by Chris Engle
This is played on a grid of 1" squares, where each square equals 600 yards. 1 model equals 1 ship. DEFINITIONS: Damage roll = Ship must make an immediate damage roll. This is in addition to the roll at the end of the turn. Rally roll = This forces the ship to allocate one of its two areas of rolling for the next turn. 1 Damage to ship = This makes the rolling ship to add one damage point to its total. Sink = The ship sinks at the end of the turn unless saved by a rally roll. Do not sink/run = This saves a ship from sinking or rallies a ship that had previously broken off the action. Reduce damage = This lowers the ships damage by one or two. Break off action = The ship turns from combat the next turn and runs home. Damage points = A ship rolls ld6 per point. Not limited to 12d6.
Back to Experimental Games Group # 27 Table of Contents Back to Experimental Games Group List of Issues Back to MagWeb Master Magazine List © Copyright 1993 by Chris Engle This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |