By John Barnard
1. Fleets comprise triremes plus extra ships due to sea warrior experience. These are as follows:
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:
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
3,4 Moderate Beach 1D6 for losses 5,6 Good Beach No losses 4. Movement
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
Safe havens home or abroad All fleets keep dicing for storms for each move they have to make to find a safe haven. SEA BATTLES1. Calculate Navy value
+ 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
Decimo Part 2 More Decimo Part 1 Decimo Part 3 Back to Table of Contents -- Lone Warrior #140 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 2002 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |