters

    Player Captains
    1.Choose 6 Ships from these limits to start:

    1-2 x 1st rate 100+ guns (Not Pirates & Privateers)
    1-2 x 2nd rate 90-98 guns (Not Pirates & Privateers)
    2-5 x 3rd rates 64-80 guns (Max 1-3 Pirates & Privateers)
    2-5 x 4th rates 50-60 guns
    2-5 x 5th rates 32-44 guns
    2-5 x 6th rates 20-30 guns
    2-5 x Unrated 4-18 guns

    2. Ship Quality:
    FAST: A fast ship always use one sail setting higher on the maneuver card when moving.

    NORMAL: A normal ship uses whatever sail setting is indicated on the ship control board.

    SLOW: A slow ship always moves at 1 sail setting lower on the maneuver card when moving. (Unless dropping anchor will sail at top sail as the lowest possible sail setting).

    3. Assign one of your ships to be FAST and one of your ship to be SLOW. All others will be NORMAL.

    4. For every 3 consecutive scenarios played by a single ship, ship quality decreases, fast to normal, normal to slow

    5. Choose 6 Captains.

    6. Assign to 2 of your captains 1 captain ability of your choice.

    7. Your ships should look like this as an example:

    HMS Royal Sovereign 100 Guns. NORMAL/Capt. Caleb Hammond/Quick Captain (QC)
    HMS Defence 74 Guns. NORMAL/Capt. Quentin Mallory
    HMS Goliath 74 Guns. SLOW/Capt. Jacob Strawn
    HMS Vanguard 74 Guns. NORMAL/Capt. Bartholomew Smithly
    HMS Terpsichore 32 Guns FAST/Capt. Everitt De’Ath/Maneuvering Captain (MC)
    HMS Sybille 34 Guns. NORMAL/Cmdr. Danby Jewell

    Abilities

    Captains accrue Reputation/Renown points (RP) according to the following : For every 10 RP points accrued, a captain gains a new ability.

    1 point for every enemy ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
    2 points for every enemy ship defeated of the same broadly defined class.
    3 points for every enemy ship defeated of a broadly defined larger class.
    1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.

    Choose two captains and assign each one an ability of your choice.

    Captain Ability List

    Charismatic Captain (CC): When the ship has only one empty box in the Crew Damage track, the player may ignore the next two Crew Loss special damages. When a third Crew Loss damage is taken, it is recorded normally, and the ship surrenders.
    Iron Captain (IC): When the captain is wounded, the wound is ignored. May be used once per game.
    Lucky Captain (LC): Whenever a rule requires a random occurrence to take place, the captain can choose the result instead of randomly determining it. May be used once per game.
    Intuitive Captain (InC): Before choosing a maneuver, the captain may use this ability to look at the maneuver to be executed in the present turn of an enemy ship within one ruler from the captain's ship's base. The captain must declare the use of the ability, and then check the distance. If the distance is more than one ruler, the ability is used, but there is no effect. Otherwise, the captain may look at the enemy's ship's maneuver. This ability cannot be used against an enemy ship that also has an Intuitive Captain. May be used twice per game.
    Quick Captain (QC): When a captain's ship would collide with another ship, the captain can maneuver the ship sufficiently to avoid a collision or entanglement. May be used once per game.
    Deft Captain (DC): After all ships have moved, the captain can rotate his/her ship. Keep any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler. May be used twice per game.
    Handling Captain (HC): When wind facing is determined, if the ship is in the red zone, the captain can rotate the ship the minimum amount so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect. May be used once per game.
    Maneuvering Captain (MC): When maneuvering the ship, the captain can choose to stop at an intermediate spot along the arrow, and not at the end-point. May be used twice per game.
    Steering Captain (SC): The captain can increase Veer by 1 for duration of the turn. May be used twice per game.
    Aiming Captain (AC): When firing a broadside, and an enemy ship draws one or more "0s", the captain can make the enemy ship draw an additional counter. May be used twice per game.
    Reloading Captain (RC): The captain can lead the crew to reload a single broadside immediately after it has fired. May be used once per game.
    Deadeye Captain (DeM): When shooting muskets, if a "0" damage counter is drawn, the captain can force the enemy ship to draw an additional counter. May be used once per game.


