Armada: The War With Spain 1585-1604
Armada: The War With Spain 1585-1604 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 General Course of Play
- 3.0 Game Equipment
- 4.0 Sequence of Play
- 5.0 Construction, Repair, and Deactivation
- 6.0 Naval Movement
- 7.0 Naval Combat
- 8.0 Land Movement
- 8.1 Restrictions on Land Movement
- 8.2 National Limitations
- 8.2.1 English Restrictions
- 8.2.2 Spanish Restrictions
- 8.2.3 Dutch Restrictions
- 8.2.4 German Restrictions
- 8.2.5 French Catholic and Huguenot Restrictions
- 8.2.6 Irish and Scottish Restrictions
- 8.2.7 English Restrictions re Scotland
- 8.2.8 Entry into France
- 8.2.9 Movement Restrictions in France and Spain
- 9.0 Land Combat
- 10.0 Siege
- 11.0 Finances
- 12.0 Munitions and Victuals
- 13.0 Leaders
- 13.1 Restrictions on Leaders
- 13.1.1 Land and Naval Leaders
- 13.1.2 Leyva (Spain)
- 13.1.3 Naval Combat Naval Leader Restrictions
- 13.1.4 Senior Leaders
- 13.1.5 Multiple Land Leaders
- 13.1.6 Assignment of Naval Leaders
- 13.1.7 Disposition of Land Leader When All Units Are Eliminated
- 13.1.8 Naval Leaders' Movement Allowance
- 13.1.9 Optional Land Leader Combat Effect
- 13.2 Santa Cruz
- 13.1 Restrictions on Leaders
- 14.0 Winter Turns
- 15.0 Political Events
- 16.0 Victory Conditions
- 17.0 Additional Rules
- 18.0 Naval Combat and Interception Extended Example
- 19.0 Player's Notes
1.0 Introduction
1.1 Historical Background
A. Armada is a grand strategic simulation of the two critical years in the Anglo-Spanish conflict that raged into the opening years of the seventeenth century. Emphasis is placed on the financial planning that was concomitant to any campaign. Both sides, but especially the Spanish, have substantial resources. However, just as in the historical situation, each side must carefully plan a cost-efficient strategy.
B. Though the years 1587 and 1588 saw overt Spanish hostility aimed primarily at the English, the conflict was actually much larger in scope and much of Western Europe, directly or indirectly, was involved. Armada simulates this political situation, providing each side with the full range of options available to Philip I of Spain and Elizabeth of England.
1.2 Abbreviations
| Abbr | Explanation | Abbr | Explanation |
|---|---|---|---|
| DRM | Die Roll Modification | SP | Strength Point |
| MA | Movement Allowance | TRT | Turn Record Track |
| MP | Movement Point | VP | Victory Point |
| MuP | Munitions Point |
2.0 General Course of Play
2.1 How to Play the Game
A. Armada is a two-player game. Each game consists of seventeen turns. The English control the English and Dutch forces, as well as the Loyal Irish, Protestant Scots, and Huguenots. The Spanish control the Spanish forces, including Italian, Walloon, Burgundian, and German units. The Spanish may also control Rebel Irish, Catholic Scots, English Catholic, and French Catholic units if they are brought into play.
B. After deciding which side each to play, the players deploy their playing pieces (units) on the map. Land units begin on the map, but naval units are initially deployed on the Activation Tracks. Each Activation Track corresponds to a city or area on the map. Units on Activation Tracks are being constructed or mothballed at the city or area corresponding to their track.
2nd Edition: For a more interesting game, keep the Activation and Treasury Tracks hidden from your opponent.
C. At the beginning of the turn, each side may begin construction of new units by placing them on Activation Tracks and continue the construction of units by advancing them along these tracks. After a unit reaches the end of an Activation Track, it is placed in the city or area corresponding to the track on the map.
A. After this, the English move and attack with their naval units. When a naval unit moves on the high seas, the owner must determine what effect the winds and weather have on the unit.
B. After the English finish with their naval units, the Spanish does so with theirs. When one side is moving its naval units, the other can try to intercept. Moving naval units may also embark and transport land units.
C. After naval movement and combat is over, the English may move and attack with their land units. Defending units may postpone combat for a turn by undergoing siege. Siege increases the defensive ability of a unit, but ties it down in a hex for as long as the siege lasts, and may make it vulnerable to being starved out.
D. After the English have moved and attacked with land units, the Spanish do so with theirs. Upon completion of land movement and combat, both sides must expend ducats (money) to maintain their units, and to purchase supplies for their naval units.
E. Naval units in a port must be victualled (issued rations). If on a friendly coastline, rations may be purchased on a turn-to-turn basis. However, naval units on the high sea must stock provisions on board.
2nd Edition: Victuals are eliminated.
F. At the end of a turn, each side may mothball naval units to avoid having to pay maintenance costs on subsequent turns.
G. After one turn has been completed, the players begin another. Once seventeen turns have been executed, the game is over and each side determines how many Victory Points (VPs) it has obtained in the course of the game. VPs are awarded for taking territory, destroying enemy naval units, and for intervening in the French Civil War. The difference in VPs determines the winner and level of victory.
2.2 Setting Up for Play
A. Before the game begins, both sides deploy their units on the map. First, punch out all the naval units. Some naval units have four-digit numbers at the top of their counters; place them on the Activation Tracks corresponding to the hexes in which they were placed, in the 2-box of the appropriate Activation Track.
Example: Naval units with 2114 at the top of their counters will begin in the 2-box of the London Activation Track.
B. After this is done, punch out all land units and leaders. Place land units and leaders with four-digit numbers along the top of their counters on the map in the hexes corresponding to these numbers. Land units and leaders do begin the game directly on the map. Exception: French units (15.1).
C. All naval and land units without four-digit numbers do not begin the game on the map. They come into play during the course of the game instead, as outlined in the following rules.
D. Finally, place all Munitions Markers on the Munitions Track, all Treasury markers on the Treasury Track, and the Turn Record marker on the Turn Record Track (TRT).
E. Before play starts, each side consults the Income Table to determine the number of ducats with which each will begin the game. Move the Treasury markers to reflect this income.
3.0 Game Equipment
3.1 The Map
3.1.1 Features
A. The 22" x 33" map portrays Western Europe in the late sixteenth century. Besides the political boundaries normally found on a map, religious boundaries have been included. These divided the population more significantly than any political demarcation lines. A numbered hexagonal grid has been superimposed on the map to regulate movement and combat.
B. Cities are hexes containing a name (such as Malaga) and two numbers separated by a slash. The first number is the Victory Point Value (16.2) of the city, and the second is its Activation Value (5.25).
C. Ports are coastal city hexes containing port symbols (anchors).
D. Fortresses are cities containing fortress symbols.
E. Cities containing both a port and fortress symbol are fortress ports, having the characteristics of both ports and fortresses.
3.1.2 Map Errata
A. As a result of a printing error, the port symbol that should be in hex 2025 (Bordeaux) was inadvertently placed in hex 2426 (Toulouse). Bordeaux is a port; Toulouse is not a port.
B. The port symbol on hexside 2213/2214 refers to London; London is a port.
C. The Activation Values for Corunna (1027) and Santander (1728) are 10 rather than the printed values.
D. The small sea area composed of hexes 0525 through 0526 and hexes 0623 through 0626 is part of a larger sea area which also includes hexes 0716 through 0724 and hexes 0815 through 0824. The Prevailing Winds in this area are southerly. The printed sea area boundaries are incorrect.
3.2 The Playing Pieces
The counters represent the land and naval units and leaders of opposing English and Spanish sides, as well as loyal and rebel forces of various nationalities, which may enter the game under certain circumstances. Other counters are used to keep track of the turn sequence, consumption of supplies, and the expenditure of ducats.
3.2.1 Full and Reduced Strength
A. Some ship counters are printed on both the front and back. The larger numbers represent values of the unit at full strength (front). The reverse represents that same unit at reduced strength.
B. Some land unit counters (those representing the most elite, veteran troops) are also back-printed with reduced values, but most land units are printed only on the front. Unit counters with reduced values on the reverse are those capable of incurring losses in combat or storm without immediately being totally eliminated. Flip such counters over to show their reduced values; they are considered to have two steps. All other units have one step and are immediately eliminated when they incur a loss.
3.2.2 Naval Unit Types
The numbers and symbols on the various types of sample units which follow are labeled to indicate their meanings.
A. Naval units with a single dark stripe across the lower portion of the unit counter are Shallow-Draft naval units.
B. Units with dark stripes across the upper and lower portions of the unit counter are Oared naval units. All Oared naval units are also Shallow-Draft units.
C. All units without dark stripes are Deep-Draft Sailing units.
Historical Note: Deep-Draft units represent purpose built warships and larger merchant ships converted to warships. Shallow-Draft units represent smaller merchant ships that are meant to fight defensively or against other small armed merchant ships with similar short-ranged guns. This is why in the rules Deep-Draft and Shallow-Draft units cannot easily operate together, and why Shallow-Draft ships cannot carry land units.
3.2.2.1 Sample Naval Unit
Front / Reverse (counter illustration; see the printed counter sheet)
3.2.2.2 Naval Units
Front / Reverse (counter illustrations) for: Deep-Draft Sail (Spanish); Deep-Draft Sail (English); Treasure Fleet (Spanish); Shallow-Draft Oared (Spanish); Shallow-Draft Sail (Spanish); Shallow-Draft Sail (English); Invasion Barge, Shallow-Draft, Oared (Spanish).
3.2.3 Unit Characteristics
A. Combat Strength is the relative strength of a unit when involved in combat. Naval units may be involved only in naval combat, and land units only in land combat.
B. Movement Allowance (MA) is the number of hexes a unit may move through during a Movement Segment, modified by terrain, wind, and other factors.
C. Leader Bonus is the Combat Strength that a leader can provide to combat units with which it is stacked.
D. Transport Capacity is the total land Combat Strength of land units that a naval unit can transport at one time.
E. Maintenance Multiple is a value from which the maintenance and construction costs of a naval unit can be calculated.
F. Location Hex is somewhat different for land units and leaders than naval units. For land units and leaders, it is the hex where the unit is initially deployed. For naval units, it is the hex corresponding to the Activation Track on which the unit begins the game.
3.2.4 Land and Leader Units
3.2.4.1 Sample Land Unit
Front / Reverse (counter illustration).
3.2.4.2 Sample Leader Unit
Front / Reverse (counter illustration).
3.2.4.3 Other Land and Leader Units
Counter illustrations for: Land Unit; Land Leader; Land/Sea Leader; Senior Naval Leader; Naval Leader.
3.2.5 Markers
Counter illustrations for: Treasury Track; Munitions Track; Fleet or Armada Victuals Track (not used in 2nd Edition); Game-Turn.
3.2.6 Counter Errata
A. The Walloon (Spanish) Barges (0-20-10 units) should have two dark stripes indicating that they are Shallow-Draft Oared naval units. On some counter sheets, these units have the appropriate stripes; on others, they are bereft of any stripes.
B. Although Victual Markers are provided with Armada, they are not used in the 2nd Edition rules. Ignore them.
3.3 Charts and Displays
3.3.1 In General
Various visual aids are provided with the game to simplify and illustrate certain game functions. The charts, tables, and displays are printed either in the body of the rules or printed on the map. The uses of these graphic aids are explained the appropriate rules sections.
3.3.2 Errata
A. On the Terrain Key, the values in the city hex should be identified as the Victory Point Value to the left of the slash, and the Activation Value to the right of the slash.
B. What is identified as an all sea hex on the Terrain Key should be identified as a high seas hex.
C. On the Terrain Key, the word Impassable is spelled incorrectly.
D. There should be a seventeenth turn at the end of the TRT. This is the Winter 1588/1589 turn.
3.4 Game Equipment Inventory
A. A complete game of Armada includes the following items.
- One 22" x 33" map
- One rules booklet
- One set of die-cut counters (200 pieces)
B. The following items are included in the boxed edition of the game:
- An expanded version of the historical article on the first Armada, which appeared originally in Strategy & Tactics #72
- Two dice
- One counter display sheet
C. One game box and counter tray.
4.0 Sequence of Play
4.1 The Turn
A. Armada is played in a series of turns. Each turn is divided into a number of phases, and most phases are further subdivided into segments.
B. During the first and last phases (the Joint Activation Phase and the Joint Administrative Phase) the players take action simultaneously, as outlined in the Sequence of Play and in the rules that follow. During the Naval and Land Phases, both sides take action sequentially, with the English taking action before the Spanish. During these Phases, the side taking action is the phasing side and the other is the non-phasing side.
C. During a given phase or segment, the actions may occur only as specifically allowed in that phase or segment. Thus, movement of land units may occur only during a Land Movement Segment and never, for instance, during the Joint Activation Phase.
4.2 Sequence Outline
4.2.1 Joint Activation Phase
A. Both sides perform actions simultaneously in this phase.
B. Advance units on the Activation Tracks by one box each. Units which begin the phase in the 1-box of an Activation Track may be placed on the map.
C. Initiate the construction or repair of units, and place these units on the Activation Tracks.
D. Purchase munition points (MuPs) in this phase.
2nd Edition: Acquisition Phase deleted.
E. Both sides receive income during winter turns.
4.2.2 Naval Phase
4.2.2.1 English Naval Movement Segment
A. The English may move any or all of the naval units under their control.
B. The Spanish may attempt to intercept moving English units.
4.2.2.2 English Naval Combat Segment
A. Spanish naval units which successfully intercepted moving English units execute attacks against the English units.
B. Next, English naval units may attack Spanish naval units.
4.2.2.3 Spanish Naval Movement Segment
A. The Spanish may move any or all of the naval units under their control.
B. The English may attempt to intercept moving Spanish units.
4.2.2.4 Spanish Naval Combat Segment
A. English naval units which successfully intercepted Spanish moving units execute attacks against the Spanish units.
B. Next, Spanish naval units may attack English naval units.
4.2.3 Land Phase
Note: the source prints the Land Phase segment numbers as 4.2.2.1 to 4.2.2.6 (and the Acquisition Segment as 4.2.2.2); they are kept as printed.
4.2.2.1 English Land Movement Segment
The English may move any or all land units under their control.
4.2.2.2 English Attrition Segment
On winter turns only, the English must determine whether the land units they moved are subject to attrition.
4.2.2.3 English Land Combat Segment
The English resolve combat per the rules for land combat.
4.2.2.4 Spanish Land Movement Segment
The Spanish may move any or all land units under their control.
4.2.2.5 Spanish Attrition Segment
On winter turns only, the Spanish must determine whether the land units they moved are subject to attrition.
4.2.2.6 Spanish Land Combat Segment
The Spanish resolve combat per the rules for land combat.
4.2.4 Joint Administrative Phase
4.2.4.1 Maintenance Segment
Pay maintenance costs for each unit on the map.
4.2.2.2 Acquisition Segment
Purchase Munitions Points (MuPs) and Victuals for fleets or armadas.
2nd Edition: This segment is deleted.
4.2.4.3 Deactivation Segment
Deactivate units subject to the rules for deactivation.
4.2.5 Turn Record Interphase
Advance the Turn marker to signal the end of one turn and the beginning of another.
5.0 Construction, Repair, and Deactivation
A. During the Joint Activation Phase, both sides may initiate construction or repair of units, and place units on the map. During the Deactivation Phase, deactivate units by removing them from the map and placing them on an Activation Track.
B. Activation Tracks for both sides are printed on the map. Each track corresponds to a particular city, hex, or area, with its name printed above the corresponding track.
- Naval units may be constructed, repaired, or deactivated at a friendly port.
- Land units may be constructed or deactivated in any friendly city, hex, or area with an Activation Track.
C. During the Joint Activation Phase, each side must remove any naval units beginning the phase in the 1-box of an Activation Track, placing them on the map in the port corresponding to the track. Each side must also remove any land units from the 1-box, placing them in the corresponding cities, hexes, or areas.
D. Next each side may move any naval units in other boxes of the Activation Tracks into the next lower numbered box. Naval units which begin the phase in the 2-box need not be advanced, but units in other boxes must be advanced.
Example: A unit in a 3-box could be advanced into the adjacent 2-box.
E. After units on Activation Tracks have been advanced or placed on the map, initiate the construction of new units by placing unit counters on the Activation Tracks.
- To initiate the construction of a land unit, expend three times the unit's Combat Strength in ducats (moving Treasury markers to reflect the expenditure), then place the unit in the 1-box of the Activation Track.
- To initiate construction of a naval unit, expend the multiple of the unit's Maintenance Cost in ducats, then place the naval unit in the 4-box of the Activation Track corresponding to a friendly port.
F. Construction, Repair, and Deactivation Summary
- A land unit in a 1-box must be placed on the map.
- A naval unit in a 1-box must be placed on the map.
- A naval unit in a 2-box may be advanced to the 1-box, but is not required to.
- A naval unit in a 3 or 4-box must be advanced to the next lower numbered box.
- Land units are never placed in any box but 1.
- The term construction by itself means the same thing as initiating construction, unless the context indicates otherwise.
5.1 Constructing Land Units
5.1.1 In General
A. The English may construct only English and Dutch land units. Other English Allied land units either begin the game on the map or appear as the result of events during the game.
B. The Spanish may construct only the units designated as Spanish (in Spain only or in hex 3225), Burgundian (in Lorraine only), Italian (in 3225 only), German (German states only, hex 2814), or Walloon (in any city in Catholic Netherlands only). Spanish Allied units either begin the game on the map or appear during play.
5.1.2 Land Unit Construction
A. To construct a land unit, expend three times the unit's Combat Strength in ducats during the Joint Activation Phase, placing the unit on the Activation Track in the 1-box corresponding to a friendly city, hex, or area.
B. During the Joint Activation Phase of the following turn, remove the unit from the Activation Track, placing it in the appropriate city, hex, or area.
5.1.3 Placement of Land Units
A. When a land unit is removed from an Activation Track corresponding to a city (e.g., Barcelona) or a hex (e.g., 3225), the unit must be placed on the map in the specific city or hex.
B. When removing a land unit from a track corresponding to an area (e.g., Catholic Netherlands), the unit may be placed in any hex of the corresponding area.
Exception: Units may not be placed in hexes containing enemy units, nor in hexes that an enemy land unit was the last unit to move through.
5.2 Constructing Naval Units
5.2.1 In General
The English may construct English and Dutch naval units; the Spanish may construct Spanish and Walloon naval units.
5.2.2 Construction Procedure
To construct a naval unit, expend a multiple (based on ship type) of the unit's Maintenance Cost in ducats during a Joint Activation Phase, then place the unit in the 4-box of the Activation Track corresponding to a friendly port.
| Ship Type | Multiple |
|---|---|
| Shallow-Draft | 6 |
| Deep-Draft | 25 |
Example: It costs 24 ducats to construct a Shallow-Draft unit with a Maintenance Cost of 4.
5.2.3 Advancement in the Activation Track
A. Advance the naval unit one box along its Activation Track each Joint Activation Phase after initiating its construction.
B. When a unit begins the Joint Activation Phase in the 1-box of the Activation Track, place it on the map in the corresponding port hex.
5.2.4 Option to Keep Naval Units in 2-box
If a unit begins a Joint Activation Phase in the 2-box of an Activation Track, the owner may leave it in the 2-box instead of advancing it to the 1-box of the track.
5.2.5 Activation Value Limitation
A. The total Combat Strength of all naval units under construction, repair, or deactivation in a given port may not exceed the port's Activation Value. Exception: 5.6.3.C.
B. Each port where naval units can be constructed has an Activation Value printed near it on the map (3.1).
5.3 Repairing Naval Units
5.3.1 Eligible Units
Some naval units have two steps; those which have lost one step may be repaired and brought back to full strength.
5.3.2 Repair Procedure
A. To repair a naval unit, expend half the unit's regular construction cost, then place the unit on the 4-box of an Activation Track.
B. A naval unit may be repaired only if it begins a Joint Activation Phase in a friendly port hex, and it must be placed on the Activation Track corresponding to that port.
C. Each subsequent Joint Activation Phase advance the naval one box along the Activation Track until the unit is returned to the map. Exception: The unit may remain in the 2-box (5.2.4).
5.4 Constructed Units
A. Units may move and/or engage in combat on the turn in which they are placed on the map.
B. Eliminated units (through combat or by some other means) may be reconstructed (i.e., they may be rebuilt from the dead pile).
5.5 Restrictions on Activation
5.5.1 English/Allied Restrictions
A. English units (land and naval) may be constructed and/or repaired only in England.
B. Dutch units (land and naval) may be constructed and/or repaired only in the Protestant Netherlands.
C. Other English Allied units may not be constructed.
5.5.2 Spanish/Allied Restrictions
A. Spanish land units which have no nationality marked on them may be constructed only in Spain or in hex 3225 (Savoy).
B. German units may be constructed only in the German states.
C. Burgundian units may be constructed only in Lorraine.
D. Italian units may be constructed only in hex 3225 (Savoy).
E. Walloon units may be constructed only in the Catholic Netherlands.
F. Spanish Allied units may never be constructed.
5.5.3 Spanish/Walloon Restrictions
A. Walloon naval units may be constructed only in the port of Antwerp.
B. Other Spanish naval units may be constructed only in ports of Spain.
C. However, Walloon and Spanish naval units may be repaired in any port in Spain or in Antwerp.
2nd Edition: Deep-Draft rules still apply.
5.5.4 Deactivation Location
Naval units may be deactivated in any friendly port in their home country.
2nd Edition: 1st Edition allowed deactivation in any friendly-controlled port.
5.5.5 Capture of City/Port with Units Under Construction
A. If the enemy captures a city or port where units (land or naval) are under construction (i.e., on the corresponding Activation Track), such units are eliminated and removed from the track.
B. Capture means the hex is occupied by only enemy or enemy-allied units.
C. The same holds true for units on Activation Tracks corresponding to areas which are completely captured (16.2) by the enemy.
D. Units may not be constructed, repaired, or deactivated on tracks corresponding to enemy-controlled cities, hexes, or areas.
5.5.6 Siege Effects
A. Units on an Activation Track corresponding to a city under siege may not be advanced along the track nor placed in the corresponding city even if they would normally be forced to do so.
