mark41974 wrote:
ok I am back, not sure how to have a sign in for participation but can have two or three players.
One English, One French, Possibly One Spanish.
The premise will be the West Indies Trade routes in 1794. Each nation Will have two routs that they are responsible for and Four Squadrons to work with, each Squadron will start with two SOL(for simplicity only SOL will be used for this scenario. I have big plans for Frig's but it would slow things down for now.) You can move ships between Squadrons and each ship can move one zone of control each turn. 3 Squadrons must be maintained at all times and Squadrons can reach no more than 5 ships strength. You will right your transfers and movements to me in a message or email, and I will then dictate the battles and results for that turn. note: a ship can not transferred from the home port to enemy waters in one turn and ships can not be moved from the waters of one enemy to another enemy's waters in the same turn in the case of a 3 player game. example if the French player has a squadron in a English zone he can not then move his ship/Squadron to a Spanish zone, it must move back to French waters first.
Battles will take place with no more than 2 Squadrons per side. Anything over will fight a subsequent battle or be considered to have not made it to the action. They will last only 50 Turns max, on the 50th turn night will have fallen and all ships still sailing will be considered to have broken contact. Only ships that are taken by boarding party are considered captured for reuse. all ships that have stuck their colors due to rigging or hull damage are considered too damaged to return during the campaign or scuttled.
If battle is joined it must be fought to some extent, any Squadron that is set to fight but turns away without exchange will be sailed back to the home fleet so their admiral can face charges of cowardice in the face of the enemy and will be considered to have not contested that sea lane.
Sea lanes will look as followed English- Port Royal, Bermuda French- Hatti, Tortuga Spain if needed- Santa Domingo, Trinidad more to follow
ok finishing the rules then opening up a new thread for players.
first question about the hexes/spaces there really are not hexes just the zones, you can move from one zone to another of any country or from an enemy zone back to your own, new ships will start in one of your zones. second question SOL means a ship of the line, it is the larger of the ships the game offers rather first or second rate you will see it in the point chart.
for now campaign will last 15 strategic turns each side will start with 90 pts and all starting ships will be green quality.
victory points earned/resource points earned.
Holding after action own zone 3/10 Successfully Contesting enemy zone 2/5 Uncontested Friendly zone 4/15
resource points can be used to get new ships that appear next turn. victory points are received for enemy ships destroyed total pv/8
in addition each crew will recive experience and progress all brand new ships will start at poor.
experience gain each turn ship exist and out of repairs 1pt each engagement a part of 1pt each credited enemy ship taken/destroyed by that ship 2pts
ships damaged past two total sections of hull,crew,rigging must be repaired for one turn costing 1pt for every 8 hits of any rounded down.
example ship receives damage of 17 hull, 12 rigging, 8 crew total repair cost 4 points.
crew progress chart exp 0-6 poor 7-12 green 13-20 average 21-30 veteran 30+ elite in addition a full crew section loss drops one exp level.
think that sums it up. any questions post on new form.
will need a way to set battles from Electro and for a way to send personal messages and give point charts. |