Trierarch Rules for naval warfare in the Classical era ------------------------------------------------------- Note: The rules are based on DBA and except as noted below conform to their systems. Measurement: All measurements in the rules are expres- sed in "ship lengths" (abreviated as SL). We use 1 cm per SL but any figure will do so long as it is applied consistently. Be warned even small variations can have a major effect! ------------------------------------------------------- Unit types and quality There are four types of unit, all use a base 4 SL wide by 4 SL deep. Type : Representation Basic points cost Rammers : 2 galley models in line ahead 2 Boarders : 3 galley models in line abreast 2 Boats : 4 or more smaller vessels in a gaggle 1.5 Leviathans: 1 extra large galley 3 Any type of unit may be designated as being of above or below average fighting quality by between 1 and 5 grades. When this is the case two dice are rolled during combat, the first is a normal combat die, the second determines whether 1 should be added or subtracted from the score on the first. If the score on the second die is less than or equal to the quality grading then 1 is subtracted (for below average units) or added (for above average) from the score on the first die. The basic cost of a unit is increased/decreased by 10% per grade above or below average. eg; A rammer 3 grades above average would cost 2.6 points, a Leviathan 1 grade below average would cost 2.7 points. ------------------------------------------------------- Movement Distances for movement are as follows; Rammers 10 SL Boarders 7.5 SL Boats 6.5 SL Leviathans 6.5 SL Movement is exactly as for DBA except that - All turns must be by wheeling. - Any unit or group of units that moved forward last turn will continue straight forward at full speed if no PIP is expended on them. They will stop on encountering any obstacle and may finish their move with a wheel to contact if the obstacle encountered is an enemy unit. - Groups of units may move backwards at half speed (costs one more PIP than a normal move). ------------------------------------------------------- Combat ------ Combat factor Boarders : +3 Rammers : +3 Boats : +2 Leviathans: +4 Rear support factors +1 Rammers supported by a second rank of Rammers. +1 Boarders, Boats or Leviathans supported by a second rank of Boarders or Boats, but not when facing Rammers. Overlaps Overlaps are disregarded in combats where a Rammer has just moved into contact. Flank and rear contacts count as normal. Combat outcomes --------------- Result if beaten but not doubled Boarders : Destroyed by Rammers which moved into & Boats contact, otherwise recoil. Rammers : Destroyed by Boarders, Rammers and Boats. Leviathans : Recoil. If doubled All types : Destroyed Pursuit Rammers which destroy their opponents in combat will pursue for two base depths (i.e. 8 SL).