    Promotions and Decorations
    1. Ship commander start off as Captains.

    • Ship Captains will be promoted as follows (very simplified):

    Captain Auto
    Post Captain 10 RP
    Commodore 15 RP
    Vice Admiral 20 RP
    Rear Admiral 25 RP
    Admiral 30 RP

    2. Battlefield promotions:
    a. One of your captains is killed, you may either promote the Captain with the highest RP score to take over that vessel (ie a frigate Captain to a 74) or take a random Captain:

    1-5 = Normal Captain
    6 = Captain with 1 ability.

    • Decorations: to be added later.

    PRIZE MONEY FROM CAPTURED SHIPS
    +1 Every undamaged non merchant hull box

    +1 Can claim for every undamaged hull box and/or undamaged crew box.
    Pirates only
    +3 Every undamaged merchant hull box

    However if you press a captured ship into service it will need repaired and crewed.

    Damage,Repair, Crew Loss & Recruitment

    1. For every turn in port (scenario not played) repair 1 hull damage and 1 crew box for free.
    2. During the game a player may repair 1 hull box and 1 crew box.
    3. At the end of a scenario a player may repair 1 hull box and 1 crew box for free.
    4. To speed repairs it takes 0.5 prize money to repair 1 hull box in the nation v nation campaign.
    5. To recruit faster it takes 0.5 prize money to recruit 1 crew box in the nation v nation campaign.
    6. To speed repairs it takes 1 prize money to repair 1 hull box in the letter of marque campaign.
    7. To recruit faster it takes 1 prize money to recruit 1 crew box in the letter of marque campaign.

    or
    8. To speed repairs it takes 1 prize money to repair 1 hull box.
    9. To recruit faster it takes 1 prize money to recruit 1 crew box.
    Last edited by Union Jack; 04-02-2016 at 11:05.

  2. #2
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    Scenario and AAR Guidelines

    If in bold scenario has been posted as a BRF (Briefing) Thread.

    Nation v Nation Scenario writers:

    January: Union Jack (Neil)
    March: Bligh (Rob)
    May: Dr.Maturin (Reg)
    July: Capn Duff (Chris)
    September: Bligh (Rob)
    November: 7eat51 (Eric)

    Letters of Marquee Scenario Writers:

    February: Union Jack (Neil)
    April: Bligh (Rob)
    June: Capn Duff (Chris)
    August:
    October:
    December: 7eat51 (Eric)


    Nation v Nation.
    January BRF to be posted by Jan 7th. AARs to be played and posted by Feb 28th.
    March BRF to be posted by Mar 7th. AARs to be played and posted by Apr 30th.
    May BRF to be posted by May 7th. AAR to be played and posted by Jun 30th.
    July BRF to be posted by Jun 7th. AAR to be played and posted by Aug 31st.
    September BRF to be posted by Sep 7th. AAR to be played and posted by Oct 31st.
    November BRF to be posted by Nov 7th. AAR to be played and posted by Dec 31st.

    Letter of Marque
    February BRF to be posted by Feb7th. AAR to be played and posted by Mar 31st.
    April BRF to be posted by Apr 7th. AAR to be played and posted by May 31st.
    June BRF to be posted by Jun 7th. AAR to be played and posted by Jul 31st.
    August BRF to be posted by Aug 7th. AAR to be played and posted by Sep 30th.
    October BRF to be posted by Oct 7th. AAR to be played and posted by Nov 30th.
    December BRF to be posted by Dec 7th. AAR to be played and posted by Jan 31st 2017.

