Your nation is a militaristic and expansionist one. As such you should construct great fleets to transport your armies to distant lands or protect your shores. Control of the seas will significantly help you in your conquests of land. Players can build a fleet if they have a coastal region. They must say which sea zone their coastal region is bordering that they want the fleet to be in. It takes a move to build a fleet. The GM will roll for the results of the fleet construction and post them on the main game thread when the turn ends.
Construction of Fleet Results:
[0]: Beyond Epic Fail – The construction turns into a disaster and many workers are killed! You lose 1 Prestige point. You will be unable to make a move, and next turn you’ll have a -1 penalty point if you attempt to build another fleet.
[1]: Epic Fail – The construction of the fleet is a total failure. If you attempt to construct a fleet again, you’ll have a -1 penalty point. You are able to do 1 move.
[2]: Great Fail – Problems cause the construction of a fleet to fail. You are able to do 1 move.
[3]: Fail – The construction is ongoing and the fleet is not yet finished. If you attempt to build a fleet again, you’ll get a +1 bonus point. You are able to do 1 move.
[4]: Success – A small fleet is completed. Ships: 3. You are able to do 1 move.
[5]: Great Success – A medium-size fleet is completed. Ships: 5. You are able to do 2 moves.
[6]: Epic Success – A large fleet is completed. Ships: 8. You are able to do 2 moves each with a +1 bonus point.
[7]: Beyond Epic Success – A magnificent fleet is completed. Ships: 12. You gain 1 Prestige point. You are able to do 3 moves.
[8]: Divine Success – A monstrous-size fleet is completed. Ships: 17. You gain 2 Prestige points. You are able to do 3 moves each with a +1 bonus point.
Navy Size Limits:
Your faction can only have so many fleets. How many fleets you can build is determined by how many regions you have –
Up to 10 regions, max of 3 fleets
Up to 20 regions, max of 6 fleets
Up to 30 regions, max of 9 fleets
Up to 40 regions, max of 12 fleets
Up to 50 regions, max of 15 fleets
Up to 60 regions, max of 18 fleets
Up to 70 regions, max of 21 fleets
Up to 80 regions, max of 24 fleets
Up to 90 regions, max of 27 fleets.
This means that at the beginning of the game you can only build up to 3 fleets. When you have more than 10 regions you may build up to 3 more fleets so that you have a total of 6 and so on.
Moving Fleets:
It takes a move to move your fleet between sea zones. A player must state which fleet in what sea zone he/she wishes to move to what other sea zone. For example: “I move my medium-size fleet from the Baltic Sea to the North Sea.” The GM will roll to see how successful the sailing is and post the results on the main game thread when the turn ends.
Sailing of Fleet Results:
[0]: Beyond Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! You will be unable to make a move and on the turn after you’ll have a -1 penalty point if you attempt to sail any fleet.
[1]: Epic Fail – The fleet sails into a storm and gets badly damaged, maybe even sunk! If it survives the storm and you attempt to move it next turn, you’ll get a -1 penalty point. You are able to do 1 move.
[2]: Great Fail – Logistic problems render the fleet unable to move from port. You are able to do 1 move.
[3]: Fail – The fleet sails but then the winds die. If you attempt to sail the same fleet to the same sea zone next turn, you’ll get a +1 bonus point. You are able to do 1 move.
[4]: Success – The fleet successfully sails to the other sea zone. You are able to do 1 move.
[5]: Great Success – The fleet successfully sails to the other sea zone. You are able to do 2 moves.
[6]: Epic Success – The fleet smoothly sails to the other sea zone. You are able to do 2 moves each with a +1 bonus point.
[7]: Beyond Epic Success – The fleet quickly sails to the other sea zone. You are able to do 3 moves.
[8]: Divine Success – The fastest winds move the fleet almost instantaneously to the other sea zone! You are able to do 3 moves each with a +1 bonus point.
If you get a [0] or a [1] whilst moving your fleet, it is in danger of sinking. The GM will roll again to determine whether your fleet survives. If you get a [1], [2], or [3] the ships will all be sunk and the fleet destroyed. But if you get a [4], [5], or [6] the fleet will emerge from the storm unharmed. If a magnificent or monstrous fleet is destroyed, you will lose 1 prestige point.
Fleet Stances:
Fleets have 2 stances: Patrol, and Anchor.
You can switch between these stances freely (it does not take any moves) by simply stating on the game thread what stance you want them in.
Example: “Anchor my small fleet in the North Sea”, or “Patrol the Arabian Sea with my magnificent fleet”, etc.
Patrol Stance – Your fleet will patrol the sea zone it's located in. If an enemy fleet decides to attack any of your coastal regions in that sea zone, the GM will roll to see if your patrolling fleet will intercept it. A [1], [2], or [3] will be a failure to intercept. A [4], [5], or [6] will be a successful interception and result in a sea battle. Fleets are set to the “Patrol” stance by default as soon as they’re constructed. If a player does NOT want his/her fleets to automatically intercept enemy fleets, they must put their fleet into the “Anchored” stance. Anchored Stance – An anchored fleet cannot automatically intercept enemy fleets. Damaged fleets regenerate 1 ship per turn while they are in the “Anchored” stance in a sea zone bordering one of your regions. If you want to attack an enemy fleet with an anchored fleet it will take a move that is rolled for.
Sea Battles:
Sea battles are fought between 2 fleets only. The GM will roll and see how well they fight. The GM will use the rolls of the fleet that initiated the attack minus to the rolls of the attacked fleet. If the result is a 0 then it is a draw and no ships get sunk. The average point for moves is calculated by all the points the fleet got in the battle.
| Example of a sea battle | A medium-size war fleet (Ships: 5) VS. a large war fleet (Ships: 8):
[2]-[1]=1. The large fleet looses 1 ship.
[5]-[1]=4. The large fleet looses 4 ships.
[3]-[4]=-1. The medium-size fleet looses 1 ship.
[3]-[4]=-1. The medium-size fleet looses 1 ship.
[3]-[3]=0. No ships get sunk.
[6]-[1]=5. The large fleet looses its last 3 ships and is completely destroyed! (all 8 ships were sunk)
The medium-size war fleet wins!
Average points for the two players:
The medium-size fleet faction: (2+5+3+3+3+6)/6 = 4
The large fleet faction: (1+1+4+4+3+1)/6 = 2 |
As you can see, fleets get damaged in battle. Players can repair their victorious fleets by placing them in the anchor stance and waiting. |