Naval Matters
Although only two nations start with a naval contingent, any nation can build a fleet and, following a query from a naval power, it is necessary to lay down the ground rules (sea rules?) now. There may be one detail I've changed since an initial informal discussion with one player. These rules below stand. They further clarify comment on sea travel in Campaign Map
Combat Fleets and Transport Fleets may be built in the build phase
Combat Fleets can fight but not transport
Transport Fleets can transport up to 3 units but not fight
Fleet movement is along the defined routes as shown in the insert below from the SoK NE Map
Fleets move one sea zone a move.
There is no limit to the number of fleets in a zone
More than one nation may be present in a zone but there may be random generated combat
Land units may
a) embark and sail one zone or
b) sail one zone and disembark
There is no limit to the number of units that can disembark in a province held by the fleets nation
Only up to 3 infantry units may make an amphibious invasion and these may only be in the provinces shown in the sea route inset (i.e. those not in bold)
To be in supply disembarked units must have a chain of fleets back to land province that is in supply except that an amphibious landing may be in supply for one move after the landing.
This is a record of a wargames campaign set in the middle years of the 18th century. The campaign rules are derived from the Sport of Kings campaign mechanisms from Warfare in the Age of Reason. Any tabletop battles will be played to the Black Powder rules modified by the Last Argument of Kings supplement
Showing posts with label Fleet Transport. Show all posts
Showing posts with label Fleet Transport. Show all posts
Monday, 24 June 2013
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