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By James Roach

Fleet of Battle is intended for use with fleets of between six and 20 ships per player with an optimum of a dozen or so for an evenings play. Larger battles can be fought without difficulty, but more than an evening should be set aside for such games. I always approach rules from the perspective of playability rather than historical re-enactment as I find the

The rules cover the period roughly between 600BC and 31BC. Only fleets from states with access to the Mediterranean have been considered. My personal favourite sub-periods are: The Punic Wars, Wars of the Successor States and Roman Civil Wars. Consequently, I make no apology for the fact that it is for those wars, where the five is the principle battleship, that these rules are primarily aimed.

Fleet of Battle is a set of rules largely based on the mechanisms in Brent Omans rules, Field of Battle, published by Piquet Inc. It is with Brents kind permission that they are published here. I would also like to thank Peter Jackson of the Ilkley Lads who has spent many hours play testing Fleet of Battle over the last three years and adding much to the final result.

Illustration by Christa Hook from CAM 211 - Actium 31BC Osprey Publishing Ltd.

former approach gives a better, more exciting, fun game. This is not to say that historical tactics and characteristics have been thrown out of the window, or that the resulting game does not bear resemblance to a historic naval battle, but it does mean that several fudges have been made to allow a game to flow and not get overly bogged down in minute detail.
GALLEY MODELS One of the Macedonian Gallies I use for my Fleet of Battle games. All the ship models seen in this article are from Xyston Miniatures 1:600 range, painted (using enamels) and based by Olicana Painting Services.

DAMAGE MARKER I use a pin, onto which I drop small red beads, to show hull integrity damage on my models

IDENTIFICATION COUNTER Its sometimes a little difficult knowing one 1:600 ship from the other, so I use these colourful counters to identify the fleet (Macedonian red/white), topped with the squadron letter (C) to identify my ships.

WHAT YOU NEED TO PLAY FLEET OF BATTLE Ship counters (see below) or model ships. To play these rules you will require the following:

If using 1:1200 scale models or smaller, use centimetres instead of inches. I would, for those wishing to pursue ancient naval war gaming from a standing start, recommend the ships produced by Xyston. These are 1:600. They are big enough to add crew, towers and catapults (also produced by the company), have a nice weight to them, and are not as fiddly as smaller scales in the pell-mell of an ancient naval battle.

Two fleet sequence decks (see page 93). SHIPS

A range of polyhedron dice: D4, D6, D8, D10 and D12 (preferably one set per player). To avoid confusion when reading the rules, and to affirm my pedantry on this matter, the word dice is the plural of die.

A playing area at least the size of a dining table, and preferably (but not essentially) bluish in colour.

Note: I advise against rating the training levels of individual ships within a squadron differently as this will involve ship rosters - not to mention a good memory. Galley warfare becomes a confused affair, so it is best to keep such things simple. SQUADRONS

All ships have a training level. In simple games this will be of one type per squadron. Squadron training levels should be noted. However, it is quite permissible to have different training levels for different aspects of naval warfare in one ship. The latter type of multi rating is useful for the 1st Punic War Romans, which I rate as poor rammers and rakers, veteran boarders and trained in seamanship.

Some ships mount catapults, expressed as a die type, and here is one of the historical fudges: Catapults have to be big to count in these rules. All other missilery is deemed part of, and factored into, boarding actions.

A tape measure graduated in inches (cm if using 1:1200 models). All ships, regardless of size or type, have four hull integrity points (HI) and four crew integrity points (CI). At first this might sound odd, but the tables adjust for the size of the ship, and it keeps things straightforward and simple. Hull integrity represents flotation, stability and oar power. Crew integrity

Before commencement of action all vessels must be organised into squadrons. Each squadron must have a squadron die type (D8 to D12) assigned to it and its type noted. A squadron die reflects the overall command ability within the squadron. It is quite possible for a squadron to be made up of veteran ships commanded by an abysmal (D8) leader! Squadron die are used to resolve cruising movement, rallies and any squadron morale tests.

Squadrons should ideally be four to twelve ships strong. Each squadron has its own flagship. Ships within a squadron should initially deploy as a group.




Above: Macedonian right - light ships of D & E squadrons. All ships are organised into squadrons, and I give each of my squads a letter to differentiate between them.

Left: Macedonians (red stripe, left) vs Romans (black stripe, right)


Ancients 3000BC-500

There is no set ground scale or ship scale. The rules were devised for what felt right using my 1:600 model ships. Fleets in classical times were very large, often several hundred ships strong, manned by tens of thousands. With this in mind I suggest that historical scenarios should be fought using a ratio of one model to 10 - 20 ships.


represents ship morale and the fighting strength of marines. All ships have a ramming factor (also used to rake) and a boarding factor, expressed as a die type. These are the base dice types used for combat; they are adjusted by the combat tables.

All ships also have a move rate and a maximum turn rate. Turns are carried out by pivoting the vessel on its centre point, so remember to give ships a little sea room.

A fleet must be assigned a sequence deck type. This deck of 24 cards is the key element of the rule mechanism, employed by all Piquet games. When deciding upon the type of deck, ship training levels, squadron and fleet die should be taken into account, as should historical performance. A fleet comprising abysmal ships with abysmal command that performed abysmally historically should not be assigned a veteran sequence deck. To shorten the rules for publication I have condensed them into a set of tables and sequence card. To learn the rules, print off a deck of sequence cards (you will need one for each fleet) and go through a series of initiative phases (see the game turn below). As you do, imagine that circumstances allow for actions on the sequence cards to take place, then refer to the relevant tables. RULES FORMAT AND HOW TO LEARN THEM

The squadrons form a fleet which must have a fleet die (D8 to D12) assigned to it and its type noted. The fleet die is used for initiative phase rolls. As with squadron dice, the fleet die need not bear any relationship to the quality of the ships involved - it represents the upper tier of command ability.


The side acting first turns sequence cards from his, shuffled, face down, deck one at a time, spending one initiative pip per card turned. As each card is turned the player can choose to act on the card showing or not (sometimes action is mandatory). Players must choose to act on cards by squadron and once action has moved on to the next squadron the card is dead to those squadrons which have previously used it (no back tracking). Ships within a squadron may act on a card in any order the player wishes. When the next card is turned the previous card is dead. When the player going first has spent his initiative pips, or he runs out of sequence cards (in this latter event, the player going second may only use as many initiative pips as the first player used to finish his deck), the initiative transfers to the side going second. After the initiative phase is ended the process is repeated. Note that cards showing and unused in a previous phase cannot be acted upon in the next phase.

For example: Side A is using a D12 fleet die; Side B is using a D10 fleet die. Side A rolls a 9, side B rolls a 2. The difference is 7 (9 -2 =7) so each side will get 7 initiative pips. Side A, having rolled higher, has the choice of going first or second.

Each player rolls his fleet die. The difference in the fleet dice rolls is the number of initiative pips each player may use in the initiative phase. Both sides receive the same number of initiative pips during their portion of the initiative phase but the player who rolls higher chooses to use all of his initiative pips first or second.

Game turns consist of a variable number of initiative phases. The fleet die (D8 D12 depending on fleet command quality) is used to determine the number of initiative pips in an initiative phase.



If the fleet die rolls are equal, or at the end of a complete initiative phase one player has exhausted his deck, the turn ends. All sequence cards, except for unused tactical advantage cards are returned to their decks and are reshuffled prior to the beginning of the next turn. When using the combat tables the ADJUST row gives the die type correction. Correcting a die changes its type up or down. THE COMBAT TABLES

Note: The easiest way of tracking spent pips is to turn the cards into a separate pile; that way you only need to count the cards in the pile to recap your pip expenditure. When your initiative phase has ended place the used cards into a discard pile.

For example: A D6 adjusted Up2 becomes a D10 - two types bigger (D6 D8 D10). A D6 adjusted Down1 becomes a D4 - one type smaller (D6 D4).

No die can be adjusted lower than a D4 regardless of the number of down adjustments. Any adjustments that take a die above a D12 are added as digits to the D12 result, except that 12 is the maximum result possible.

Below: Roman ship-mounted catapults cause damage to the Macedonian light squadron (including a fire).

Above: Romans attack the Macedonian centre, raking the Macedonians as they go through their line. The red beads denote HI - Hull integrety damage.

For example: A ship boards another ship on a close action card. Both ships look up their boarding die type. They both adjust their die type by the factors in the boarding table and roll their adjusted die type. A ship rams an enemy ship. The ramming ship looks up its ramming die type, adjusts it by the factors in the ramming table, and rolls the adjusted die type vs D6; a D6 is always rolled vs a ramming die.

All die rolls require another die to be rolled against them. The type of die is given in the relevant table. Except in boarding action and bow rams, where both sides roll adjusted attack die, straight opposition die are never adjusted.

A D12+3 rolling a 7 will give a result of 10 (7+3 = 10). A D12+4 rolling a 10 (10+4) will give a result of only 12, because 12 is the maximum result allowed.

For example: A D10 adjusted Up2 becomes a D12+1 (D10 D12 D12+1). A D10 adjusted Up4 becomes a D12+3 (D10 D12 D12+1 D12+2 D12+3).

Having rammed an enemy ship, rolling D12 vs D6, the result is 4 to 4. The difference is 0 and the ramming die is even. The ramming table is consulted. The result is no damage (failure to ram) and the ramming ship may withdraw 2''.

Having rammed an enemy ship, rolling D12 vs D6, the result is 1 to 4. The difference is negative and the ramming die is a natural 1 and odd. The ramming table is consulted. The ramming ship loses its ram, is holed and becomes locked with the target. I suggest that each player notes, using simple lines on paper, how he intends deploying his squadrons before they are deployed onto the playing surface. Historically, such plans were always made before battle; even for possible encounter battles the battle formation had to be prearranged. This process, considering the probable lack of terrain (coast / islands at most), will only take a few minutes and is well worth the effort. LAST THOUGHTS

Having rammed an enemy ship, rolling D12 vs D6, the result is 9 to 4. The difference is 5 and the ramming die is odd. The ramming table is consulted. The result is 2 hull integrity damage (the target is crippled), holed and the ramming ship becomes locked with the target.

For example: Having rammed an enemy ship, rolling D12 vs D6, the result is 8 to 4. The difference is 4 and the ramming die is even. The ramming table is consulted. The result is 2 hull integrity damage (the target is crippled), holed, and the ramming ship may withdraw 2''.

The tables always require a note to be taken of the odd (1, 3, 5, etc.) or even (2, 4, 6, etc.) nature of the die roll. Even is usually better than odd and a natural 1 is generally bad. It is important to note the result on a die rather than the final result - a D12+3 rolling a 3 gives a final result of 6, but it is an odd result because the die roll was 3.

The results on both dice are compared to obtain a result by counting the difference in pips. The table is then consulted for effect.

For example: Off table reserves arrive on the 3rd appearance of the special card, counting it as a cruise card at that time.

It is a good idea to keep a few spare cards after printing and put them face down into a few card sleeves. These can be special cards for use in scenarios where special conditions apply. They can be used to time the arrival of off table reserves, bad weather checks, shore batteries shoot, etc. The list of functions is almost endless and I leave precise definition and ruling to scenario designers.

To make two decks of sequence cards scan the card stock page into your computer and print it nine times. I suggest printing them onto thin card or stiff paper and the use of commercially available plastic card sleeves. Card sleeves make homemade cards durable and, more importantly, make them easy to shuffle.

The only optional rule (not written elsewhere) is for two or more squadrons that want to move together as a group on cruise cards. Peter and I allow this by rolling the lowest squadron die in the group with a Down1 adjustment, applying the result to all. If any squadron physically engages, or is engaged by, the enemy, or acts differently to the other squadrons in the group it is considered out of the group from that point on.

Below: Midway through the first turn of the battle.

Above: Turmoil on the Roman right - their flank is collapsing.

Note the pin and bead system I use on my ships to record HI damage.

The counters have been designed for easy recognition rather than historical accuracy. I suggest that they should be scanned and printed onto paper, then stuck onto foam board / balsa wood sheet with PVA glue. This will allow pins to be inserted into the correct damage box as damage occurs. Recording damage in this way reduces the need for paperwork, constant referral to rosters, and eases pressure on the memory banks a frazzled mind is the last thing that you want when relaxing after a hard day at the office. Although these rules greatly favour the aggressive player, historical tactics do work.




Once you get into it you will be hooked, I hope, into trying other games from the Piquet stable. I have been wargaming for over 30 years now, for the last ten almost exclusively using Piquet and rule sets derived out of Piquet. Other games just dont have the same level of excitement and tension. I just wish I had discovered them earlier.

I hope that you have fun with these rules as that is their raison dtre. Like all Piquet games they can seem a little complex at first, but this is largely down to Piquets novel turn structure and die adjustment mechanism; once these are mastered everything else slots into place. I have tried to keep things as simple as I can by detailing what you can do on each type of sequence card on the card itself.

I have never tried the defensive circle with bows pointing outward tactic, but it might work - even if it is boring.

The use, where numbers allow, of a second line reserve, for attack or defence, is often battle winning and the surest way of defeating a diekplus attack. However, shortened lines make you vulnerable to a periplus.

The periplus, which is basically an outflanking manoeuvre, is the simplest tactic, but can leave you vulnerable in your centre to a diekplus attack.

The diekplus, changing from line to column then breaking through the enemy before turning onto his rear, and my favoured tactic, can be devastating if the cards and initiative fall for you, but it is risky and vulnerable to the periplus.


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Vs bow at > 45

Vs beam at 45 Vs beam at > 45

1 2 3 4 1 2 3 4 QUADRIREME / SIX

Vs beam at 45

Vs stern all angles

Fleet of Battle was the winner of The Society of Ancients, Paul Morris Memorial Prize, for the most innovative new, non commercial wargaming rules in 2009.

Questions can be answered by going to: where a Q&A page has been set up.

Right: Wreckage of war (home made balsa wood wreck). The end of the first turn, and the Romans are losing - just!

Above: The Roman centre holding its own.

CARD DECK FOR ABYSMAL FLEET Flee, fire & flood Seamanship Turn Lull CARD # 3 3 6 4 4 3 0 1


DIE D10 D10 D12 D12 D8

Seasoned Veteran

Close Action Squadron Action Cruise



Tactical Advantage TOTAL CARDS: 24 SHIP DIE & CAPABILITIES Bireme (Two)

Seasoned Veteran


1 Squadron Action & 1 Tactical Advantage 2 Squadron Action & 1 Tactical Advantage 3 Squadron Action & 2 Tactical Advantage Catapults NA NA NA NA NA NA NA Move Rate 8'' 8'' 8'' 8'' 8'' 8'' 8'' 6'' 6'' 6'' Max. Turn 180 180 180 135 135 135 90 90 90 90 45

Hemiolia / Liburnian (Two) Light Trireme (Three) Trihemiolia (Three)

Ram / Rake D6 D6 D8 D8

Boarding D6 D4 D6 D8 D8 D10 D12 D8 D8

Heavy Trireme (Three) Light Quadrireme (Four)



Heavy Quadrereme (Four) Heavy Quinquireme (Five) Seven to Nine TURNS FAST SHIPS INCLINE MOVES Ten + Light Quinquereme (Five)

D12 D10 D12 D10 D10 D10

D6 (if featured) D6 (if featured) 2 x D10 D10

D12 + 2 D12 + 3

Turns may be carried out as moves (by non crippled ships) on an even cruise card die roll, or on turn cards. For ease of play, work a 135 turn as a 90 turn plus a 45 turn.

Provided ships move forward more than half rate, they may incline 2'' sideways without a change of heading. (This represents minor steerage correction by helmsmen).

Fast ships are ships that can move two or more inches faster than the slowest ship present in either fleet. Fast ships may incline at the start of a move (see below).

Use a single squadron die for all of the ships in a squadron vs D8.


Compare squadron die result with D8 result: More by 4+: 3 moves. More: 2 moves. Lose or tie: 1 move.

May Incline 2'' at the start (fast ships) or end of each move. May Back Oars at half speed (may not incline). Disabled (-3/4HI) ships may not move. Crippled (-2HI) ships move at half speed (may not incline). IF THE MOVEMENT DIE ROLL IS EVEN:

Roll a 1 on squadron die: No move

Non-crippled ships may turn instead of moving.

At contact ships may immediately ram or rake without a close action card. Ships may become unlocked and move normally.

Use Missile die Vs D6


Range is: 10'' measured from the main mast of the shooter to the main mast of the target.

Compare missile die with D6: If the missile die is more than the D6 and odd the target loses one CI. If the missile die is more than the targets roll and even the target loses one CI and is holed. If the targets D6 roll is a 1 it catches fire. Harpago: Range 4''. If the missilery roll is more than the defenders roll and even the target is dragged into contact with the shooter; the ships become locked together. Down 2 Ten + Down 1 No Change Four to six Tactical advantage Three Aphract Up 1

Circumstance Target Class



Seven to nine


Use Ramming Die vs D6 except when bow to bow at less than 45


Bow to bow ramming at less than 45: Roll ramming die vs ramming die with the initiator gaining a tactical advantage (compare die results to assess damage); otherwise roll ramming die vs D6. Compare ramming die with D6: Rolling a natural 1 on the ramming die causes the ramming ship to be holed and ram lost (a complete cock up). Any positive result causes the rammed ship to be holed. Any negative or equal result indicates failure to ram (target avoided, not enough momentum, etc). Each two pips positive difference in the ramming dies favour will cause one Hull Integrity (HI) damage.

0 to 2 HI damage on an even ramming die allows the attacking ship to withdraw 2''. 3 HI damage and an even ramming die result causes the target ship to become a wreck and the ramming ship may withdraw 2''.

Circumstance Crew Integrity Target Orientation & Circumstances Target Class RAKING



4 HI damage and an even ramming die result causes the target ship to shatter and sink and the rammer may continue to move up to a further 4'' - possibly ramming another ship. On any odd ramming die result the ships become locked together and regardless of HI damage the target will not actually sink; ships locked with holed ships with 4 HI damage are locked with wrecks. Abysmal Crippled Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Up2

-3 Recaptured Vs Bow < 45 Ten + Veteran

Five or less mounting heavy equipment -2

Seven to nine Seasoned

Vs Bow 45 Vs Stern Vs Beam < 45 Four to six Trained


Tactical advantage Full

Vs Locked Vs Crippled Three Poor

Vs Beam 45 Vs Disabled Smaller Abysmal

Vs bow or stern at 0-45 only. Use ramming die Vs D6. Adjust

Compare ramming die result with D6. Each two pips positive difference in the ramming dies favour will cause one HI loss to the target. If the ramming die is a natural 1 the ship rakes it self using the D6 result for damage assessment. If the raking die is even, and there is room to place the raking ship immediately beyond / behind the target, the attacker moves to that point, otherwise the ships become locked at the point of contact. If raking two vessels (side by side) together, rolling odd on 1st first target immediately prevents a rake on the 2nd target. The raking more than one ship simultaneously adjustment applies to both rakes. Abysmal -3 Recaptured Crippled Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Up2

Circumstance Crew Integrity Orientation Target Class


Five or less mounting heavy equipment -2

Raking more than 1 ship simultaneously Ten + Veteran


Tactical advantage Full

Seven to nine Seasoned

Four to six Trained

Vs Locked Vs Crippled Three Poor

Vs Disabled Smaller Abysmal

Restrictions BOARDING Use Boarding Die Vs Boarding Die

Captured / recaptured ships always use a flat D4 (no adjustments)

A Corvus may only engage ships that are forward of its mast.

All boarding actions are fought out (multiple rounds) using the initial boarding die until: 1. Either ship is reduced to 0 Crew Integrity (CI) at which point it is taken.

Compare boarding die with boarding die: Each two pips positive difference will cause one CI loss to the loser.

Ships may not board vessels that are two or more brackets bigger / smaller (e.g. Two vs six). Once a boarding action is declared the ships become locked together.

A ship may only declare one boarding action on a close action card and may not declare another until it is fully resolved.

Boarding action always requires a Close Action card.

2. The defender wins or ties a round of melee, in which case the boarding attempt is repelled; the defender may choose to become unlocked.

Training Circumstance Crew Integrity Own Ship


3. The attacker wins a round but his die roll is odd, at which point the action becomes ongoing and must be continued on the next Close Action card turned. Abysmal Down 2 Down 1 Poor No Change Trained Seasoned Up 1 Veteran Fleet Flag Up2

Vs 2nd + ship on the same card -3

Enemy has more towers -2

Disabled Ten or larger Results

Crippled Seven to nine


Squadron Flag Tactical advantage Corvus in 1st round. Larger than enemy ship & defending Three to four Full

Enemy Ship

Five to six

Two or smaller vs fleeting / any captured

SEAMANSHIP Use Squadron Die Vs D8 Adjust

Per two pips Squadron dice > D8 = Rally one CI or HI, or plug a hole, or put out a fire. If the leadership die result is a 1 no further leadership tests may be voluntarily taken by the squadron. Down 2 -3 Down 1 -2 No Change -1 Trained Up 1 Full Up2

Crew Integrity Hull Damage Training


Squadron Flag lost Crippled Locked no boarding action Poor

Squadron or Fleet Flag within 8''

Disabled Ongoing boarding action Abysmal

Nearest threat (mast to mast)

Up to 12''

Seasoned Over 12''



Ships losing two HI are crippled. Crippled ships move at half rate and may only turn on turn cards. Ships losing three or four HI are disabled. Disabled ships may not move, turn, ram, or rake. Ships losing four HI and holed or on fire are wrecks / treated as destroyed. They will always stay afloat if locked to another ship that is not a wreck (see wrecks below). Ships reduced to 0 CI whilst in contact with an enemy ship are captured, otherwise they flee. Ships which are captured must flee the battle zone. They may not be rallied on Leadership cards. They count as having 0 Crew Integrity but always roll an unadjusted D4 if boarded. These rules for captured ships may not be historically accurate - but they keep life simple.

Roll D6: On a result of 1 - 2 a ship allowed to sink will become a waterline wreck. Any ship wishing to pass over a waterline wreck must roll D6: On a result of 1 - 3 the ship is holed and loses one CI.

When this card is turned

1. Any ship not in an ongoing boarding action may become unlocked. 2. Any ship with a hole or fire loses one HI.


3. Any ship locked with a burning ship must test (squadron die vs D8 and win) to avoid catching fire.

4. Any squadron at 50% strength or less must test using its squadron die (with a Down 1 modifier if the squadron has no flagship) vs D8. If the D8 result is greater, each remaining ship in the squadron loses 1CI for each pip difference in the result.

5. All fleeing ships must move at their maximum rate away from the combat zone. Fleeing ships are allowed to make a turn (up to maximum arc) each time they move to avoid other ships. SEAMANSHIP Roll Squadron Die Vs D8. LULL

3. Squadrons at 50% must test morale. If the Sqd. die is less, each ship loses one CI for each pip difference in the result 4. Any ships not in an ongoing melee may unlock.

2. Ships locked with a ship on fire must test to catch fire. (Sqd. Die vs D8)

1. Ships with a hole or fire lose one HI


Per two pips Squadron Die > D8 = Rally One CI or HI, or plug hole, or put out fire. If the leadership die result is a 1 no further leadership tests may be voluntarily taken by the squadron.

The enemy may attempt to steal the initiative. The enemy may choose to gamble a Tactical Advantage card. If the friendly die is greater play continues. If the enemy die is greater a gambled Tactical Advantage card becomes a Squadron Action card, otherwise the enemy must turn 1 sequence card and may act upon it. CRUISE Roll Squadron die Vs D8 Roll 1 = No move. Win by 4+ = 3 moves. Win = 2 moves. Lose or tie = 1 move. Roll Fleet Die vs Fleet Die.

No Friendly Action.

5. Fleeing & captured ships move away from the combat area. Fleeing ships are allowed a free turn before moving. TURN

Note: Ships do not have to be within command radius to rally. CLOSE ACTION Ram, rake or board All ongoing boarding actions must be resolved. a) Ram a ship within 1'' to front (see ramming table), or

Ships must pivot on their centre point and may not end in contact with a new enemy ship.

Any non-disabled ship, may turn up to its maximum turning angle.

Any ship capable of doing so may:

c) Become locked with and board a ship within 1'' to beam or front (see boarding table). SQUADRON ACTION One Squadron may use this card as any one of the following cards: 2. Close Action 4. Seamanship 5. Shoot catapults OR 3. Turn 1. Cruise

b) Rake a ship within 1'' to front (see raking table)

LULL No Friendly Action.

If the Squadron die is even: 1. Ships (not in ongoing boarding action) may unlock and move normally. 2. Non crippled / disabled ships may use moves to turn. 3. Ships may ram or rake providing they move into contact. TACTICAL ADVANTAGE

If the Squadron die is odd or even: 1. Disabled (-3HI) may not move. 2. Crippled (-2HI) move at speed. 3. May back oars at half speed. 4. Non crippled ships may incline.

The enemy may attempt to steal the initiative. The enemy may choose to gamble a Tactical Advantage card. If the friendly die is greater play continues. If the enemy die is greater a gambled Tactical Advantage card becomes a Squadron Action card, otherwise the enemy must turn one sequence card and may act upon it. Roll Fleet Die vs Fleet Die.

2. Use immediately to shoot all catapults in the fleet. 3. Store for one of the following: a) To give an Up 2 adjustment to one die before the roll. b) To reverse odd / even of one die after the roll. c) To be gambled on a Lull card. d) Shoot catapults of one vessel.

1. Use immediately for one ship as: a) Cruise, or b) Close Action, or c) Turn, or d) Seamanship, or


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1 2 3 4 1 2 3 4 QUADRIREME Catapults QUADRIREME 1

1 2 3 4 1 2 3 4 QUADRIREME / SIX Towers

1 2 3 4 1 2 3 4 QUADRIREME / SIX

2 BIREME 3 4 1 2 3 4 1 2 3 4 BIREME 1 2 3 4


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If you cant bear to cut up your magazine, you can also download all the Fleet of Battle tables and counters from our website.

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