B. Units in a city under siege may not be repaired or deactivated.
C. Units may not be constructed in a city under siege.
5.5.7 Winter Effects
During winter turns (14.0), units on Activation Tracks may not be advanced, placed on the map, repaired, deactivated, or constructed. Exception: Mediterranean ports (14.2.3).
5.6 Deactivating Naval Units
5.6.1 Purpose
A. The major reason for deactivating naval units is to avoid the excessive costs paid to maintain units during winter turns.
B. A deactivated naval unit may be advanced from the 2-box of the Activation Track to the 1-box during any Joint Activation Phase, but not during winter.
5.6.2 Deactivation Procedure
A. Units may be deactivated during the Deactivation Segment only.
B. Units may be deactivated at any friendly port with an Activation Track.
C. To deactivate a naval unit, remove it from the map and place it in the 2-box of the Activation Track corresponding to the port from where it was removed.
5.6.3 Effects of the Activation Value Limitation
A. The Activation Value Limitation (5.2.5) applies to deactivated naval units as well as to units under construction, thus a given port can handle a limited number of deactivated units.
B. For purposes of that rule only, Walloon invasion barges are considered to have a Combat Strength of 4.
C. If the total Activation Values of all friendly-controlled ports is less than the total Combat Strength of all friendly-controlled naval units, a side may deactivate naval units in a port in excess of the port's Activation Value. However, only one unit in excess of a port's Activation Value may be deactivated in a given port unless all other friendly ports have one unit in excess of their Activation Values deactivated. No more than two units in excess may be deactivated unless all other ports have two units in excess, and so on.
5.7 Deactivating Land Units
A. Land units may be deactivated in any friendly city, hex, or area which has an Activation Track.
B. A land unit must be deactivated in a city, hex, or area in which it could be constructed. Example: Walloon land units may be deactivated only in the Catholic Netherlands.
C. To deactivate a land unit, remove it from the city, hex, or area and place it the game box as if it were destroyed (although it may be rebuilt normally).
D. Units may be deactivated only during the Deactivation Segment.
2nd Edition: In the 1st Edition, deactivated units were placed in the 1-box of the corresponding Activation Track and could be returned to the map in the same way that constructed land units are placed.
6.0 Naval Movement
During the Naval Movement Phase, the phasing side may move any or all of its naval units. Naval units may be moved by either high seas movement, in which case they may be affected by wind (6.2), or coastal movement, in which case they may be affected by terrain (6.3). The non-phasing side may attempt to intercept the phasing side's units (6.4).
6.1 Fleets and Armadas
6.1.1 High Seas Movement Procedure
A. Each side may move up to six stacks of naval units per turn by high seas movement.
B. Each such stack must be removed from the map and replaced by a Fleet marker (for the English) or an Armada marker (for the Spanish). Place the naval units in the corresponding Fleet or Armada Holding Box.
6.1.2 Creation and Breakdown
Combine units into a fleet/armada (or break down a fleet/armada into its component naval units) during the friendly Naval Movement Segment or the Joint Acquisition Segment (in conjunction with MuPs purchase, 12.1).
6.1.3 Units Leaving Fleet/Armada
A. A naval unit that is part of a fleet/armada may leave the fleet/armada at any time. Remove it from the Holding Box, placed it on the map. However, since only fleet/armadas may utilize high seas movement and units may not engage in both high seas and coastal movement in the same turn, a naval unit leaving a fleet/armada midway through high seas movement must be replaced with a Fleet or Armada marker.
B. If there are insufficient Fleet/Armada markers, the naval unit may not leave the fleet/armada.
6.1.4 Fleet/Armada Movement Allowance
A. A fleet/armada is considered to have an MA equal to that of the slowest unit (i.e., the unit with the lowest MA) in the fleet/armada.
B. The MA of naval units moving via high seas movement may be affected by wind.
6.1.5 Transported Land Units and Leaders
Land units and leaders loaded on naval units which are part of a fleet/armada are themselves considered part of the fleet/armada, and are placed in the appropriate Holding Box.
6.2 High Seas Movement
6.2.1 Definition
A naval unit which crosses a high seas hexside during its movement is considered to be moving by high seas movement. Only fleet/armadas may do so.
Note: the source prints this heading as "6.2 1"; it is given here as 6.2.1.
6.2.2 Wind Determination
A. Before a moving a fleet/armada by high seas movement, must determine whether the fleet/armada will be moving against the wind at any time during its movement.
B. Trace the path of hexes which the fleet/armada will move along, and compares the direction in which each hex lies relative to its predecessor along the path of movement.
C. Next refer to the Prevailing Winds arrow in the sea zones in which the fleet/armada will move.
- If, at any time in its movement a fleet/armada will be moving against the prevailing winds (see diagram below), it is considered to move against the prevailing winds for its entire movement.
- Otherwise, it is considered to move with the prevailing winds.
Example: The unit above is moving with the prevailing winds. (Diagram.)
Example: The unit above is moving against the prevailing winds. (Diagram.)
6.2.3 Determining Wind Effect
A. After determining whether the fleet/armada is moving with or against the prevailing winds, roll two dice and refer to the Wind Effects Table.
B. Depending on the turn, use the appropriate section of the table. Then select the appropriate column for with or against the wind to find the result, which will be in the form of two numbers, separated by a slash.
C. English Naval units apply a +2 die roll modification (DRM) for naval movement, representing better sail designs and seamanship.
2nd Edition: This rule is new.
6.2.4 Apply Wind Effect
A. Reduce the MA of each naval unit in the fleet/armada by the number to the left of the slash in the wind result. (This is the movement cost to enter.)
