Advanced naval rules?

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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kirk23_MatrixForum
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Advanced naval rules?

Post by kirk23_MatrixForum »

From the Empires in Arms Bastion

Advanced Naval Combat
Thanks to John Bryden for taking the trouble of typing this out.

12.2.6.1 Open Sea Combat: These rules cover all naval combat except blockade battles and raids on ports. These replace 6.3.3 and 6.3.4 in the EIA rules. If used, rule 12.2.7 (Nelson casualty rule) must be enforced as well.

12.2.6.1.1 Step One - Selections of Naval Tactical chits: Both players select a naval tactical chit. Both attacker and defender select from an identical set of chits:

* linear defense
* linear attack
* melee.

(Note, if playing the revolution campaign variant ignore rule 14.8.7.F.3, and remove chits marked melee)
12.2.6.1.2 Step Two - Reveal chits: Both players now reveal chosen chits and cross index them on the Tactical Naval Chart.

12.2.6.1.3 Step Three - Reveal Forces/Morale levels: Both players reveal their forces and determine final morale levels.

12.2.6.1.3.1 Declare force composition: Both players simultaneously reveal the exact size and composition of their fleet counters.

12.2.6.1.3.2 Determine final morale levels: Use 7.5.2.6.1, method 1. Both players determine their morale level. British and Dutch ships have a morale level of 4.0; Austrian and Prussian a morale value of 2.0 and all others a morale value of 3.0.

12.2.6.1.4 Step Four - Find combat table: The tactical naval chart refers each player to a series of three sets of combat tables on the combat resolution chart. These tables are used in the same fashion as for land combat.

12.2.6.1.4.1 Melee tables to use: Until the melee force closes, the first set of of combat resolution on the tactical naval chart is used. Once it has closed with the enemy, it uses the second set of combat resolution tables. The tactical naval chart indicates the die roll required to close after each tactical round.

12.2.6.1.4.2 A purely British naval force commanded by Nelson may subtract 1 or 2 from the die roll for closing at the option of the controlling player. However, this number must then be applied as a positive modifier to Nelson's chances of becoming a casualty.

12.2.6.1.5 Step Five - Combat resolution: Identical to that in 7.5.2.9 for land combat, with the exception that the only die role modifiers are the nationality modifiers (Note C and Note D) and that casualties inflicted represent ships that are disabled. Disabled ships may not participate in further rounds of combat. [Note that this is where the modifiers for numerical superiority apply. -M.]

12.2.6.1.6 Step Six - Victory and defeat: A side in a naval combat is defeated when all of its ships are disabled, or when its cumulative morale loss reaches or exceeds it final morale level (the force is then said to be broken). The battle immediately ends with the other side declared the victor. This may occur at the end of any round of combat.

12.2.6.1.6.1 Continuing battles: If, at the end of a combat round, neither side has been defeated the battle continues and both players repeat the sequence commencing at step 5.

12.2.6.1.6.2 Inconclusive battles: If after three rounds of combat, neither side has been defeated the battle ends inconclusively. Neither side is defeated and neither is declared the victor. There is no second day of combat.

12.2.6.1.6.3 Political points for winning / losing an Open Sea combat: The victor now gains political points and the defeated loses them in accordance with 6.3.4.2, based on fleet counters rather than corps. Post these adjustments on the political status display. If there is no victor, no adjustments are made.

12.2.6.1.7 Step Seven - General Chase: The victor in any open sea combat may declare an open chase, akin to the pursuit after a land battle. The effect of a general chase is determined by a die roll as declared on the Naval general chase table. Find the victor's total morale loss on the table and roll once on the combat resolution table as indicated. Note that only ships not disabled may participate in the general chase. Note also that ships using linear defense must subtract 1 from their combat resolution table die roll. inflict only the indicated casualties on the fleets and ignore any morale loss.

12.2.6.1.8 Step Eight - Naval retreat and pursuit: If there is a victor in the battle, this step is performed as described in 6.3.5. If neither side is declared the victor, both forces may retreat or remain in the sea zone and no pursuit is allowed. An intercepted fleet which has not lost a battle may continue to move with any remaining points.

12.2.6.1.9 Step Nine - Capturing ships: After an open sea combat, disabled ships are not automatically eliminated from play. The victor gains control of all the defeated side's disabled ships, as well as retaining possession of his own disabled ships. In the case of no victor each side retains its own disabled ships.

12.2.6.1.9.1 A side possessing disabled ships must immediately choose a port (ports) to which to return them. Any controlled home nation, conquered or free state port owned by the player or by permission any such port controlled by an active ally, may be selected. For each disabled ship, a die is rolled: if the distance to the port in movement points is greater than or equal to the die roll the disabled ship is lost en route. (Strike it from the game.) Regardless of the distance to port a roll of 1 always sinks a disabled ship. A disabled ship which successfully reaches port is a termed a hulk and must be refitted before it can be used at sea again. (see 12.8.3 below). Disabled ships do not need an escort, and move immediately (without requiring a fleet counter) to the chosen port.

12.2.6.2 Blockade Battles: When a naval combat occurs in a blockade box between the blockaded force and the blockading force, the combat is resolved exactly as in the the open sea combat except that no tactical chits are chosen. Instead, the following indicates which combat tables are consulted on the combat resolution chart: Blockading force: 5-2 5-2 5-2 Blockaded force: 5-1 5-1 5-1 Additionally, if the blockading force is victorious, there is no general chase allowed. All surviving blockaded ships are returned to port.

12.2.6.3 Port Raids: When a fleet attacks another located in a port, it is considered a port raid. Port raids are resolved using a modified sequence of open sea combat.

12.2.6.3.1 Harbor defenses: If there is a garrison in the port that is at war or has denied access to (see 6.3.1.3) the attacking naval force, the harbor defenses inflict casualties on the attacking force equal to a single die roll using the 5-2 table on the combat resolution chart, with the harbor defense number taken as the strength.

12.2.6.3.2 Port raid resolution: The surviving attacking ships then engage the defending ships and hulks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the combat resolution chart: Attacking force: 5-2 5-2 5-2 Defending force: 1-1 2-1 3-1 The raid lasts for three combat rounds or until the attacking force breaks or is eliminated. If the defending force breaks, the attacker continues to attack for the duration of the three rounds but the defender can no longer reply. Victory/defeat in a port raid: To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor political points are adjusted as in 12.2.6.1.6.3. If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.

12.2.6.3.4 Aftermath: Regardless of the outcome of the port raid, the attacking forces are removed to the blockade box or the nearest sea area. Both sides retain their own disabled ships and must roll to return them to port as is usual. there is no general chase after a port raid.

12.2.7 Nelson: The basic rules of EIA resolve Nelson's chances of becoming a battle casualty as though he were a land officer. In actual fact, Nelson was noted for risking his life to ensure that his command acted according to his sometimes daring plans. He typically led the attack in his flag ship, having it attract and absorb the brunt of the initial enemy broadsides. He was, consequently, wounded several times and ultimately died leading the attack on Trafalgar. Much of this risk can be traced to Nelson's use of the melee tactic. The following allows a fleet commanded by Nelson to improve chances closing with the enemy in a melee, but with a corresponding increase in the risk of him becoming a casualty.

12.2.7.1 This rule modifies rule 12.2.7 to reflect the higher rate of naval officer casualties during this period. Instead of a casualty occurring only with a dice roll of 12, it now also occurs with a roll of 11.

12.2.7.2 If Optional rule 12.2.6.2 is used, and a stack of British fleets (only) commanded by Nelson has melee selected as its tactical chit by the controlling player, the number by which the player modifies the roll is also used to modify the casualty dice roll. The second roll to determine whether Nelson is wounded or killed is not modified.

12.2.8 Hulks: Unseaworthy but often well armed, many hulks spend the war years as an inherent part of port defensive schemes. And they were a matter of some concern to naval strategists, as Nelson's near disastrous attack on Copenhagen indicates. Their great value lie, however, that they could quickly and for low cost be refitted and returned to duty.

12.2.8.1 Combat with Hulks: With the exception of defense during a port raid, hulks take no part in naval combat. During a port raid, hulks are considered a part of the fleet, therein, temporarily, and may take part in all three rounds of combat - unless they are again disabled. Hulks have no morale and are not factored in when calculating the morale of the defending force. Upon conclusion of the raid, hulks must be rolled for normally.

12.2.8.2 Capture/Destruction of Hulks: If any enemy land force occupies a port with hulks in it, all such are destroyed. For hulks in a port that changes hands due to conquest or cession to a non allied power, or are controlled by a power with whom an alliance is broken, immediately roll one die for each hulk, 1-3 = hulk destroyed, 4-6 = hulk transferred to the port's new owner (unless friendly troops are garrisoning the port, in which case the hulks are sunk).

12.2.8.3 Refitting Hulks: During each money and manpower expenditure step (8.5), hulks can be refitted. This can be done in all friendly ports, in controlled minors, both conquered and free. and in ports controlled by allied nations. The cost is $5 and 1 manpower unit for each hulk to be made seaworthy, and takes three months to complete. Refitted hulks immediately become ships and can be assigned to fleets normally as specified in 5.1.2

12.2.9. Blockade running: Running a blockade was a much more common occurrence than is usually portrayed in EIA. In the basic rules, it is impossible for a fleet to evade a blockading force and run for the open sea; instead they must fight through the blockading force. Historically, however the blockaded French fleet in Toulon evaded none other Nelson himself on their way to Egypt in 1798 and again in 1805 during Villeneuve's sortie to the Caribbean. The addendum to the blockade rules below allow a fleet to risk a blockade battle (with its inferior odds) for the chance of slipping past the blockading force.

