05.06.2013 Views

No Turkeys 2 2009 - Valgame

No Turkeys 2 2009 - Valgame

No Turkeys 2 2009 - Valgame

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 12<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 />

Units which want to rake enemies must stop their movement<br />

having the target in their Arc of Fire. These units cannot move<br />

farther for that turn. Engaged units cannot rake.<br />

Units ON FIRE cannot make rake attacks.<br />

<strong>No</strong>te: a target of a rake attack is not considered to be<br />

engaged. It can successively move away fron its position, if<br />

the owning players wants to do it.<br />

8.22 Determining the bombarding power<br />

The raking ships (a Galleys unit and single units in stack) add<br />

their Guns Strength, add also the Leader Value (if leaders are<br />

present), add a d6 result, totalling a Bombardment Value (BV).<br />

8.23 Determining the Defensive Value<br />

<strong>No</strong>w the other player determines his Defensive Value adding to<br />

its Handling Value a d6 result and the following numbers:<br />

Ship<br />

Single More<br />

Raking unit(s) in the Arc of Fire of defenders 1 3<br />

Rake Vs the defender’s stern -2 0<br />

Rake Vs the defender’s broadsides -3 -4<br />

Leader/s on the raking ships -2 -2<br />

Leader/s on the defender’s ships LV LV+1<br />

Raking unit(s) in the Arc of Fire of<br />

defenders in Line Abreast formation<br />

1 3<br />

Defender Mast down / on fire -4 -2<br />

Sailing Defender -2 -4<br />

Galleasses targets are considered as having 6 valid arc of fires.<br />

All these values are cumulative. <strong>No</strong>te that if more ships (single)<br />

are stacked the defender must choose one unit as the<br />

bombardment target and must take its HV.<br />

Examples: a single ship (HV = 4) with a leader aboard is<br />

attacked in its stern. (HV 4 + Leader value 2 + stern –2 =<br />

DV 4).<br />

Clarification: if a Galley unit is in stack with one or more<br />

single units the attacker player must choose one counter to<br />

bombard the enemies, putting this on the stack’s top.<br />

8.24 Determining the Rake effects<br />

Subtract the DV (defender) from the BV (attacker) [if the DV is a<br />

negative number this must be added, not subtracted!] to find the<br />

Rake Effectiveness value and if zero or positive go to the Rake<br />

table. If the difference has a negative number as result the Rake<br />

attack has no effects.<br />

8.25 Apply the Rake results<br />

The die roll results will be the following:<br />

NE no effect as per negative Raking Efficiency.<br />

M: target Mast down. Mast down must be intended as a crippled<br />

ship(s) result, which causes loss of movement.<br />

F: target on fire. Apply fire marker.<br />

1 or 2 structural hits: (manpower loss). Bar the proper boxes in<br />

the Player’s Logs (counter space) and upgrade the group track<br />

subtracting Manpower losses noted in the Log Boxes barred.<br />

In the case of more units in the target hex, the defender must<br />

choose which was the defending unit and apply results to it.<br />

8.26 Deadly Raking<br />

If more than one unit (in different hexes) targets an enemy unit<br />

at the same time, they can add their gun strengths and perform a<br />

single rake attack.<br />

88. ..33 RRaammmmi iinngg<br />

Ramming was a dangerous attack made hitting an enemy ship<br />

with the long bow edge of the Galleys. Although sailing ships are<br />

allowed to ram during their movement, this attack is generally<br />

performed by ships in rowing mode. Ramming can be<br />

unintentional or voluntary. Single ship must try to ram only other<br />

single ships, galley units can ram all enemies.<br />

8.31 Ships adrift and unintentional ramming<br />

A drifting unit must spend another MP in order to assume the<br />

rowing mode in the original hex, if forced to enter an hex which<br />

contains another friendly unit. If it has no MPs then an accidental<br />

ramming occurs. In this case the drifting ship becomes the<br />

“rammer” and the other ship(s) the target.<br />

A drifting unit forced to enter an hex in which there is an enemy<br />

unit becomes a ramming target (put the Ramming counter on the<br />

enemy counter).<br />

8.32 High Speed Ramming<br />

As per 3.47, a unit can overrun an enemy unit by sail movement.<br />

The enemy unit must check a Maneuver Roll and if it goes well,<br />

the ramming-unit passes by (or through) without effects and ends<br />

its move in the first hex got after its “charge”, adjacent to the<br />

failed target. If the check fails the enemy unit suffer a ramming<br />

procedure.<br />

8.33 Ramming markers<br />

When a ship enters a hex occupied by an<br />

unfriendly ship a voluntary ram takes place. Two<br />

markers are used to indicate the Ramming<br />

ship(s) and its targed. They must be placed on<br />

the Ramming Track in map, each one at the<br />

opposite<br />

edge of the<br />

track. The<br />

target ship<br />

deploys as<br />

shown in the track (right)<br />

opposing its broadside to the<br />

incoming attacker. The<br />

ramming ship goes at the<br />

other track edge, keeping<br />

itself out of the track.<br />

8.34 Ramming procedure<br />

1 – The Ramming ship(s) rolls<br />

a dice and advances in the<br />

box which shows the die-roll result.<br />

2 – In case a 5 or a 6 are rolled the Ramming occurs and the<br />

target ship is hit on its flank. This applies only for the first roll.<br />

3 – With every other die-roll result the target ship non can try a<br />

Emergency Maneuver Roll (see in the map). The target ship can<br />

have an Handling Value of 2 or of 3 and more. Roll a dice and<br />

control the proper table. If the Maneuver fails, the target ship<br />

remains with its original facing. Otherwise it changes facing<br />

deploying with its stern or bow in opposition to the incoming<br />

enemy.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!