B. The effect applies only to the current friendly Naval Movement Segment.
C. The number to the right of the slash is the number of steps the fleet/armada must lose (7.2.2).
2nd Edition: Oared units were not affected by wind in the 1st Edition. Fleets/armadas remaining at sea were affected by wind as if they were moving with prevailing winds.
6.2.5 Mediterranean Sea Zone
Fleet/armadas in the Mediterranean Sea zone (i.e., the sea zone east of hex row 1400 and south of Spain, France, and Savoy) are not affected by wind.
6.3 Coastal Movement
6.3.1 Eligibility
A. Naval units with a dark stripe across the lower portion of their counter are Shallow-Draft naval units.
B. Only Shallow-Draft naval units may enter shallow coastal hexes.
6.3.2 Procedure
A. All naval units may move by coastal movement. Units moving by coastal movement may not enter high seas hexes.
B. They may move only from coastal hex to adjoining coastal hex. The two hexes must be coastal hexes (such as 1503 to 1403).
C. A fleet/armada may cross an all-sea hexside, but only if the hex entered is a coastal hex (such as 1009 to 1109, or 1509 to 1409). Crossing such an all-sea hexside costs an additional movement point (MP).
2nd Edition: Movement was not allowed across all-sea hexsides in the 1st Edition.
6.3.3 Reduced Movement Allowance
Halve the MA of all units moving by coastal movement, rounded down.
6.3.4 Interception
When moving by coastal movement, if a unit enters a coastal hex that is within two hexes of a coastal hex occupied by enemy naval units, the moving unit may be intercepted (6.4).
2nd Edition: The range for interception was increased from one two hexes, and the requirement to cease moving was eliminated.
6.3.5 Unaffected by Wind
Units moving by coastal movement are never affected by wind.
6.4 Naval Interception
A. If a fleet/armada moves within two hexes of an enemy fleet/armada, the enemy may, at its option, attempt to intercept.
2nd Edition: Interception not limited to high seas.
B. If doing so, roll a die. The interception succeeds on a 1-3, the interception succeeds.
2nd Edition: Interception succeeded on a 3-6 in the 1st Edition.
C. The moving fleet/armada immediately ceases movement and may move no farther until the naval combat is completed, after which it may continue, but the non-phasing side may shadow (6.7).
2nd Edition: Intercepted units may continue moving after combat, but the enemy may shadow them.
D. Next, determine what direction the formerly-moving fleet/armada lies from the intercepting fleet/armada and roll on the Wind Effects Table for the intercepting fleet/armada per 6.2.
E. Intercepting fleets/armadas are always considered to move by high seas movement when they intercept, even if the two fleets/armadas are connected by continuous coastline.
F. Ignore any MA reductions caused by the wind result for an intercepting fleet/armada, but apply any resulting step losses.
G. Then, move the intercepting fleet/armada to the nearest hex adjacent to the formerly moving fleet/armada. If two hexes are equally distant, the owner chooses which hex the intercepting fleet/armada is to move to.
H. During the following Naval Combat Segment, the intercepting fleet/armada must attack the intercepted fleet/armada (7.0).
6.4.1 Restrictions
Non-Phasing fleet/armadas may attempt to intercept fleet/armadas which are moving by high seas movement. Only fleet/armadas may attempt interception; other stacks of units may not.
6.4.2 Limits on Interception Attempts
Each fleet/armada may attempt only one interception per turn. If a fleet/armada fails, it may not make any further attempts.
Exception: A fleet/armada that successfully intercepts may shadow after combat (6.7).
6.4.3 Multiple Interceptions of the Same Fleet/Armada
A. A moving fleet/armada may be intercepted by more than one enemy fleet/armada, but each fleet/armada executes its interception attempt separately.
B. Place all successfully intercepting fleet/armadas in the same hex adjacent to the intercepted fleet/armada the hex to which the first intercepting fleet/armada was moved.
6.4.4 Munitions Required
A fleet/armada without MuPs (12.0) may not attempt interception.
6.5 Naval Transport
6.5.1 Embarkation
Land units beginning a friendly Naval Movement Segment in a port hex containing friendly naval units may be embarked by the naval units. Leaders may be embarked in the same manner.
6.5.2 Transport Capacity
A. Each naval unit has its Transport Capacity printed on its counter. The total Combat Strength of all land units carried by a stack of naval units may never exceed the total Transport Capacity of the stack of naval units.
B. If circumstances arise during naval movement such that the Combat Strength does exceed the Transport Capacity, land units must be eliminated until the total Combat Strength no longer exceeds the Transport Capacity.
6.5.3 Leaders
Leader units may be carried for free; they do not add their Combat Bonus to the total Combat Strength for transport purposes.
6.5.4 Debarking Land Units
A. Naval units may debark transported land units in any coastal hex at any point during the naval units movement, provided the fleet/armada has MuPs and is not retreating from a defeat in Naval Combat.
2nd Edition: The MuPs and not retreating from defeat are new requirements.
B. There is no cost to the naval units to debark the land units.
C. Debarked land units can move and/or engage in combat during a turn in which they were debarked.
D. Land units may not be debarked into a hex containing unbesieged enemy land units.
Exception: Naval Assault (10.2.6). (New in 2nd Edition.)
6.6 Dutch Naval Units
Dutch naval units may never be farther than four hexes away from Brill (2514).
6.7 Shadowing
6.7.1 Procedure
A. Fleets (or fleets) that successfully intercept an enemy fleet bring on naval combat (7.0). However, if the intercepted fleets disengage after combat (7.5) and choose to keep moving, the intercepting fleet/armada may attempt shadow them. The roll is the same as for intercepting.
B. If successful, the intercepting fleet may move up to three hexes (or adjacent).
C. Naval Combat follows per standard interception rules.
D. Shadowing can continue until the intercepting fleet/armada has no more MuPs.
2nd Edition: This section is new.
