By Godfrey Bailey
This is the third installment in the series. Links to the other installments are at the end of this article.--RL 6. Seapowera. Fleet Organisation. Ships are built at the rate of 100 points per season per port. A fleet may contain no more than twenty ships. Following is the maximum of each type allowed in a fleet:
b. Weather. Roll for each sea per move.
No fleet actions are allowed if the weather is storm or calm except a trapped fleet may run the blockade and move out into the open sea if a storm is in progress. Roll for each ship in a storm and on a 1 it sinks. c. Fleet Actions. Blockade: Blockade an enemy port. If trapped fleet tries to escape, an engagement takes place with the blockading fleet getting a +2 on the FEC or if played on the table one ship will come on on move 1 followed by one other ship every 1D6+1 moves. Engage: Fight a naval battle using the FEC or on the table. Refit: Spend one season in a friendly port, pay 5% of fleet value and bring crews up to strength. Rest: Spend one season in a friendly port and bring crew up to strength. Sail: Move from one sea to another and then declare if fleet remains at sea or enters a friendly port. Search: Search for an enemy fleet in the same sea. Roll less than or equal to the number of schooners and frigates in the fleet. Transport: Must begin in the same port as the army to be embarked. Each merchant may carry 100 points and unlimited supplies and equipment. If the debarkation port is in the same sea this may be done in the same move. Troops may also be embarked and debarked at specific "landing hexes". d. On Table Battle Outcome.
e. Efficiency Ratings of Individual Ships.
7. Non-Player Countries (NPCs)a. NPC Defence. If an NPC province is invaded, place one garrison counter in each city hex. Roll a die and place one army counter in the numbered hex rolled. Re-roll if a city hex comes up. Now roll for army counter reaction.
b. NPC Invasion. Roll a die each move per country to see if an invasion will be attempted. A 1-2 is required modified by the situations below.
If the invasion die roll succeeds, place three counters in border hexes adjacent to the target province. Roll a die per army counter and move that counter to the rolled hex by the shortest route in terms of MPs. If MPs are the same, roll a randomiser to see route of counter. Re-roll if the hex is occupied by a friendly counter. If contact is made with an enemy army or city, check contact tables. If no contact is made, continue moving. c. Army Counters. Only one of the three invasion counters represents an army. The other two are dummies. There is an equal chance of any one being the real army. When invading, a counter which disbanded or a dummy is permanently removed until the next invasion roll when all three army counters are re-deployed on the appropriate border. In defence, when a counter is disbanded, it is re-deployed in the appropriate phase until all cities in the province are captured by the enemy. d. Army Contact. Roll a die needing a 5+ to fight - otherwise disband.
If a battle with an NPC army is to take place the force size must first be determined. Check army strength level and roll on the table below. A defeated NPC army is disbanded after the battle.
Army Size
Chance of Siege Guns
Number of Siege Guns
Each army will automatically be accompanied by one engineer unit and one pontoon train. Now troop quality must be diced for.
Finally it must be known if an army which has not moved is entrenched or not.
Roll to find out the percentage of entrenched battalions and batteries in the army.
e. City Contact. If an NPC army has a 3:2 or greater odds advantage, it will automatically lay siege to an enemy city in the hex occupied. If the army falls below the required 3:2 odds during siege operations roll a die.
The chances of an NPC garrison sortying in any given situation is 1-3. The chance of an NPC besieging army assaulting during a siege is as follows. Roll once per move.
NPC Garrison Size
A besieging NPC force must roll to see how much supply they have stocked.
f. NPC Detachments. The chance of a detachment, supply train, or moving equipment encountering an enemy NPC detachment after resolving the outcome of the contact. This die is rolled in provinces where main force NPC units are operating. Once an MPC force has been scouted, roll per week to see if the composition changes thus cancelling the successful scout attempt.
g. NPC Fleets. If a fleet enters or remains in a sea where there is an NPC port, a random NPC fleet is encountered on a 1. Roll for each NPC in the sea. If a 2 is rolled on the above die, one random ship is sunk by privateers. If an NPC fleet is defeated, do not roll for that particular NPC until the number of seasons that particular fleet must remain in port have elapsed.
An NPC fleet carrying out a naval landing will have as many merchants as required to transport the invading army. Any loss to these will effect the present strength of the army. Other Installments
Second installment in Lone Warrior #115 Third installment in Lone Warrior #116 Fourth installment in Lone Warrior #117 Back to Table of Contents -- Lone Warrior 116 © Copyright 1996 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |