Results 1 to 12 of 12

Thread: 2016 Campaign Rules

Threaded View

  1. #1
    Master & Commander
    UK

    Join Date
    Feb 2013
    Location
    Northumberland
    Log Entries
    1,821
    Blog Entries
    2
    Name
    Neil

    Default 2016 Campaign Rules

    GENERAL
    1. This is an individual campaign you are not competing against each other.
    2. The campaign is split into 2 separate campaigns:
    a. Nation v Nation
    b. Letters of Marque
    3. The aim is to further your ship captains’ career as far as you can.
    4. You accomplish this by gaining Reputation & Prizes, nation v nation game.
    5. Or : Renown and Prizes, Letters of Marque game.
    6. Each campaign will be administered by me on a spreadsheet relevant to that campaign.
    7. Scenarios will be generic and able to be used in either campaign

    Campaign 1: Nation v Nation.
    Link to spreadsheet:
    https://docs.google.com/spreadsheets...NlA/edit#gid=0
    1. In this campaign you play as one of any nation you have ships for.
    2. Scenarios are written by each player in turn for all other players to play.
    3. The campaign will be played every odd numbered month, so only 6 campaign games will be played within each 12 month period. This allows ample time for the writing, playing and writing up of games.
    4. Your Captain(s) advance by gaining reputation from defeating enemy ships and winning scenarios.
    5. High reputation enables captains to be promoted to command larger ships.
    6. Capturing ships, (prizes), enables you to fund repairs and replace crew losses.
    7. Repairs are concluded immediately at the end of a scenario.

    Campaign 2: Letters of Marque. (One man’s pirate is another’s privateer).
    1. Each player will play as a single pirate/privateer.
    2. Scenarios are written by each player in turn for all other players to play.
    3. The campaign will be played every even numbered month, so only 6 campaign games will be played within each 12 month period. This allows ample time for the writing, playing and writing up of games.
    4. Your Captain(s) advance by gaining renown from capturing enemy ships, winning scenarios and amassing treasure.
    5. Capturing ships, (prizes), enables you to fund repairs.
    6. Repairs are concluded immediately at the end of a scenario.
    7. Renown enables you to command better ships and attract crew.
    Notes:
    1. In both campaigns, all administration will be completed by myself.
    2. Spreadsheets will be updated after each game which will allow players to see the state of their ships and captains.

    Personnel Rules

    Rosters

    Player Captains
    1.Choose 6 Ships from these limits to start:

    1-2 x 1st rate 100+ guns (Not Pirates & Privateers)
    1-2 x 2nd rate 90-98 guns (Not Pirates & Privateers)
    2-5 x 3rd rates 64-80 guns (Max 1-3 Pirates & Privateers)
    2-5 x 4th rates 50-60 guns
    2-5 x 5th rates 32-44 guns
    2-5 x 6th rates 20-30 guns
    2-5 x Unrated 4-18 guns

    2. Ship Quality:
    FAST: A fast ship always use one sail setting higher on the maneuver card when moving.

    NORMAL: A normal ship uses whatever sail setting is indicated on the ship control board.

    SLOW: A slow ship always moves at 1 sail setting lower on the maneuver card when moving. (Unless dropping anchor will sail at top sail as the lowest possible sail setting).

    3. Assign one of your ships to be FAST and one of your ship to be SLOW. All others will be NORMAL.

    4. For every 3 consecutive scenarios played by a single ship, ship quality decreases, fast to normal, normal to slow

    5. Choose 6 Captains.

    6. Assign to 2 of your captains 1 captain ability of your choice.

    7. Your ships should look like this as an example:

    HMS Royal Sovereign 100 Guns. NORMAL/Capt. Caleb Hammond/Quick Captain (QC)
    HMS Defence 74 Guns. NORMAL/Capt. Quentin Mallory
    HMS Goliath 74 Guns. SLOW/Capt. Jacob Strawn
    HMS Vanguard 74 Guns. NORMAL/Capt. Bartholomew Smithly
    HMS Terpsichore 32 Guns FAST/Capt. Everitt De’Ath/Maneuvering Captain (MC)
    HMS Sybille 34 Guns. NORMAL/Cmdr. Danby Jewell

    Abilities

    Captains accrue Reputation/Renown points (RP) according to the following : For every 10 RP points accrued, a captain gains a new ability.

