“Decimo”
Part 2

Sea Battles

By John Barnard

1. Fleets comprise triremes plus extra ships due to sea warrior experience. These are as follows:

    25+ Famous 2 Triremes
    35+ Legendary 6 Triremes

2. Fleets can sail into estuaries to make landings. Maps should be marked with the point beyond which only river craft can go.

3. Storms at Sea

Fleets & Army Transports:

    Winter - No movement
    Spring - 1D6, if 1, storm has struck
    Summer - Storms deemed ineffectual
    Autumn - 1D6, if 1, storm has struck

Army transports 1D6 for shipwrecked army units lost. Fleets in a coastal Triban run for a beach.

1D6

    1,2 Rocky Shore 1D6 + 2 for losses
    3,4 Moderate Beach 1D6 for losses
    5,6 Good Beach No losses

4. Movement

  • Used a fixed compass on your map and assign dice numbers as follows, decide the predominant "Trade Wind" so if it is north-south assign die numbers as follows: North = 1, 2 South = 5, 6 East = 3 West = 4 (these are permanent)
  • Every north die roll for wind direction.
  • Normal movement = 4 Tribans (the sea should be roughly divided up in Triban sized areas).
  • Running with the wind = 8 Tribans.
  • Running against the wind = 2 Tribans.

5. Over wintering and returning to safe haven.

The decision to over winter is a combination of distance from home waters, leadership and enemy threat, plus some luck (1D6).

Over wintering in foreign waters

  • Each fleet must find a beaching place.
  • Each beaching place can accommodate max 10 ships.
  • Each separate fleet of up to 10 ships must dice once.
      Throw 1st D6 : 1, 2 fleet discovered by enemy
      2nd D6 : 3, 4, 5, 6 fleet driven away
      3rd D6 : 1, 2 fleet destroyed i.e. storms before safely beaching elsewhere

    modified by - where fleets are beached with their own army units throw 2nd D6: if 5, 6 fleet still driven away

Safe havens home or abroad

All fleets keep dicing for storms for each move they have to make to find a safe haven.

SEA BATTLES

1. Calculate Navy value

    + 1 point for each ship
    + 2 points for famous sea warrior leader
    + 4 points for legendary sea warrior leader

2. Compare points score for each force and work out ratio then throw 1D10 and read off result.

3. Table

Results are shown

  • victory normally applies to larger force
  • smaller force victories are boxed
  • D is a draw
  • BW is a delay of any kind - usually weather
  • number is losses for losing side or both in the case of a draw
  • victors 1D6 for their losses

Decimo Part 2

More Decimo Part 1

Decimo Part 3


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