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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