SHIPS & CREWSEach Greek ship begins with 3 sailors (unarmored figures either javelins, bows or slings), 2 marines & 1 captain. Each Roman ship begins with 2 sailors, 3 marines & 1 captain. A ship with a catapult also has 1 catapult crew & each side's flagship has 1 admiral.TURN SEQUENCEGreeks perform sequence: Roll for movement bonus for the turn, Move & ram (enemy may need to check morale), Archery, Boarding actions, Catapults, Repair. To complete the turn, the Romans perform the same sequence.MOVEMENT1. Roll 1 die for the fleet movement bonus for the turn. Each ship adds this number to its sailors for its action points during the turn. A ship with no sailors has only the action points of the die. A ship that is sinking (has no captain) may not move at all.2. To move forward 6" costs 2 points, to back up 6" costs 3 points, to pivot up to 45 degrees costs 4 points.
RAMMING1. A ship that strikes an enemy ship at over 45 degrees from the perpendicular moves the full exten of its move and both ships toss I die for oar damage: both sides add current number of sailors to the die toss, on a 7 or more the enemy ship tosses for losses among its sailors: score of 1D6 is number of sailors lost. If it had no sailors remaining, it is sinking-- remove the captain.2. A ship that strikes an enemy ship behind the oar banks stops and tosses for rudder damage on the target ship: attacker adds current number of sailors to the die toss, on a 6 or more the target ship tosses for losses among its sailors: score of 1D6 is number sailors lost. If it had no sailors remaining, it is sinking--remove the captain. 3. A ship that strikes an enemy ship within 45ø of perpendicular stops and tosses for ram damage on the target ship: attacker adds current number of sailors to die toss, on a 6 the ship it is sinking--remove the captain, on a 4 or 5 the target ship tosses for losses among its sailors: score of 1D6 is number of sailors lost (but if it had no sailors remaining, it is sinking--remove the captain).
ARCHERYToss 1D6 per 2 sailors (round down) per ship--range is 12": 6 is a hit on a marine--if no marines remain a 5 or 6 is a hit on a sailor.BOARDINGShips must be in contact phasing player tosses 1 die, if the score is equal or less than the number of his marines, the enemy loses I marine. If the enemy has no marines remaining, all the figures on board are cut down and the ship is captured (place a friendly captain aboard).CATAPULTSEach ship with a catapult may shoot at a target within 18": a 6 is a hit on a marine--if no marines remain toss: the score of 1D6 is the number of sailors lost.REPAIRToss for each ship that is sinking (i. e., has no captain): 1-3 ship sinks (remove), 4 no change, 5 or 6 ship is no longer sinking (restore captain figure only). on later turns, the player who lost Initiative the previous turn wins ties).Back to MWAN #91 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 1998 Hal Thinglum 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 |