    Scenarios
    • Provide a background story to the scenario. The story can re-enact a historical event, can be an adaptation of a historical event, can be based on a type of historical event, or can be purely fictional. Keep the scenario as nation-free as possible given the various navies for which players are sailing. It is acceptable to have the AI ships represent a specific nation not chosen by any of the players.
    • Provide clear setup instructions.
    1. State how large of a playing surface is needed. This will accommodate players who do not have mats.
    2. State the number and relative sizes of ships. (Please try to give balanced alternatives).
    3. State where ships are initially placed. If possible, include a diagram. Use phrases such as "Within a ruler of the Player's side of the board" or other helpful phrases.
    4. State the wind direction. It is best to use a phrase such as "The wind is blowing from the AI side toward the Player's side" or some such thing. The clearer the phrasing, the better it will be understood by players.
    • Provide any special rules that are to be used in the scenario, e.g. Player's ships hold fire until in short range.
    • Provide victory conditions, for example, Player loses 2 points for every AI ship that exits the board on the Player's side, AI ships score 2 points for every Player ship sunk and 1 point for every Player ship that escapes, if the Player has 5 more victory points than the AI side, the Player achieves a decisive victory. The associated victory points do not need to match the captain ability attainment points; all captain ability attainment points will be determined based on AAR guidelines. Scenario victory points are used solely as a means to help players determine how well they played a given scenario.
    • Provide any scenario-specific goals that go towards captain's ability attainment points, for example, Player prevents all enemy ships from exiting player's side of the board.

    AARs

    Please post AARs in the 2016 Campaign sub-forum under Normal Threads.

    At the end of each AAR, please post the following for each player and AI captain:

    Captain's name (P or AI) / condition at the end of the scenario / victories and accomplishments
    e.g.: Lieutenant Gerard Dujardin (P) / returned to port / no victories
    e.g.: Commander Edward Wright (AI) / severely wounded - miss 3 scenarios / captured 1 ship/ 5 prize money

    At the end of each AAR, please post the following for each ship.

    Ship Name/Game damage Hull:Crew/End of scenario Repair/Prize money hull repair/Prize money crew recruitment

    eg: HMS Vanguard/3:2/1/2/2

    Link to Spreadsheet:
    https://docs.google.com/spreadsheets...NlA/edit#gid=0
    Last edited by Union Jack; 03-22-2016 at 15:07.

  3. #3
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    Maneuver and Combat Rules

    You may use basic/standard or advanced rules with any house rules you wish here are a few to assist you.

    Maneuvering
    • Choose the quadrant in which the majority of the appropriate ship is. If the ship is equally in two sectors, choose the quadrant containing the front of the ship.
    • If the wind direction falls exactly on a quadrant dividing line, randomly determine which quadrant via a die roll.
    • If a ship is taken aback, use the red card corresponding to the maneuver card generated by the AI chart.
    • When determining the +1 or +2 die roll modifier due to range to enemy ship, measure from the most advantageous firing arc red dot on the AI ship to the base of the player ship.
    • If a die roll would cause a ship to violate veer, choose sharpest turn within veer limits.
    • Sails are set to Battle Sails.

    Combat
    • Only use any ammo.
    AI ships will be considered to have automatically loaded the best ammo type for the range in order of: Ball (long) Ball (1/4 to ½) 0-1/4 French/Spanish Grape: British & Others Chain
    • When choosing between short and long distance shots for the AI ship, always choose short unless raking - B-damage is more deadly than A-damage - better to have less chits with greater chance of inflicting damage per chit.
    • Only use the Crew Losses when special damage chits are pulled.



    Captains Wounds:

    Below is a proposed alternative method for determining captain wounds. You are free to use whichever method you desire. Feedback would be most appreciated.

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captain's Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Below is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll



    Crew Damage Effects on Captain

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    • 2 or less - the captain is killed
    • 3 - the captain is severely wounded; skip 2-4 scenarios
    • 4 - the captain is wounded; skip 1 scenario
    • 5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    • -1 if Crew Damage is caused by musket fire
    • -1 if Crew Damage is caused by a rear raking shot
    • -1 if all of the Crew Damage boxes are filled
    • More than one modifier can apply on a given die roll

    Capturing Captains

    When a ship surrenders, the captain runs the risk of being captured. The first ship to touch bases with the surrendered ship, and remain there the following turn, secures the surrendered ship's captain. An AI ship will attempt securing a surrendered captain if it is within one ruler of the surrendered ship, and the player's other ships are more than one ruler from both the Ai and surrendered ship. Otherwise, it prepares to attack or defend itself against the oncoming player's ship.

    If the only remaining ships of a given side on the board are surrendered, and if the opposing side has at least one functioning ship remaining, then the surrendered captain(s) are auto-captured by the surviving ship(s).

    Disengagement

    When a ship is within the last three boxes of hull damage or crew hits, role a 6-sided die for disengagement: 1-4 = remain in battle; 5-6 = disengage. Roll each time a ship takes additional damage. Disengaging ships will attempt to exit their side as directly as possible, and will avoid combat, only taking shots of opportunity. The nature of disengaging can be altered based on scenario specific rules.

    Modifiers to Disengagement Die Rolls
    • +1 if both hull damage and crew hits are within the last three boxes
    • +1 for each enemy ship that is not disengaging
    • -1 for each friendly ship that is not disengaging
    • Additional modifiers as per relevant captain/crew skills
    Last edited by Union Jack; 12-14-2015 at 16:42.

  4. #4
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    Optional Merchant Ship Rules:

    Rules For Merchantmen

    Ships
    1. Choose any warship with a burden of three or less.
    2. Cover half of the boxes on both the hull and crew damage rows, round up, never down. This represents the space taken up with cargo. If you decide to take on more cargo then just cover more boxes. The more boxes you fill with cargo increases the point value your ship is worth at the end of the game.
    3. The hull and crew damage boxes that are left are treated like any other ship in the game.
    4. A merchant ship must reduce her veer by two. Their crews are just not as good as the crews of fighting ships.
    5. Merchantmen take 2 turns to load a broadside. Their crews are just not as good as the crews of fighting ships.
    6. Merchant ships may take shots of opportunity. They don’t want to tangle with ships built for war.


    Capturing a Merchant Ship:
    1. The safest way to capture a merchant ship is to sail within half a ruler length from his side and telling him to surrender.

    He will often do as you ask.
    2. If he doesn’t surrender then send him a broadside to let him know whose boss.
    3. You may have to fight the merchant in order to capture the ship. Be careful, if you sink it, you loose the cargo.
    4. You can control your prize by putting a prize crew on board the prize. She becomes yours and will stay yours unless the enemy recaptures her.
    5. To surrender, a merchant ship must turn into the wind, douse all sail and prepare to be boarded.

    If you can’t put a prize crew on your captive then there are ways you can lose control of the prize ship.
    1. Another ship could come between you and the prize ship. If an intervening ship is your friend he can take over control of the captured ship for you. An enemy will steal your prize from you.
    2. If you get involved in fights that will distract you from your prize, he may just slip away.
    3. Issue clear and precise directions to the captive ship. They must follow them or get blown out of the water.
    4. If the prize ship gets more than a cannon shot away from you, then he no longer feels obliged to follow your orders. If you can’t shoot them you don’t control them.

    Prize Crews
    The most foolproof way to control the captured ship is to put a prize crew on board.
    To do this simply:
    1. Move your ship to make base contact with the surrendered ship.
    2. The prize crew can be part of a boarding party or part of your crew that is put on the captured ship after the fight is over.
    o Cover at least one crew damage box representing the prize crew that has been left on the captured ship.
    o Uncover the same number of crew damage boxes on the prize ship, again, representing the prize crew’s presents.
    3. Remove all movement cards from both Ships’ Mats.
    4. On the next movement turn both ships may plan a movement that will not happen until later.
    5. On the next movement turn you move your 1st movement card to the first slot (no movement) and plan a 2nd move as normal.
    6. Sails are not set and the ship must raise sails 1 level at a time to rejoin the action. (movement)

    Towing a Ship
    The ship under tow follows the towing ship by 1 ruler width.
    The towing ship’s acceleration occurs with a -1 on movement.
    1. Struck sails there is no movement.
    2. Backing sails act like struck sails, no movement.
    3. Battle sails act like backing sails, use the shortest arrow on movement.
    4. Full sails act like battle sails; use the middle arrow.

