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ADMIRALTY
FIGHTING SAIL WARFARE: 1750 - 1815

 
1 Introduction   2 Movement   3 Command   4 Firing   5 Boarding   6 Repairs

Speed Change - Signals - Boarding Parties - Surrender - Advanced
 

« 3.1 Changing Speed
Ships may attempt to change their current speed setting during the first step of the Command phase. To do so the commanding player refers to the Change Speed column of the Movement table and cross indexes it with the matching Crew Grade line. If the value rolled on one unmodified six-sided die lies within the corresponding range shown on the table, the ship may change its speed (sail) setting to any other of the types: Stop, Slow, Battle, Normal or Full.

Stopped — Used in preparation for anchoring. In advanced rules stopped ships which don't anchor may drift.
Slow Sail — A slow speed commonly used for maneuvering, especially in congested areas.
Battle Sail — Standard for combat. Gives some speed while preventing excessive stress to rigging.
Normal Sail — Standard non-combat, full rigged movement. Vulnerable to damage in combat.
Full Sail — Used to gain maximum speed, also vulnerable to combat damage.

« 3.2 Signals
Because Admiralty re-creates the core combat environment of a naval battle, the ability to send signals and messages to other players and their ships has been severely limited. As a rule, once a battle started the ability to send signals – which was an imperfect process to begin with – became almost impossible. For game play, messages are not sent from one player to another. Instead, a player posts a message on his flagship's ship log, and other players must pass a die roll test to be allowed to read it. A failed die roll indicates that player either did not see the message, or saw the signal flags and could not read them.

To post a signal, a player writes a five or ten word message on the adhesive side of a small "post it" style message tablet. The message may not be shown to other players and must be either one through five words long, or six through ten words long. A number counts as a word, and run-on words and word/number combinations are not allowed. If a commander manages to artfully avoid the obvious intent of these rules, his fellow players should feel free to place a syllable limit on each message. Once a message is completed, it is pasted to that signalling vessel's ship log. Most players post it onto the back of the log page to keep it out of the way.

To read another ship's signal, a player consults the Signals table on the combat chart. Cross reference the message length with the line of sight condition to establish the modified die roll needed in order to read the message. Modify the die roll value using the die roll modifiers which are defined below.

The player attempting to read another commander's signalling is referred to as the reading commander. The player issuing a signal is referred to as the signalling commander. A clear line of sight must pass from the centerpoint of the reading ship to the centerpoint of the signalling ship without any other ships or landmasses intervening.

Signal Roll Modifiers:
Each in combat — A player suffers a minus one to his reading roll if his own ship is currently in combat and an additional minus one if the signalling ship is in combat. Combat in this case is defined as firing or being fired upon. So if the signalling ship is in combat but the reading ship is not, the reading player will suffer a minus one. If both are in combat, the reading ship will suffer a minus two.
Each 20 S hits — Subtract one point from the reading die roll for each 20 S hits that have been suffered by the signalling ship.

« 3.3 Mobilize Boarding Parties
A player may add to the number of boarding dice which can be used during the Boarding phase by temporarily deactivating gun dice. One boarding die is gained for each five gun dice that are deactivated. Do not cross out mobilized gun dice values. Instead, mark an MG at the bottom of the Gun Dice box, followed by the number of gun dice deactivated. Because gun crews are mobilized in groups of five, the MG values should read MG5, MG10, etc. Their function is identical to the B hits, which temporarily suppress gun dice until repaired. In this case, the gun dice remain suppressed while the boarding dice are being used. If boarding dice are lost during the boarding action (due to lost rounds) the gun dice may be permanently lost and are then crossed out, with those contributed by the suppressed gun dice being considered last to be lost. Note that the number of mobilized gun crews (and hence the dice they contribute) may shrink in following turns as the ship suffers gun hits.

« 3.4 Surrendering
Any ship which has become immobile with all of its gun knocked out may end up surrendering if enemy ships are too close, especially if friendly ships are too far away. If during the Post and Read Signals step of the game, any ship is immobilized with all guns destroyed, consult the Surrender table on the combat chart. Start on the line matching the crew grade of the ship and check if enemy ships are within the distance noted at far right, in the proximity column. This distance is the Enemy Proximity. If any enemy ships are within that distance, check to see if all friendly ships are equal to or further away than the distance shown on the left side of the proximity column. If no friendly ships are in the vicinity, the ship in question will surrender.

Example: A disabled, immobilized ship with a crew grade of C has at least one enemy ship within 25mm. All friendly ships are 70mm away or further, and so the disabled ship will surrender. If any friendly ships were within 70mm, the ship in question would not surrender. If friendly ships were all more than 70mm away and all enemy ships were more than 30mm away, the ship also would not surrender.

« 3.5 Advanced Signalling Rules
Advanced rules are not required for general game play, and they may slow game play. But experienced players already familiar with the rules may enjoy these ideas and the historical feel they help to create.

Repeating Frigates – Any frigates within line of sight of a fleet's flagship will immediately post a copy of the flagship's message into their own ship logs. This is done merely by posting additional notes to the frigate logs with the flagship's name on it – it is not necessary to write new copies of the original message. Other fleet commanders who can see the frigate more easily than the fleet flagship, may use the more favorable signal table conditions to read the original message via their line of sight conditions with the frigate. Repeating frigates may not be firing at enemy ships while acting in this capacity, and they may not be within 20cm of any enemy vessels.



 
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