12.2.9.1 Running a blockade: A blockaded force wishing to run a blockade rolls one die. On a roll of one or less, the force has successfully slipped past the blockading force and may continue its move normally. On a roll of 2-6 it is intercepted, starting a normal blockade battle.

12.2.9.2 To increase the chances of a successful run, the blockaded force may send out a covering force to distract the blockaders simply by starting a normal blockade battle. This covering force must have greater or equal numbers than the force trying to avoid the blockade. The presence of such a covering force allows the player to subtract 1 from the die roll for running the blockade. Should the running force still fail the die roll, they join the covering force in the blockade battle.

Missing Naval Chart
The chart to use for the naval combat is missing in The General it came with. It was included in the next issue. Here it is:
[Thank you Mustafa Unlu :]
Advanced Naval Rules Combat Table
ATTACKER
Melee Linear Attack Linear Defense
DEFENDER Melee
A 1-1 4-2 5-2
D 1-1 4-2 5-2

1st A 2-1 3-2 4-3
1st D 1-1 1-1 1-1

2nd A - 2-1 2-1
2nd D - 3-3 4-4

1st A 3-2 4-2 5-3
1st D 1-1 1-1 1-1

2nd A - 1-1 1-1
2nd D - 4-4 4-4

Linear Attack
1st A 1-1 1-1 1-1
1st D 2-1 3-2 4-3

2nd A - 3-3 4-4
2nd D - 2-1 2-1

A 2-2 3-2 4-2
D 2-2 3-2 4-2

A 2-2 3-2 4-2
D 1-2 2-2 3-3

Linear Defense
1st A 1-1 1-1 1-1
1st D 3-2 4-2 5-3

2nd A - 4-4 4-4
2nd D - 1-1 1-1

A 1-2 2-2 3-3
D 2-2 3-2 4-2

A 1-1 2-1 3-1
D 1-1 2-1 3-1


* Meleeing force closes on a 1-4 after each round (modified by Nelson) vs Linear Attack.
* Meleeing force closes on a 1-3 after each round (modified by Nelson) vs Linear Defense.
* If majority of ships are British, add +1 to combat resolution when using Linear Attack or Melee.
* If majority of ships are French add +1 to combat resolution when using Linear Defense.
* If having numerical superiority, add +x or subtract -x depending on ratio stronger/weaker force.

Modifiers are 2:1 -> +1, 3-1 -> +2, etc.

Maximum adjustment for each side is still + or- 1.
General Chase Chart
Victor's Morale Loss 0.0 - 0.5 0.6 - 1.5 1.6 - 2.5 2.6 - 3.5 3.6 +
Roll once on table 5-1 4-1 3-1 2-1 1-1

Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Yearworld
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RE: Advanced naval rules?

Post by Yearworld »

I like the advanced Naval rules but some players hate them. Therefore, if this ever gets implemented, in my opinion it should be an optional rule if possible.

Yearworld
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kirk23_MatrixForum
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RE: Advanced naval rules?

Post by kirk23_MatrixForum »

I have been an advocate of implementing more options for the game since I first started playing,I know you can't please everyone about different aspects of the game,that is why you add player options me thinks.[;)]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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Yearworld
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RE: Advanced naval rules?

Post by Yearworld »

I agree hellfirejet that making something an option is usually best. I wish some rules such as Cav Superiority and Naval Superiority would be options too. But especially something like Advanced Naval rules because it changes the game so much.

Yearworld
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kirk23_MatrixForum
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RE: Advanced naval rules?

Post by kirk23_MatrixForum »

I know Marshall is extremely busy fixing bugs and improving the game in general,I'm just highlighting the fact that there are these great naval option 's waiting in the background to enhance this great game even further.[;)]
Regards,
Graham.

I'm not retreating, I'm attacking in a different direction! Lewis B. "Chesty" Puller
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MarshallEllis
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RE: Advanced naval rules?

Post by MarshallEllis »

I know time is an issue BUT I appreciate the info Graham! Keep up the research!
Thank you

Marshall Ellis
Outflank Strategy War Games


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RE: Advanced naval rules?

Post by vollman »

Advanced Naval Combat
Thanks to John Bryden for taking the trouble of typing this out.

Recently? Or is this something old you found somewhere?
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