    Scoring
    1. A merchant ship that is captured is worth one point for each point of burden, plus points for each box devoted to cargo.
    2. If the merchant is sunk, then it is worth only one point for each point of burden.
    3. The merchant that survives gets points for each box of cargo as above. The merchant also gets 10pts. for staying alive.

    Main Merchant Rule Thread:
    http://sailsofglory.org/showthread.p...ntmen-Up-Dated

    Post 16: Unarmed merchantman stat card
    Post 21: Armed merchantman stat card
    Post 23: Clean up of card in post 16
    Post 30: Bomb Ketch stat cards
    Post 33: Light unarmed merchantman stat card
    Post 35: Ship base cards for all above
    Last edited by Union Jack; 12-15-2015 at 15:29.

  5. #5
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    Solo Movement Chart:

    http://sailsofglory.org/downloads.php?do=file&id=84
    http://sailsofglory.org/downloads.php?do=file&id=144
    http://sailsofglory.org/downloads.php?do=file&id=140

    Solo Campaign Spreadsheet: (WIP)


    Other Aids (To be added as and when I come across them):
    Simplified Ship Logs:
    http://sailsofglory.org/downloads.php?do=cat&id=6

    Sails of Glory Game stats to date:
    http://sailsofglory.org/downloads.php?do=file&id=82

    Bow & Stern Chasers:
    http://sailsofglory.org/downloads.php?do=file&id=177

    Pirate Ships:
    http://sailsofglory.org/downloads.php?do=cat&id=5

    AI Ship interception:
    http://sailsofglory.org/downloads.php?do=file&id=98

    Merchant Ships and Bomb Ketches:
    Main Merchant Rule Thread:
    http://sailsofglory.org/showthread.p...ntmen-Up-Dated

    Post 16: Unarmed merchantman stat card
    Post 21: Armed merchantman stat card
    Post 23: Clean up of card in post 16
    Post 30: Bomb Ketch stat cards
    Post 33: Light unarmed merchantman stat card
    Post 35: Ship base cards for all above
    Last edited by Union Jack; 12-15-2015 at 15:33.

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    Link to Players Roster Spreadsheet:

    https://docs.google.com/spreadsheets...NlA/edit#gid=0
    Last edited by Union Jack; 12-16-2015 at 07:49.

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    LAND ACTION RULES


    Link to speissburgers thread, see post 6 for a land unit card.
    http://sailsofglory.org/showthread.p...ght=land+units

    Link to David Manleys draft land and boat action rules:
    http://sailsofglory.org/downloads.php?do=file&id=21
    Last edited by Union Jack; 12-18-2015 at 14:48.

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    Res7

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    Res8

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    Optional repair rules:

    Ship Repairs: Nation v Nation.
    In game you may repair 1 hull box, once, using the task rule.
    In game you may save 1 crew, once, by using the optional grog rule.

    At the end of the game for each ship with damage and or crew loss:

    Hull Damage:
    1. Divide ship hull boxes by 2 (round down) ie 9/2=4.
    2. Repair this amount of hull boxes automatically.
    3. All other hull damage is repaired at 0.5 prize per hull box. Or 1 hull box for each scenario missed.

    Crew Loss:
    1. Divide ship crew boxes by 2 (round down) ie 9/2=4.
    2. Reinstate this amount of crew boxes automatically.
    3. For each captured enemy ship divide remaining crew boxes by 2 (round down) ie 5/2=2.
    4. Recruit this amount of crew boxes from enemy ship.
    5. All other crew loss must be recruited at 0.5 prize per crew box. Or 1 crew box for each scenario missed.

    Prize money:
    1. Take 1prize per undamaged hull box or equal to the burden of the captured ship, whichever is the higher amount.
    2. Prize money is totalled for the Squadron not individual captains.

    The hull repairs cover the month between scenarios and more immediate repairs conducted once the battle is over, not the in game battle repairs the rule book covers.

    This covers the practice of replacingcrew losses from enemy ships but not guarenteed to replace all crew losses.

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