    1 point for every enemy ship defeated (sunk/captured) that is of a broadly defined smaller class, for example a 74-gun SoL defeating a frigate, or a frigate defeating a sloop. The scenario author will define such classes.
    2 points for every enemy ship defeated of the same broadly defined class.
    3 points for every enemy ship defeated of a broadly defined larger class.
    1 point for achieving a scenario specific goal - does not require the taking of a ship but the achievement of a strategic goal as defined by the scenario writer.

    Choose two captains and assign each one an ability of your choice.

    Captain Ability List

    Charismatic Captain (CC): When the ship has only one empty box in the Crew Damage track, the player may ignore the next two Crew Loss special damages. When a third Crew Loss damage is taken, it is recorded normally, and the ship surrenders.
    Iron Captain (IC): When the captain is wounded, the wound is ignored. May be used once per game.
    Lucky Captain (LC): Whenever a rule requires a random occurrence to take place, the captain can choose the result instead of randomly determining it. May be used once per game.
    Intuitive Captain (InC): Before choosing a maneuver, the captain may use this ability to look at the maneuver to be executed in the present turn of an enemy ship within one ruler from the captain's ship's base. The captain must declare the use of the ability, and then check the distance. If the distance is more than one ruler, the ability is used, but there is no effect. Otherwise, the captain may look at the enemy's ship's maneuver. This ability cannot be used against an enemy ship that also has an Intuitive Captain. May be used twice per game.
    Quick Captain (QC): When a captain's ship would collide with another ship, the captain can maneuver the ship sufficiently to avoid a collision or entanglement. May be used once per game.
    Deft Captain (DC): After all ships have moved, the captain can rotate his/her ship. Keep any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler. May be used twice per game.
    Handling Captain (HC): When wind facing is determined, if the ship is in the red zone, the captain can rotate the ship the minimum amount so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect. May be used once per game.
    Maneuvering Captain (MC): When maneuvering the ship, the captain can choose to stop at an intermediate spot along the arrow, and not at the end-point. May be used twice per game.
    Steering Captain (SC): The captain can increase Veer by 1 for duration of the turn. May be used twice per game.
    Aiming Captain (AC): When firing a broadside, and an enemy ship draws one or more "0s", the captain can make the enemy ship draw an additional counter. May be used twice per game.
    Reloading Captain (RC): The captain can lead the crew to reload a single broadside immediately after it has fired. May be used once per game.
    Deadeye Captain (DeM): When shooting muskets, if a "0" damage counter is drawn, the captain can force the enemy ship to draw an additional counter. May be used once per game.


    Promotions and Decorations
    1. Ship commander start off as Captains.

    • Ship Captains will be promoted as follows (very simplified):

    Captain Auto
    Post Captain 10 RP
    Commodore 15 RP
    Vice Admiral 20 RP
    Rear Admiral 25 RP
    Admiral 30 RP

    2. Battlefield promotions:
    a. One of your captains is killed, you may either promote the Captain with the highest RP score to take over that vessel (ie a frigate Captain to a 74) or take a random Captain:

    1-5 = Normal Captain
    6 = Captain with 1 ability.

    • Decorations: to be added later.

    PRIZE MONEY FROM CAPTURED SHIPS
    +1 Every undamaged non merchant hull box

    +1 Can claim for every undamaged hull box and/or undamaged crew box.
    Pirates only
    +3 Every undamaged merchant hull box

    However if you press a captured ship into service it will need repaired and crewed.

    Damage,Repair, Crew Loss & Recruitment

    1. For every turn in port (scenario not played) repair 1 hull damage and 1 crew box for free.
    2. During the game a player may repair 1 hull box and 1 crew box.
    3. At the end of a scenario a player may repair 1 hull box and 1 crew box for free.
    4. To speed repairs it takes 0.5 prize money to repair 1 hull box in the nation v nation campaign.
    5. To recruit faster it takes 0.5 prize money to recruit 1 crew box in the nation v nation campaign.
    6. To speed repairs it takes 1 prize money to repair 1 hull box in the letter of marque campaign.
    7. To recruit faster it takes 1 prize money to recruit 1 crew box in the letter of marque campaign.

    or
    8. To speed repairs it takes 1 prize money to repair 1 hull box.
    9. To recruit faster it takes 1 prize money to recruit 1 crew box.
    Last edited by Union Jack; 04-02-2016 at 11:05.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •