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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 11<br />
5.0 Wind<br />
Wind has one attribute: Direction. Direction is from one of the six<br />
Compass points provided in map. Direction affects movement.<br />
Wind (at start) is recorded in the scenario rules and must be<br />
checked every turn (Wind Chit). Check the Compass in map (for<br />
the wind direction). Every player can put wind markers (arrows)<br />
near the units in map in order to have a closer sight of the wind<br />
direction.<br />
To be into the wind (against) or downwind (wind in stern) is<br />
determined by the wind direction and the frontage of the<br />
counters. There are six possible wind directions and they will<br />
always be three opposing and three favouring directions.<br />
6.0 Special Movements<br />
66. ..11 TToowwi iinngg<br />
ddaammaaggeedd sshhi iippss aanndd GGaal lll lleeaasssseess<br />
Prohibited under Storms, this is a special movement which may<br />
be performed by Galley units (more ships) helping damaged or<br />
slower single ships as the Galleasses. In this case the players can<br />
organize one stack with the two units involved and put a Towing<br />
Marker on it. The Stack will move with the Galleys Unit<br />
allowance (towing ships, being the single ship the towed unit)<br />
less 2 MPs.<br />
66. ..22 Leeaaddeer L r Moovvee<br />
When this Chit is drawn the players nay relocate their leaders in<br />
other units of the same Group provided the group is lined astern<br />
(see 2.32) or in battle line (lined abreast).<br />
7.0 Leaders<br />
Admirals, officers in overall command of a fleet or of a part of it<br />
(division wing or group). They can command the whole fleet or a<br />
single group (division) in the same moment.<br />
Captains: officers who commands a division of ships.<br />
77. ..11 Whheer ree aar ree Leeaaddeer L rss??<br />
Leaders are not in map. They must be deployed in the Player’s<br />
Logs on a proper space which represents one of the counters in<br />
map. Players may arrange them as wanted but one Leader<br />
(whatever) must always be present, if possible, in the group’s<br />
leading ships (es. a Capitana). Leaders can change their position<br />
when the Leader Move chit is drawn. If no leader can be in a<br />
Capitana unit, then the group becomes automatically LMA. There<br />
is no limit to the number of Leaders who can be present in a<br />
counter space.<br />
77. ..22 Leeaaddeer L rss aanndd aac ct ti iioonnss<br />
The presence of a Leader do not have any impact on Maneuvers.<br />
Leader counters bear their names and an Efficiency Rating which<br />
can be useful in combats. Leaders can be captured or lost in<br />
combats. This will count to determine Victory conditions. So stalk<br />
the Leaders!<br />
77. ..33 Leeaaddeer L rss Loosssseess L<br />
Leaders can die during rake attacks or boardings. They can also<br />
be captured during grappling/boarding attacks. The aftermath<br />
will be the same as actually there was an inclination to kill<br />
prisoner leaders, to cut their heads and to throw the “trophy”<br />
inside the opponents ships. A Group/Division remained without<br />
any Leader, immediately loses 10 MNP points on its track.<br />
7.31 Leader’s Elimination Check procedure<br />
During a rake or boarding attack the players must declare if<br />
leaders are present (on the counters involved,<br />
in the proper space of the Player’s Log.<br />
The Leader’s owning Player rolls a dice, if he<br />
gets a 5 or a 6 the leader is recognized and<br />
targeted by the enemy. On a 1–4 there is a <strong>No</strong><br />
Effect result. The leader is allowed to remain<br />
in his space. With 5 and 6 results a second check is needed: if the<br />
result is 1 – 2 the Leader escapes the capture; if the result is 3 or<br />
4 the Leader is wounded and removed from play; if the result is 5<br />
or 6 the Leader is captured or eliminated, removed from play<br />
(and awards VPs to the enemy Player).<br />
If the unit is captured and the leader escape, displace him in an<br />
adjacent unit of his own formation. If none he is lost.<br />
7.32 Eliminating Admirals<br />
In Lions at Sea the actual Admirals command only a wing of the<br />
whole Fleet present at Lepanto. If Admirals (Bragadin and<br />
Shoraq) are wounded / captured / eliminated the play will<br />
normally continue.<br />
8.0 Combats<br />
All combats between opposing units occurs during the combat<br />
segments. Only adjacent combat units may be bombarded<br />
(boarding and ramming happen in the same hex). The attacker<br />
conducts a series of attacks in the order he desires. Attacks are<br />
resolved one at a time, and their results fully applied before<br />
proceeding with the next attack.<br />
88. ..11 BBaat tt tl llee Li Liinneess<br />
Attacking ships or groups can take some advantage to maneuver<br />
in a battle line formation called Line Abreast. At least 3 counters<br />
(allowed 2 galleys units and no more than one single ship), of a<br />
given squadron, must be lined up, flank-to-flank, connected by<br />
their broadsides (flank hexes), like an “infantry continuous line”.<br />
There is some specific rule for this formation and its efficacy and<br />
usage arise from play. Each rake attack, which begins from a<br />
Line abreast formation (already deployed before moving) will<br />
have some advantages. See after.<br />
88. ..22 RRaakkee AAt tt taac ckkss<br />
Rake attacks (bombardments at close range) can be made against<br />
adjacent enemy units provided they are in the Arc of Fire of the<br />
bombarding unit. Only rowing mode allows rake attacks.<br />
8.21 Arc of Fire<br />
Units (ships) can bombard only hexes which are in their arc of<br />
fire (guns). They are: