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Salamis ad Actium

Summary of Contents

INTRODUCTION: Scales; Die Rolling Conventions; Base Sizes; Damage; The Turn ConceptCrew and Command Quality; Fighting Oars; Making Terrain

SETTING UP THE GAME: Fleet Organisation; Command and Control; Generating Crew and Command Quality; How to generate a Playing Area; The Wind; Sea State; Sheltered Waters; Game Set Up; Off Table Forces; Tides and Currents;The Crew Test

SOME THOUGHTS ON DIVINE INTERVENTION: Libations – Use of Magic during the Game

ACTION AND INTERMEDIATE PHASES: Turn Cards; Special Rule for Initial Movement; The Action Phase; Seizing Tactical Initiative; The Intermediate Phase

MOVEMENT: The Effect of loss of oars; Turning; Pivoting; Special Movement; The Effect of Sea State on movement under oars; Terrain effects on movement; Overloaded ships; Movement under sail; The Effect of Wind Strength on Sailing Ships; Drifting; Collisions; Sinking Ships; Carrying Additional Oarsmen

SHOOTING: Archers; Ballistae; Shooting Modifiers; Rolling for Casualties; Cataphract and Parablemata; Heavy War Engines; Fortifications; Incendiary Missiles

RAMMING AND RAKING: Attack Aspect; Bow Rams; Determining the effect of a ram; Special Effects of Ram Damage; Oar Rakes

BOARDING ACTIONS: Starting a Boarding Action; Resolving the Combat; Unresolved Actions; Casualties; Capture of Enemy Vessels (Prize Crews)

SPECIAL WEAPONS AND TACTICS: Rhodian Fire Pots; “Greek Fire”; “Biological Weapons”; “Corvus”; “Ferrea Manus”; Roman Polearms; Capsize Attacks

ACTIONS IN THE INTERMEDIATE PHASE: Damage due to Weather; Morale; Lost Battles – Deciding the Victors; Crew Transfers; Repairs, Fires and “Bees”; Admiral Casualties; Changing Weather

FLEET LISTS: Egyptian and Sea Peoples (2000-1000BC); Greek and Phoenician (700-500BC); Greek and Persian (500-400BC); Greek, Persian, Macedonian and Phoenician (400-300BC); Carthaginian (350-146BC); Republican Rome (250-50BC); Early Imperial Roman (50BC-150AD); Later Roman (150-500AD); “Barbarian” Fleets (100BC-400AD); Byzantine (500-900AD); Islamic (600-900AD); Viking and Saxon (400-900AD); The Vessels of the Ancient Galley Age

CAMPAIGN RULES: Campaign Areas; Ports; Fleets; Supply; Movement; Perilous Routes; Naval Battles; Quick Battle Resolution; Fleet Reorganisation; Hull Repairs; Replacements; Random Events; Sequence of Play in a Campaign

A CHRONOLOGY OF NAVAL ENGAGEMENTS

SHIP DATA: Notes on Ship Data; Exchanging Troops and Equipment; Stout Hull, Weak Hull, Parablemata

POINTS VALUES

This page last updated on 15/07/2006