kirk23
Posts: 2885
Joined: 10/15/2010 From: Fife Scotland Status: offline
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My anger at the lack of information regarding this games development, has subsided,to a level that I miss playing the game, its just the Naval part that really really annoys me, so I have channelled my frustration in a positive way, by creating a Naval combat system that the game could possibly look at using! If the game designers, ever see this, I have created a Naval Combat system, that reflects naval combat during the Napoleonic wars, more accurately than is currently available to the game. I have play tested the below system, to a new board game, I made for my own use! ( Any gamer's who are interested in Naval board games, I give you a ready made set of combat rules that work enjoy ) Napoleon Victory & Glory Naval Combat Sequence of action. 1 = Each side rolls 1 d6, to see who gets the wind gauge, the player that gets, the highest die roll attacks first! Weather gauge optional rule: The player can choose to disengage,instead of attacking,since he has the weather gauge,he alone is in a position to dictate,when and if battle actually occurs! If he is the weaker force, the logical course of action would be to leave the battle area, with the knowledge that your stronger opponent, is powerless to attempt any pursuit. 2 = Each ship then rolls 1 die, in turn, to see if they can damage their target, a die roll of 1,2,or 3 = miss. A die roll of 4,5 or 6 = Hit. (If this is the first hit, the target ship has sustained, then place a Light Damage marker, on the ship, to show that it has been damaged.) 3 = If the same ship is targeted a second time, by another ship, and it receives another hit, then remove the Light Damage marker, and replace it, with a Medium damage marker! ( Damage is cumulative ) 4 = At the end of each round of combat, after all ships have attacked, the player may attempt to repair any damage sustained, by rolling 1 d6 per level of ship quality, for each of the damaged ships. A roll of 6 is required to remove 1 step of damage. ( NB: Each ship can only remove 1 step of damage, regardless of the number of 6s rolled ) SHIP QUALITY LEVELS: British = Level 4 ships. France & Spain = Level 3 ships. Russia & Turkey = Level 2 ships. Cumulative damage table. 1 hit = Light Damage ( If this is the only damage, a ship sustains during a battle, after the battle is over, the ship then returns, to the nearest friendly port for repairs. (It takes 2 turns or Months to repair Light Damage in port.) 2 hits = Medium Damage ( After the battle is over, the ship returns, to the nearest friendly port for repairs. (It takes 3 turns or Months to repair Medium Damage in port.) 3 hits = Heavy Damage ( After the battle is over, the ship returns, to the nearest friendly port for repairs. (It takes 4 turns or Months to repair Heavy Damage in port.) 4 hits = Critical Hit ( If a ship receives 4 hits, during the course, of any round of battle, the player then immediately rolls 1 d6, to see what level of damage is inflicted on the ship: CRITICAL HIT RE-ROLL A roll of 1,2,or 3 then the ship is Disabled, and it cannot attack for the remainder of the battle. (If a player decides to retreat at the end of the battle, all ships that are in a disabled state, are captured by the enemy.) A roll of 4 or 5 = Ship is immediately CAPTURED! ( Strikes its colours and surrenders ) A roll of 6 = Ship is SUNK!
< Message edited by kirk23 -- 7/1/2017 6:17:38 PM >
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Make it so!
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