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Thread: 2017 Solo Campaign Rules

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  1. #1
    Midshipman
    United States

    Join Date
    Mar 2015
    Location
    Maryland
    Log Entries
    320
    Name
    Bob

    Default

    General Maneuver and Combat Rules

    1. Maneuvering
    ........a. 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.
    ........b. If the wind direction falls exactly on a quadrant dividing line, randomly determine which quadrant via a die roll.
    ........c. If a ship is taken aback, use the red card corresponding to the maneuver card generated by the AI chart.
    ........d. 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.
    ........e. If a die roll would cause a ship to violate veer, choose sharpest turn within veer limits.
    ........f. Sails are set to Battle Sails.
    2. Combat
    ........a. Only use Ball ammo.
    ........b. 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.
    ........c. Only use the Crew Losses when special damage chits are pulled.
    3. Crew Damage Effects on Captain
    ........a. 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.
    4. Crew Damage Effects on Captain Table
    ........a. 2 or less - the captain is killed
    ........b. 3 - the captain is severely wounded; skip 1 scenario
    ........c. 4 - the captain is wounded; misses the rest of scenario. All of his abilities go with him.
    ........d. 5+ - the captain is ok, it was only a scratch.
    5. Modifiers to Crew Damage Effects on Captains Die Rolls
    ........a. -1 if Crew Damage is caused by musket fire
    ........b. -1 if Crew Damage is caused by a rear raking shot
    ........c. -1 if all of the Crew Damage boxes are filled
    ........d. More than one modifier can apply on a given die roll
    6. Capturing Captains
    ........a. 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.
    ........b. 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).
    7. Disengagement
    ........a. 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.
    ........b. Roll each time a ship takes additional damage.
    ........c. Disengaging ships will attempt to exit their side as directly as possible, and will avoid combat, only taking shots of opportunity.
    d. The nature of disengaging can be altered based on scenario specific rules.
    8. Modifiers to Disengagement Die Rolls
    ........a. +1 if both hull damage and crew hits are within the last three boxes
    ........b. +1 for each enemy ship that is not disengaging
    ........c. -1 for each friendly ship that is not disengaging
    d. Additional modifiers as per relevant captain/crew skills
    Last edited by Bos'n; 01-13-2017 at 15:37.
    Bob

    Rules are rough approximations of what you think I might do!

  2. #2
    Midshipman
    United States

    Join Date
    Mar 2015
    Location
    Maryland
    Log Entries
    320
    Name
    Bob

    Default

    Optional Rule: Fleet Actions

    Rules for Fleet Actions.
    by Union Jack

    a. 2 or more ships equal a fleet.
    b. Before action is commenced decide which ship is the Flagship. This is the ship that ALL signals originate from.
    c. Choose a formation:
    ....i. Line Ahead: (All ships form up in front of the flagship).

    ............X
    ............X
    ............X
    ............F

    ....ii. Line Astern: (All ships form up behind the flagship).

    ............F
    ............X
    ............X
    ............X


    ....iii. Line Abreast: (All ships form up to the left or right of the flagship.

    ............X X X F or F X X X

    ....iv. Line Oblique: (All ships form up behind and oblique either to port or starboard).

    ............F
    ..............X
    ................X
    ..................X

    ....or

    ..................F
    ................X
    ..............X
    ............X

    Note:
    You may place your Flagship (F in the above) anywhere in the formation, it does no have to be at the front or rear. The F indicated only shows one position within the formation that a flagship may be.

    d. The gap between ships is up to you as long as the formation is consistent with those shown above.

    e. Enemy will always form up in line astern. (They do not change signals)

    f. Position fleets and start the game.

    g. Changing orders. (You may combine 2 signals. For each signal combined after the 2nd add 1 turn delay)

    ....i. You might wish to change signals; if you do then choose from the list or make up a signal of your own.
    ...ii. A change of signal is for all ships in the squadron.

    Signals

    A: General Chase: No ship may reduce sail or turn away from the enemy unless to do so would speed their approach towards the enemy, within 1 ruler of an enemy ship. Once within 1 ruler of an enemy ship the ship may behave independently.
    B: Engage the Enemy: All ships must engage nearest enemy. No ship may reduce sail until within 1 ruler of an enemy ship.
    C: Engage More Closely: All ships that fired at the enemy must sail closer and keep engaging.
    D: Engage to Leeward: All ships must move to windward side of the enemy and engage the enemy.
    E: Engage to Windward:Engage to Windward: All ships must move to leeward side of the enemy and engage the enemy.
    F: Break the Line: All ships must turn towards the enemy and attempt to break the line. If British may double up, ie form two lines.
    G: Disengage: All ships engaging the enemy must disengage.
    H: Tack in Succession: Place a marker on the windward front corner of the lead ship. As each ship approaches the marker they must execute a turn to windward, towards the wind.
    I: Wear in Succession: Place a marker on the leeward front corner of the lead ship. As each ship approaches the marker they must execute a turn to leeward, away from the wind.
    J: Tack Together: All ships must execute a turn to windward, towards the wind at the same time.
    K: Wear Together: All ships must execute a turn to leeward, away from the wind at the same time.
    L: Line Ahead: All ships form up in front of the flagship.
    M: Line Astern: All ships form up behind the flagship.
    N: Line Abreast: All ships form up to the right or left of the flagship.
    O: Line Oblique: Ships form up staggered to the right or left.
    Z: Special Signal: Write your own special signal.

    (I use scrabble letter tiles and just place the letter tile corresponding to the new signal on the ship base or name card.)

    h. How to execute the new signal.

    ....i. An addition to the game sequence
    ............1. Planning
    ............2. Action Phase
    ............3. Signals phase (this is a delayed task, but does not take up a task itself; and the signal will be carried out in the next signals phase. Place new signal card on table as a reminder.
    ............4. Movement
    ............5. Combat
    ............6. Reloading

    ....ii. Repeaters: If the fleet is in Line Oblique or has 1 or more frigates or unrated ships acting as a repeater then if a ship can draw an unbroken line, ie no obstacle or ship in the way (main mast to main mast), then that ship, or ships, carries out the order immediately.

    Note:
    1. You may place your Flagship (F in the above) anywhere in the formation, it does no have to be at the front or rear. The F indicated only shows one position within the formation that a flagship may be.
    Last edited by Bos'n; 02-10-2017 at 19:47.
    Bob

    Rules are rough approximations of what you think I might do!

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