New Naval Combat System Model
Posted: Mon Dec 01, 2008 12:32 am
Marshall:
Why don't you program something like this? You could use much of the system already used for land combat. or so I would think. And yes, we'd have to playtest it.
Three Chit Options
Linear Attack, Linear Defense, Melee
1. Linear Attack (LA) seeks to close with the enemy and deliver coordinated fleet broadsides. Shoots at hull/guns/crew.
2. Linear Defense (LD) seeks to keep a distance from the enemy and deliver coordinated broadsides. Shoots at rigging/sails.
3. Melee seeks to cross the enemy’s line and break up the enemy’s Line of battle, delivering local, overwhelming superiority to the attacker. In closing, the attacker is subject to potentially devastating fire but if he can close the distance and break the enemy in of battle, he can cut off and destroy much of the enemy fleet in close actions.
Who ever has Wind Gage: +1 bonus to all withdraw rolls. No bonus to combat phasing
Britain: +1 Wind Gage
Side with more light ships have a +1 Wind Gage
200% light ships means +2 Wind Gage
LA: Brit +1 DR to combat rolls
LD: French/Dutch 50%+ +1 DR to combat rolls
M: Nelson +1 DR
British Morale: 4.0
Austrian/Prussian: 2.0
All others: 3.0
Tables:
LD vs LD
4-1, 5-1, 5-1 Losses halved; combat simultaneous. Either side may withdraw on a 1-2 between each round. For every point of morale damage done to the opposing fleet, this increases the withdraw roll by one. So if the one side takes 1.50 morale damage, the other can withdraw on a 1, 2 or 3. If both elect to withdraw, then automatic withdraw.
LA Vs LA
5-1, 5-2, 5-2 Losses halved; combat simultaneous
M vs M
R1: 4-1, R2 5-2, R3: 5-3 Full losses; combat simultaneous. Nelson +1 DR
LD Vs LA Losses halved; combat simultaneous
R1 LD: 5-1 (able to bring guns to full bear); LA: 4-1 (guns at an angle during approach)
The Linear Defender gets a withdraw roll option reflecting sail/rigging damage to the Linear Attacking fleet; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet, this increases the withdraw roll by one. So if the Linear Attacker takes 1.50 morale damage, the defender can withdraw on a 1 or a 2.
R2 LD5-1; LA-5-1
Linear Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the Linear Attacker has taken 2.50 morale damage, the Linear defender can withdraw on a 1 -3.
R3 LD5-1; LA-5-2
Linear Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3. Higher damage by Linear Attacker at this stage reflects firing into the hull, vice the sails that the Linear Defender is assumed to be firing at.
M vs LA/LD
Round 1
R1: LA/LD shoots first on 5-2 table; M shoots next on 2-1 Table
M then attempts to close. Must roll a 1-2 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll.
If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Losses halved round 1
Round 2
No Close
R2: LA/LD shoots first 5-2 table; M: 3-1 Table
Losses halved round 2 if no close
M then attempts to close. Must roll a 1-3 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll. If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Close:
R2: Full losses; combat simultaneous. Nelson +1 DR
LA/LD: 4-1 M: 5-2
Round 3
No Close
R3: LA/LD shoots first 5-2 table; M: 3-1 Table
Losses halved round 3 if no close
M then attempts to close. Must roll a 1-3 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll. If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Close:
R3: Full losses; combat simultaneous. Nelson +1 DR
LA/LD: 4-1 M: 5-2
In all combat options after 3 rounds of combat where neither side breaks all unbroken fleets may retreat to nearest friendly port.
In all combats where one side breaks, the other side may pursue the losing fleet to the nearest friendly port and enter the Blockade Box.
½ of all casualties in inflicted on broken enemy fleets are prizes. These may be rebuilt to full strength by the capturing player at ½ cost.
½ of all casualties in unbroken fleets may be rebuilt in the nearest friendly port at half cost.
Light ships count as ½ ships for combat and loss calculations.
In the case of running a blockade, the escaping fleet tries to roll a 1-2 to get away. Side with more light ships have a +1 evasion; 200% light ships means +2 evasion.
If the evader loses, he must fight as the LA versus the Linear Defender, where the Linear Defender (the Blockader) gets to fire first in every round. If the evader does not win this combat, he must return to port. If the battle goes another day, new chits are drawn.
best
Mardonius
Why don't you program something like this? You could use much of the system already used for land combat. or so I would think. And yes, we'd have to playtest it.
Three Chit Options
Linear Attack, Linear Defense, Melee
1. Linear Attack (LA) seeks to close with the enemy and deliver coordinated fleet broadsides. Shoots at hull/guns/crew.
2. Linear Defense (LD) seeks to keep a distance from the enemy and deliver coordinated broadsides. Shoots at rigging/sails.
3. Melee seeks to cross the enemy’s line and break up the enemy’s Line of battle, delivering local, overwhelming superiority to the attacker. In closing, the attacker is subject to potentially devastating fire but if he can close the distance and break the enemy in of battle, he can cut off and destroy much of the enemy fleet in close actions.
Who ever has Wind Gage: +1 bonus to all withdraw rolls. No bonus to combat phasing
Britain: +1 Wind Gage
Side with more light ships have a +1 Wind Gage
200% light ships means +2 Wind Gage
LA: Brit +1 DR to combat rolls
LD: French/Dutch 50%+ +1 DR to combat rolls
M: Nelson +1 DR
British Morale: 4.0
Austrian/Prussian: 2.0
All others: 3.0
Tables:
LD vs LD
4-1, 5-1, 5-1 Losses halved; combat simultaneous. Either side may withdraw on a 1-2 between each round. For every point of morale damage done to the opposing fleet, this increases the withdraw roll by one. So if the one side takes 1.50 morale damage, the other can withdraw on a 1, 2 or 3. If both elect to withdraw, then automatic withdraw.
LA Vs LA
5-1, 5-2, 5-2 Losses halved; combat simultaneous
M vs M
R1: 4-1, R2 5-2, R3: 5-3 Full losses; combat simultaneous. Nelson +1 DR
LD Vs LA Losses halved; combat simultaneous
R1 LD: 5-1 (able to bring guns to full bear); LA: 4-1 (guns at an angle during approach)
The Linear Defender gets a withdraw roll option reflecting sail/rigging damage to the Linear Attacking fleet; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet, this increases the withdraw roll by one. So if the Linear Attacker takes 1.50 morale damage, the defender can withdraw on a 1 or a 2.
R2 LD5-1; LA-5-1
Linear Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the Linear Attacker has taken 2.50 morale damage, the Linear defender can withdraw on a 1 -3.
R3 LD5-1; LA-5-2
Linear Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3. Higher damage by Linear Attacker at this stage reflects firing into the hull, vice the sails that the Linear Defender is assumed to be firing at.
M vs LA/LD
Round 1
R1: LA/LD shoots first on 5-2 table; M shoots next on 2-1 Table
M then attempts to close. Must roll a 1-2 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll.
If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Losses halved round 1
Round 2
No Close
R2: LA/LD shoots first 5-2 table; M: 3-1 Table
Losses halved round 2 if no close
M then attempts to close. Must roll a 1-3 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll. If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Close:
R2: Full losses; combat simultaneous. Nelson +1 DR
LA/LD: 4-1 M: 5-2
Round 3
No Close
R3: LA/LD shoots first 5-2 table; M: 3-1 Table
Losses halved round 3 if no close
M then attempts to close. Must roll a 1-3 to close. Nelson can subtract 1 or 2 to this roll. If he does, then this number is subtracted from his casualty roll. If close fails, Linear Attack/Defender gets a withdraw roll option; must roll a 1 on d6 to succeed. For every point of morale damage done to the attacking fleet reflecting sail/rigging damage to the attacking fleet, this increases the withdraw roll by one. So if the attacker has taken 2.50 morale damage, the defender can withdraw on a 1 -3.
Close:
R3: Full losses; combat simultaneous. Nelson +1 DR
LA/LD: 4-1 M: 5-2
In all combat options after 3 rounds of combat where neither side breaks all unbroken fleets may retreat to nearest friendly port.
In all combats where one side breaks, the other side may pursue the losing fleet to the nearest friendly port and enter the Blockade Box.
½ of all casualties in inflicted on broken enemy fleets are prizes. These may be rebuilt to full strength by the capturing player at ½ cost.
½ of all casualties in unbroken fleets may be rebuilt in the nearest friendly port at half cost.
Light ships count as ½ ships for combat and loss calculations.
In the case of running a blockade, the escaping fleet tries to roll a 1-2 to get away. Side with more light ships have a +1 evasion; 200% light ships means +2 evasion.
If the evader loses, he must fight as the LA versus the Linear Defender, where the Linear Defender (the Blockader) gets to fire first in every round. If the evader does not win this combat, he must return to port. If the battle goes another day, new chits are drawn.
best
Mardonius