Each turn ships assigned to
Open Sea Areas
and
Ports
will be given the chance of Battle, Escape, or Surrender.
Open Sea Areas:
IF
the Intercepting Fleet rolls the same number as the Target Fleet, the Target
Fleet can choose Battle, or decline.
DECLINE:
If your are the attacking fleet and you realize the
Target Fleet more than you can handle, you may decline to complete your
intercept.
Thus no battle occurs.
ESCAPE:
Once in battle and you decide to disengage, your ships will need to survive for
20 turns, if you are not cornered or sunk by this time , the enemy is unlikely
to do so and you are considered to
have escaped.
Captured
Ships, Prize Crews & Fire Ships:
Captured ships can be manned to
at least one full crew section and to a maximum of their full crew status using
Prize Crews.
Captured ships can be converted
to Fire Ships with all of the surplus Prize crew returned to the owning nations
Prize Crew Pool, with the final box returned the Prize Crew Pool IF the fleet
the Fire Ship operated with had at least ONE ship survive the battle.
Fire Ships rules can be found on
page 28 of WS&IM rules.
Prize Crew Pool:
BRITAIN: 100 Average Crews
FRANCE: 50 Average Crews
SPAIN: 50 Green Crews
USN: 100 Average Crews
PRUSSIA: 25 Average Crews
DENMARK: 25 Average Crews
AUSTRIA: 25 Green Crews
SWEDEN: 25 Green Crews
BATTLE:
Target Fleet can decide to give Battle.
Intercepting Fleets can only make ONE interception per turn. They can make
multiple attempts, BUT once an Interception occurs, no further attempts are
made. Interception ENDS all movement for the fleets involved for the rest of the
turn. They end their turn in the Sea/Ocean area of their Intercept.
Ports:
Ships that arrive at a Port have the following options
Battle, Escape, or Surrender..
BATTLE:
If one side already owns the Port, then they get to “Defend” they get to set up
first and are aided by shore defenses, if any. The other arriving ships are the
“Attackers” and set up last. IF neither fleet own the port, all the fleets are
attackers and the one that rolls the highest on a d6 wins initiative and
chooses to setup first or later on his decision.
ESCAPE:
If your ships leave the board they are considered to be escaped.
SURRENDER:
Target Fleet can decide to surrender if the Intercepting Fleet is faster than
them and they have no chance of winning a Battle with the Intercepting Fleet.
Surrendered ships are considered captured by the Intercepting Fleet and will be
assigned crews from the capturing nation's Prize and Replacement Crew Pool.
Two
enemy fleets attacking the same Pirate Port:
Ships arrive in the patrol/blockade zone off the port and set up on one half of
the map at least 11 boxs from the enemy. Wind will start the battle blowing
directly to port. Port will be 100 hexes in that direction. Leave the floating
map in any other direction other than towards port and you are considered no
longer attacking the port and are now disengaged.
Blockade / Patrol Zone: Ships
can be assigned to Patrol or Blockade a Port. Map is then setup anywhere
from 1 to 100 Hexes off shore from the Port, the Admirals choice.
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