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LES DOWNS / THE BATTLE OF THE DOWNS 1639

1. Introduction
Mille sabords is a 2 player wargame about naval battles between 1650 and 1740. This game is
meant to be played quicly while eeping a ma!imum o" notions vital at the time# such as the
line o" battle and the importance o" manoeuvre.
To play at this game# you will need a 6 sided die $1%6&.
2. Components
Map
The map represents a large body o" water on which he!agons $or he!es& are printed to
regulate movement. The scale can vary according to the scenario. 't is recommended that you
photocopy the map to allow ships to manoeuvre o"" the central map $where ships are
positioned at the start o" the scenario&. (ach scenario indicates where the additional maps may
be positioned.
)nly *cenario + uses the shallows. They are ignored "or the other scenarios.
Fleet
(ach player commands a "leet $which can group together several nationalities& divided into
,ormations. The audacity value o" this "leet represents its morale# the crews- e!perience etc.
Formation
)n the map# each ,ormation has a counter. %epending on the scenario# a ,ormation may be
composed o" one ship# a division or even a squadron. 't allows the simulations o" small battles
lie the capture o" a %utch convoy by .ean /art# as well as "ull engagements lie the /attle o"
0owesto"t where each "leet had more than a hundred ships.
The values o" a ,ormation are determined by the year and the composition o" the ,ormation.
*o# a 2
nd
rate ship in 1660 has the same values as a +rd rate ship o" 1615.
Counter
Fi!ure 1
BOW
2ationality$grey bacground3 *panish4 orange bacground3 5nited 6rovinces&
7ombat 6oints $76& 8ovement 6oints $86&
2ame
STE"N
,ront side3 ,ormation in 9ood *tate
:ear side3 ,ormation in :educed *tate
7ombat 6oints $76& 3 "rom 2 to 12. 5sed "or ,iring and /oarding.
8ovement 6oints $86& 3 "rom 4 to 7.
/acground3 )range $5nited 6rovinces&# 9rey $*panish&
1
The bow o" a ,ormation must always "ace a he! side# never a verte!.
State
The state o" a ,ormation represents the state o" its ships- hulls and sails. ; ,ormation has 5
states. ;t the beginning# a ,ormation starts the scenario in 9ood shape $counter "ace<up&.
Then# during combat# the ,ormation will successively progress through other states3
%amaged 3 ; %amaged marer is placed on the "ace<up side o" the ,ormation and its
e""ects are applied $<1 86 and <1 76&
:educed 3 The counter is "lipped and the %amaged marer is removed.
*eriously %amaged 3 ; %amaged marer is placed on the "lipped side o" the ,ormation
counter and its e""ects are applied $<1 86 and <1 76&
7olours 3 ; 7olours marer is placed on the "lipped side o" the ,ormation. 't has
struc its colours $surrendered& and cannot move or "ight $i.e. "ire or board& "or the rest
o" the game. /ut it still has an in"luence on stacing $6& and on the line o" sight $7&.
; player can never improve the state o" a ,ormation# e!cept in the campaign scenario.
Comman#er
Fi!ure $
2ationality 7ommander
2ame Talent value
(ach player has one# or several# 7ommanders. ; 7ommander can only stac with a ,ormation
o" his nationality. =ith his Talent value# he also in"luences boarding and initiative.
; commander may move "rom one ,ormation to another at the beginning o" his movement
phase i" the ,ormations are ad>acent.
'" the ,ormation on which a 7ommander is staced is reduced to the ?7olours- state# the
7ommander is removed "rom the game. @e is considered to be captured or dead "or victory
conditions.
Ot%er
The player considered to be active is the current phasing player.
'n the rules ?he!- will be used "or he!agon.
;ll roundings are made down. 5 divided by 2 gives 2.5 so 2.
=hen calculating distances# do not include the he! containing the ,ormation.
3. Sequence of play
(ach turn represents 15 minutes# enough time to "ire twice $a little more "requently at the
beginning o" the battle# and less "requently as the crews become tired& and also long enough
"or the vast ma>ority o" boarding actions to be completed within that time. $These were very
violent# and in the end# very short actions&.
2
(ach scenario is divided into several turns# each turn itsel" divided into 1 phases. The player
who wins the initiative is called 6layer 1. The other player is called 6layer 2.
1. =ind changeA'nitiative
2. 6layer 1 3
2.1 7hec command
2.2 8ove B attempt to board
+. 6layer 2 3 ,ire
4. 6layer 1 3 ,ire B board
5. 6layer 2 3
5<1 7hec command
5<2 8ove B attempt to board
6. 6layer 1 3 ,ire
7. 6layer 2 3 ,ire B board
1. Cictory chec A ;dvance the 9ame Turn 8arer
=ithin each phase# the moving# "iring and boarding is undertaen in any order wished by the
players.
4. Wind direction
=ind direction is essential "or the movement o" ,ormations. ;t the beginning o" the "irst turn#
the wind direction is indicated by the scenario and the =ind marer is placed accordingly.
Then# every + turns $starting with Turn +& during phase 1 each player rolls 1%6# the results are
added and re"erenced on the table below 3
='2% T;/0(
Die E&&e't on (in# '%an!e
2 2 he! sides clocwise
+<4 1 he! side clocwise
5<D 2o change
10<11 1 he! side anticlocwise
12 2 he! sides anticlocwise
Optional : If the players roll a double 2 or 4, the wind drops and every Formation has 1 MP
less. he !ind mar"er is flipped to the #i$ht !inds %/rise& side. On the followin$ turn any
result other than double 2 or 4 returns the wind stren$th to normal.
5. Initiative
The scenario always indicates the "irst player to have the initiative at the beginning o" the
game. Then every + turns# beginning with turn +# the players determine who will have the
initiative "or the ne!t three turns. @e will be the ne!t 6layer 1. (ach player rolls 1%6 and adds
the Talent value o" his 7ommander in 7hie"# or subtracts 2 i" the 7 in 7 has been captured or
illed. The one who has the highest total has the initiative. 'n case o" a draw# players reroll.
6. Movement
Fa'in! an# ta')in!
(ach ,ormation has a bow $see ,ormation diagram&. The bow o" a ,ormation must always
"ace a he! side# never a verte!.
)nly one ,ormation can be staced in a he!. ; ,ormation can move through another
,ormation but it must have enough 86s to move out o" this he!. '" this is not the case# the
+
,ormation may not enter the he!. ; ,ormation may not move through another ,ormation
which has grounded.
Mo*ement
(ach ,ormation has a certain number o" 8ovement 6oints $86s&. ; ,ormation is not "orced
to e!pend all its 86s during a turn but it must move at least one he! $i" possible& during its
8ovement phase. 5nused 86s may not be saved "or later turns. '" a ,ormation leaves the
map other than through its retreat edge or its Cictory )b>ective$s& edge# it is considered
eliminated "or the rest o" the game.
Fi!ure 3
Taen abac
'mpossible
/eating /eating
+ 86s + 86s
W+ND
:eaching :eaching
1 86 1 86
:unning
2 86s
8oving into a new he! costs 86s depending on the ,ormation-s position relative to the wind
direction. $,igure +&3
:unning 3 8oving into a new he! e!pends 2 86s.
:eaching 3 8oving into a new he! e!pends 1 86. This was the best wind direction "or
this ind o" rigging.
/eating 3 8oving into a new he! e!pends + 86s
Taen abac 3 The ,ormation can not move "orward. 't is only possible to rotate in the
same he! $60E& by e!pending + 86s "or each he! side.
'(ample3 a ,ormation has 6 86s and is running with the wind. 't must move at least one he!#
e!pending 2 86s. '" another ,ormation is already staced in this he!# the moving ,ormation
will have to move to another he!# e!pending 2 86s $i" it hadn-t already changed direction#
and thus "acing to the wind# in its previous move&.
C%an!e o& Dire'tion
; change o" direction can only tae place one he!side at a time.
; ,ormation must move to change direction F but changing direction does not e!pend 86s.
't moves into the new he!# tests "or any possible running aground# then changes one he! to
port or starboard i" it has not already run aground.
; ,ormation may only change direction in the same he! i"3
< it is taen abac.
< it is reaching and only has 2 86s or less.
To do that action# it must use hal" o" its remaining 86s.
4
. !ire
There are two 7ombat phases "or each player. 6hases + and 6 can only be "or ,ire and 6hases
4 and 7 are ,ire or /oarding $but never both&. *o a ,ormation can "ire a ma!imum o" twice
per turn. ,ire is never compulsory.
Fire
(ach ,ormation can only "ire once per ,ire phase. ; ,ormation can "ire its port battery# its
starboard battery or both at the same time. ; ,ormation can only "ire at one target per battery
and may not combine its 76s with another "riendly ,ormation. The line o" sight must be "ree
o" all obstacles $"riendly or enemy ,ormations# coastal he!es&. The "iring range is 1# 2 or +
he!es# never more. ;s with the ships o" that era# it is only possible to "ire "rom the port or
starboard batteries $i.e. the ship-s sides&. ,igure 4 indicates the D he!es which a ,ormation can
target.
Fi!ure ,
'(ample 3 The *anta 7lara has 5 76s and is "iring at Target ;. 'ts ,ire 6otential is 2# with a
die roll modi"ier o" G1. '" the *anta 7lara had been "iring at Target /# its ,ire 6otential would
have been 2 without any modi"ier.
Fire #etermination
The player taes hal" the actual 76s o" the "iring ,ormation $i.e. taing account o" any losses
caused by combat&. This result is the ,ormation-s ,ire 6otential.
The player rolls 1%6# adds the possible die modi"iers and immediately applies the result.
,':( T;/0(
D+E F+"E -OTENT+AL
5
1
Tar!et
A
$
Tar!et
B
. 1 $ 3 , / 6
1 or 0 0 0 0 0 0 0 0
. 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0
$ 0 0 0 0 0 0 1
3 0 0 0 0 0 1 1
, 0 0 1 1 1 1 1
/ 0 1 1 1 1 1 2
6 1 1 1 1 2 2 2
1 or 2 1 1 1 2 2 2 +
Mo#i&ier
G 1 i" the target ,ormation is 1 he! away.
G 2 i" the target ,ormation is 1 he! away an# i" its bow or stern is being targeted $raing "ire&.
<1 i" the target ,ormation is + he!es away.
"eult
The result shows the number o" *tates lost by the ,ormation.
". #oardin$
Boar#in! attempt
%uring phase 2<2 or 5<2# the active player can try to board an enemy ,ormation $the ?boarded-
,ormation& ad>acent to one or several o" his ,ormations $the ?boarding- ,ormation&. @e rolls
1%6 "or each boarding ,ormation.
Die roll "eult
) to 4 ,ailed
* or more *ucceeded
%ie roll modi"iers "or boarding attempts3
G1 i" a ,ormation is trying to board a ,ormation which has a /oarding $+borda$e& marer on
it.
G1 i" the boarding ,ormation is ad>acent to the bow or stern o" the boarded ,ormation.
<1 i" the wind marer is on its ?0ight- $,rise& side.
'" the attempt succeeds# a /oarding marer is placed between the 2 ,ormations. /oth players
resolve the boarding attempt in 6hase 4 or 7.
'" the attempt "ails# the boarding ,ormation cannot move "or the rest o" the turn.
; ,ormation can have a ma!imum o" + /oarding marers placed on it.
E&&e't
; ,ormation which has a /oarding marer can not move and must resolve the boarding
combat during phases 4 and 7 $it may only board and not "ire&. 't cannot "ire during phases +
and 6.
The boarding continues "rom turn to turn until one o" the ,ormations stries its 7olours or
until one player succeeds in disengaging.
Dien!a!in!
6
%uring phases 2<2 or 5<2# the active player may try to disengage "rom an enemy ,ormation i"
the "riendly ,ormation has at least 1 86 le"t and i" the player rolls a 5 or 6 on a 1%6. The
/oarding marer is then removed. ;"ter each success"ul %isengagement# the player may then
attempt to remove another /oarding marer. '" an attempt to %isengage "ails# the ,ormation-s
movement "or the turn is ended. ; ,ormation which has no /oarding marers remaining can
move and "ight normally.
Boar#in! #etermination
The attacer sums the 76s o" all his attacing ,ormations involved in the boarding o" one
de"ending ,ormation. Then both players establish the 7ombat ratio by dividing the attacing
76s by the de"ending 76s $always rounded in "avour o" the de"ender&.
The attacer rolls 1%6# adds or removes the modi"iers and immediately applies the result.
Cumulati*e mo#i&ier
-ombat ratio3
+A1 or more 3 G+
2A1 3 G2
1.5A1 3 G1
1A1 3 0
1A2 3 <1
1A+ or less 3 <2
+uda.ity:
G ;ttacer-s audacity
< %e"ender-s audacity
alent:
G Talent o" the attacing commander $i" present on one o" the attacing ,ormations&
< Talent o" the de"ending commander $i" present on the de"ending ,ormation&
/);:%'29 T;/0(
Modified die /efender +tta."er%s&
<4 or less 0 4
<+ to <2 0 +
<1 to 0 0 2
1 to 2 1 1
+ to 4 2 1
5 to 6 2 0
7 to D + 0
10 or more 4 0
"eult
The result shows the number o" *tates lost by each side. The attacing player may split the
losses between his attacing ,ormations as he wishes. 't may be that ships "rom both sides
pass into the 7olours state $surrendered, or the ship is no lon$er able to fi$ht or manoeuvre&
at the same time.
7
%. Command
in 1012, the style of .ommand and the types of ships were very different between on the one
hand 3pain, with its enormous $alleons, and on the other hand the 4nited Provin.es and their
swifter vessels with a shallower draft.
,or the *panish ,leet
< this "leet su""ers a <1 %:8 on its initiative rolls
< ; *panish ,ormation is in command i" it is within a ma!imum o" 2 he!es o" its
commander.
,or the 5nited 6rovinces ,leet
< ; ,ormation is in command i" it is within a ma!imum o" 2 he!es o" a commander or
within 2 he!es o" a ,ormation which is itsel" in command.
%uring phases 2<1 or 5<1# the active player checs to see i" his ships are in command 3
'" a ,ormation is commanded# it can move and "ire normally.
)therwise# "or each non<commanded ,ormation the player rolls 1%6 and checs on the
7ommand Table "or the e""ects# which are immediately applied.
(!ception 3 *hips with a /oarding marer are considered as in command $they can only
continue boarding or try to disengage "rom it&.
7)88;2% T;/0(
"eult 31D6 2 Mo#i&ier4 E&&e't
1 or less (*7;6( 3 the ,ormation must e!it the map by the nearest side.
't can neither "ire nor board.
2<+ 7)2,5*')2 3 the ,ormation can only mae a 1 he! move and
it can only "ire during phase 4 or 7. 't cannot board.
4<5 2):8;0 3 The ,ormation can move and "ire normally.
6 or more ;TT;7H 3 the ,ormation moves normally and must try to
board the nearest enemy ,ormation within a ma!imum range o"
+ he!es. 't may only "ire in 6hase + or 6. '" it cannot attempt to
board# it may move and "ire as normal.
8odi"iers3
< GA< ;udacity o" the "leet
< <2 i" the commander has been withdrawn "rom the game.
< <1 i" the ,ormation already has an (scape marer on it.
The relevant marers are placed on the ,ormation. 't eeps the marer on until the ne!t
command phase# during which i" it is still not in command it tests again on the table above.
1&. !ires'ips
+ fireship was a ship full of e(plosives or inflammable materials and sailed dire.tly at enemy
ships to set them on fire. 5ery often it was an old and rather small ship whi.h was turned into
a fireship and manoeuvred by a few sailors who would 6 all $oin$ well 6 es.ape in a small
boat before the fireship e(ploded..
; ,ireship ,ormation has only + *tates $9ood# %amaged# 7olours&.
1
%uring his 8ovement phase# a player may decide to set a ,ireship ,ormation on "ire. @e then
"lips the ,ireship ,ormation to its ?)n ,ire- $Feu& side. The ,ireship ,ormation-s counter
cannot be returned to its normal side. ,rom now on# the ,ormation can not change direction.
;t the owning player-s ne!t ,ire phase# i" the burning ,ireship is ad>acent to one or more
,ormations $"riendly or enemy&# the player must choose a target amongst them. @e rolls 1%6
and applies the results to the target be"ore removing the ,ireship ,ormation "rom play.
,':(*@'6 T;/0(
Die E&&e't
1<2<+ The ,ireship ,ormation is eliminated. 2o e""ect.
4 The ,ireship ,ormation is eliminated. The targeted ,ormation drops 1 *tate.
5 The ,ireship ,ormation is eliminated. The targeted ,ormation drops 2 *tates.
6 The ,ireship ,ormation is eliminated. The targeted ,ormation drops + *tates.
'" the ,ireship ,ormation wasn-t ad>acent to any ,ormation# it is removed "rom play.
11. S'allo(s
,ormations which move through shallows $haut7fonds& may possibly run aground. =henever
a ,ormation moves into a shallows he!# and be"ore any possible change in direction# roll 1%6
on the 9rounding table3
9:)52%'29 T;/0(
+nitial M- / 6 1
5roun#e# i& 1# 2# + 1# 2 1
9rounded ,ormations may no longer move or change direction# but may still "ight $"ire or
board&. 't "ollows the normal command rules# e!cept that it cannot move. 6lace an ?;ground-
$8.hou9& marer on grounded ships to indicate this status.
(ach turn# during his movement phase# a player with a grounded ,ormation may decide to try
to re"loat the ,ormation. @e rolls 1%6 3
:(,0);T'29 T;/0(
Current M- 3 or 0 , an# / 6 an# 1
"e&loate# i& 1 1# 2 1# 2# +
T%e re&loate# Formation ma6 t%en mo*e an# &i!%t normall67
12. )ictory
;t the end o" each turn# players chec i" an ;utomatic Cictory has been reached# depending
on the scenario being played. '" no one has won# the Turn 8arer is advanced one space on
the Turn :ecord Trac.
;t the end o" the scenario# players chec who is the winner.
D
Thans to ;rnaud %elaunay# 0aurent 7losier and ,lorent 8aisonneuve. Thans to 6ierre<
Ives :iou "or his recent# but total# involvement in this pro>ect. (nglish translation by ,lorent
7oupeau and ;ngus 7lare.
; complete "ollow<up on the =ar o" the 0eague o" ;ugsbourg will soon be published by
@e!asim www.he!asim."r .
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