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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 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:

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