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No Turkeys 2 2009 - Valgame

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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 9<br />

2.35 Disengage Chit<br />

Players may (if they want) disengage their<br />

engaged units (counters which have grappling<br />

or ramming markers) and move away from the<br />

engagement hex for a full rowing maneuver<br />

allowance. Grappling here is to be considered<br />

also a boarding combat. In the case both<br />

players agree to disengage, this is automatic. In every other case<br />

the disengaging player must check the success with a Maneuver<br />

roll (Handling Value) of the<br />

rowing side of the counter.<br />

2.36 Leader move Chit<br />

This Chit allows the players to<br />

relocate their leaders in other<br />

units of the same Group provided the group is lined astern (see<br />

2.32) or in battle line (lined abreast).<br />

EXAMPLE OF UNITS ALIGNMENT: extracting the<br />

alignment chit, units A and B can align in a line astern<br />

formation following the leading ship. Unit C cannot do so<br />

because it has more than 2 hexes intercurring from the next<br />

unit of the chain.The final result is below to the right.<br />

Remember that only Sailing units may align together.<br />

33. ..11<br />

FFaac ci iinngg<br />

3.0 Maneuvers<br />

3.11 Sailing and frontage<br />

When sailing the units face one of the six hexsides and their bow<br />

is considered to be the colored band of their group.<br />

3.12 Rowing and frontage<br />

When rowing the units face one of the six hexsides and their bow<br />

is considered to be the bow(s) of the silhouettes drawn in the<br />

counter.<br />

3.13 Changing frontage<br />

Every game unit has a movement allowance expressed in MPs<br />

(movement points) which can be utilized to move on the map<br />

hexes. It will cost ONE MP to change facing (either sailing or<br />

rowing) during an action segment. Counters may change facing<br />

by one hexside at the time. Engaged units cannot change their<br />

facing, ramming procedure apart (for targeted ships). Frontage<br />

can be changed while moving or standing (see Rowing).<br />

3.14 Changing frontage in mevement and wind<br />

Into moderate winds (against the wind)<br />

- sailing Mode not allowed.<br />

- in rowing Mode always successful.<br />

Into Storm winds (against storm winds):<br />

- never allowed<br />

Downwind (in the direction the wind is blowing)<br />

- in sailing it must be checked the Maneuver roll<br />

- rowing mode always successful.<br />

Downwind during a storm:<br />

- in rowing Mode it must be checked the Maneuver roll<br />

<strong>No</strong>te : into the wind and downwind are determined by the<br />

wind direction and the frontage of the counters. The wind<br />

direction is recorded by the wind markers in map. There are<br />

six possible wind directions and they will always be three<br />

opposing and three favouring directions.<br />

33. ..22<br />

SSt taac ckki iinngg<br />

Neither stacking is allowed in Lions at Sea, nor Galley units can<br />

pass through other units. The only case in which two Galleys<br />

units may stack together is during combats (only and no more<br />

than two opponent units). Towing actions allow stacks. Single<br />

ships, leaders can freely stack with Galleys counters.<br />

33. ..33 SSeeaa CCoonnt tr rool ll<br />

This game has no ZOCs or similar controls. Units (ships) can<br />

control only hexes which are in their arc of fire (guns). They are:<br />

- the frontal one for Galleys squadrons;<br />

- the frontal (bow) and the back (stern) ones for single Galleys<br />

(Capitana, Lanterna, Kapudana, Capetana) and for the Genoese<br />

Galleys;<br />

- all six hexes around for the venetian Galleasses.<br />

33. ..44<br />

SSaai iil lli iinngg Mooddee<br />

3.41 Movement<br />

Units counters have two sides: one for sailing, one for rowing.<br />

The movement “Mode” is often by sail, while the Battle “Mode”<br />

is by rows.<br />

Each ship or group of ships have their proper movement<br />

allowance (listed below) expressed in movement points (MPs).<br />

Each sea hex can be entered at the cost of 1 MP.<br />

It costs also 1 MP to change facing in movement (by one hexside<br />

at the time). This means, i.e., that you can change up to 4<br />

hexsides with a MPs allowance of 4.<br />

3.42 Emergency at sea<br />

While sail movement into the wind is not recommended, there<br />

could be moments in which sailing units are surprised by a sudden<br />

wind direction change. Being not allowed any change of facing,<br />

the only maneuver possible is Lower Sails. To make use of oars, a<br />

sailing unit must lower the sails when activated. It costs 1 MP to

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