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<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.