6.7.2 Narrow Seas Effect
Apply a +2 DRM to interception attempts in the Narrow Seas. The Narrow western boundary is 1517-1519, include all of the English Channel, with its western boundary being the end of the sea zone (2313, 2412, 2513).
7.0 Naval Combat
A. During the friendly Naval Combat Segment, intercepting enemy naval units must attack intercepted friendly naval units, and friendly naval units may attack enemy naval units.
- In the first case, the intercepting enemy units are considered the attacking units and the intercepted units the defending units, regardless of the overall strategic situation.
- In the latter case, the phasing naval units are considered to be attacking and the enemy units to be defending.
B. Neither side may inspect the other's stacks of naval units except during Naval Combat Segments and only when a friendly stack is to engage in combat with the enemy. Similarly, neither side may examine the contents of the other's Fleet/Armada Holding Boxes except when combat requires it.
C. When a naval combat is to occur, both sides determine the total naval Combat Strength of their respective involved naval units. If either side has any Deep-Draft naval units involved in the combat, only Deep-Draft naval units lend their Combat Strength to the combat (i.e., do not add the Combat Strengths of Shallow-Draft naval units to the total Combat Strength). Only if a side has no Deep-Draft naval units do their Shallow-Draft naval units add their Combat Strength to the total.
D. After Combat Strength totals have been determined, the defender's total Combat Strength is subtracted from the attacker's to yield a single number, either negative or positive. Refer to the Naval Combat Results Table to find the number at the top of the table. Roll a die. Cross-reference the roll with the Combat Strength difference column to yield a combat result. Apply the combat result immediately, with each side choosing which of its units suffer step losses, if necessary. Then move the Munitions Marker for each fleet/armada one box on the Munitions Track per 12.0.
7.1 Units Eligible to Attack
7.1.1 Attacks Limited to Fleets/Armadas
Only fleet/armadas may attack, either after interception or during a friendly Naval Combat Segment. Units which are not grouped into fleet/armadas may not attack. Similarly, fleet/armadas which have no MuPs may not attack.
7.1.2 Halving for Lack of Munitions for Non-Fleets/Armadas
Halve the Combat Strength of defending fleet/armada without MuPs or of defending naval units not grouped into fleet/armadas.
2nd Edition: Shallow-Draft units are now halved when meeting these conditions.
7.1.3 Order of Combat
A. During a friendly Naval Combat Segment, two things may occur:
- Intercepting enemy units must attack intercepted friendly units; and
- Friendly naval units may attack adjacent enemy naval units.
B. All combat resulting from interception is resolved before other combat.
7.1.4 Restrictions
A. To attack a stack of enemy naval units, a friendly fleet/armada must be in an adjacent hex.
B. A fleet/armada may only attack one stack of enemy naval units per Naval Combat Segment; thus, a fleet/armada may not attack several adjacent enemy stacks of units at the same time.
C. More than one friendly fleet/armada may attack a single enemy stack; all attacking fleet/armadas must be in a single hex adjacent to the enemy stack.
- The Combat Strengths of the fleet/armadas are combined to form a single total when the attack is executed.
- If any of the fleets/armadas contains Deep-Draft naval units, use only the Combat Strength of Deep-Draft naval units from the fleet/armadas for the attack.
- If a attacking fleet/armada runs out of MuPs, it immediately breaks off its attack. Other attacking fleet/armadas may continue to attack.
7.1.5 Combat Rounds
A. Combat is fought in a series of three rounds, followed by a disengagement if either side so chooses (or if the intercepting fleet has no more MuPs), and possible shadowing (6.7).
B. The attacker may break off combat at the end of each round. If this occurs, combat is over.
C. The defender may attempt to disengage at the end of each round. If successful, the combat is over.
D. If both sides choose to remain and fight after the third round, another set of three rounds is fought until one side chooses to break off/disengage or is eliminated.
2nd Edition: This rule is new, except for B, which was implied by 7.4.1 but not specified anywhere else.
7.2 Combat Results and Steps
7.2.1 Explanation of Results
All naval combat results are in the form of two numbers, separated by a slash. The first number in a combat result is the number of steps the attacker must lose; the second is the number of steps the defender must lose.
7.2.2 Step Losses
A. Naval units printed on both sides have two steps. Naval units printed on only one side have one step.
B. When a combat result calls on a stack of units to lose a number of steps, the owner must eliminate that many steps.
C. Eliminating a two-step units fulfills a loss of two steps; eliminating a one-step unit fulfills a loss of one step; flipping a two-step unit from its front (full-strength) side to its back (reduced strength) and replacing it in the stack fulfills a loss of one step; eliminating a two-step unit which has already lost one step fulfills a loss of one step.
7.2.3 Apply Step Losses
If a stack suffering a combat result contains both Deep-Draft and Shallow-Draft naval units, step losses may not be taken from Shallow-Draft naval units until all Deep-Draft naval units have been completely eliminated.
7.3 Terrain
7.3.1 Combat in Shallow Coastal Hexes
A. Deep-Draft naval units may never attack Shallow-Draft naval units in shallow coastal hexes.
B. Even if a fleet/armada contains Shallow-Draft naval units with Deep-Draft naval units, it may not attack Shallow-Draft units in shallow coastal hexes.
7.3.2 Impassible Sea Hexsides
Naval units may not attack across impassable sea hexsides.
7.3.3 Land/Naval Interaction
A. Land units in coastal hexes may neither attack nor be attacked by naval units.
B. The presence or absence of land units never affects naval movement or combat.
7.4 Disengagement
7.4.1 Procedure
A. At the end of each round of naval combat, the defender may attempt to disengage. To attempt to disengage, roll a die.
B. The defender may disengage on a roll of 5-6.
C. Apply a +1 DRM if the defender does not contain any Spanish Deep-Draft naval units.
7.4.2 Successful Disengagement
If a defending fleet/armada disengages, that combat is ended. The disengaged ships may continue moving, and may be shadowed by the intercepting fleet (6.9). (Note: the source cites 6.9 here; shadowing is in 6.7.)
2nd Edition: Shadowing added.
7.4.3 Disengagement Procedure
A. A disengaging fleet/armada may move up to three hexes in any direction or into a friendly port within three hexes, subject to its remaining MPs.
B. Whether or not the fleet/armada moves three full hexes it loses 3 MPs (or all of its MPs if it has fewer).
C. If the opposing fleet/armada does not attempt to shadow, the combat is over.
D. If the victorious fleet/armada performed an interception during the enemy Naval Movement Phase, it may then move up to two hexes.
E. If the victorious fleet was itself intercepted during its friendly Naval Movement Phase, it may continue moving using any remaining MPs.
2nd Edition: This rule is new.
7.4.4 Restrictions on Disengaged Fleets/Armadas
A. Disengaged fleets/armadas may disembark land units only in a friendly port during their disengaging move of three hexes.
B. Disengaged fleets/armadas may commerce raid only if they are not shadowed and have sufficient MPs to reach an enemy shore.
7.5 Ports
7.5.1 Unoccupied Enemy Ports
Naval units may freely move through unoccupied enemy ports. However, ports may be captured only by land units, thus occupation of a port by naval units does not capture the port.
7.5.2 Defending in Ports
A. Naval units defending in friendly fortress ports have their Combat Strength doubled.
B. Naval units defending in other friendly ports have their Combat Strength halved.
C. The Combat Strengths of naval units in enemy ports are never affected.
7.5.3 Declining Combat in Fortress Port
A. Defending naval units in friendly fortress port hexes may decline combat by entering siege (10.0).
B. Naval units in other ports may never undergo siege.
7.5.4 Attacking Units Under Siege
If friendly naval units attack enemy naval units in a fortress port which accept siege, the friendly naval units must be advanced into the enemy port hex.
7.6 Wind
7.6.1 Determining Which Side Has the Prevailing Winds
A. When naval combat occurs, examine the positions of the stacks involved in the combat, relative to the prevailing winds indicator in the sea zone in which the combat takes place (see illustration below). If an attacking stack would be moving with the prevailing winds if it moved into the defending stack's hex, the attacking stack is considered to have the prevailing winds.
B. Conversely, if the wind is with the defender, the defender has the prevailing wind.
7.6.2 Effect of Straddling Sea Zone Boundary
If two stacks involved in a combat straddle a sea zone boundary (see terrain key), neither has the prevailing winds.
7.6.3 Bonus for Prevailing Wind
A. The Combat Strength of each sailing naval unit (as opposed to oared, 3.2.2.B) in a stack that has the prevailing winds is increased by one during combat.
B. The Combat Strength of oared units is never affected by wind.
Example: Unit B is moving with the prevailing wind, so it would receive the combat bonus per 7.6.3.
8.0 Land Movement
A. During the Land Movement Segment, the phasing side may move any, all, or none of its land units as desired. Units may be moved in any direction or combination of directions.
B. Move each unit or stack individually, tracing a path of contiguous hexes through the hex grid. As a unit enters a hex, it must expend one MP from its MA. Thus, a land unit may move as many hexes per turn as it has MPs.
8.1 Restrictions on Land Movement
A. Movement may never take place out of turn. Each side's land units may be moved only during their Land Movement Segment.
Exception: Units may be forced to move as a result of combat, or advance after combat during the Combat Phase, and land units may be transported by naval units during the Naval Movement Segment.
B. Land units may enter enemy occupied hexes only when the enemy units are besieged.
C. Besieged units may not be moved.
D. Land units may not cross impassable land hexsides or high seas hexsides.
8.2 National Limitations
Units that are restricted to a specific geographic area may not move or attack out of that area.
8.2.1 English Restrictions
A. Until French neutrality is violated (15.1) or Spanish units land in the British Isles, the English may move and attack with English and Dutch units only.
B. After French neutrality is violated, they control French Huguenot units as well.
C. If Scotland and/or Ireland is invaded, the English control Loyal Irish and/or Loyal Scottish units as well.
8.2.2 Spanish Restrictions
A. Until French neutrality is violated or Britain is invaded, the Spanish control only the units indicated as Spanish on the counter sheet.
B. After French neutrality is violated, they control French Catholic units as well.
C. If Britain is invaded, the Spanish may control Irish, Scottish, or English Catholic units.
8.2.3 Dutch Restrictions
Dutch land units may operate only within the Protestant and Catholic Netherlands.
8.2.4 German Restrictions
A. All German units are controlled by the Spanish.
B. Only German units may enter the German states.
C. German units may not move or attack into the Protestant Netherlands from the German states, although they may do so from the Catholic Netherlands.
8.2.5 French Catholic and Huguenot Restrictions
A. French Catholic and Huguenot units may not attack or move out of France.
B. France consists of the yellow Catholic League area and the blue Huguenot area.
8.2.6 Irish and Scottish Restrictions
A. Irish units may not attack or move out of Ireland.
B. Scottish units may move and attack within Scotland and England, but may not be transported out of Britain.
8.2.7 English Restrictions re Scotland
A. Until the Spanish invades Scotland or England, English units may not enter Scotland.
B. Once Scotland or England is invaded, English units may operate freely within Scotland.
8.2.8 Entry into France
A. If any land unit moves into Catholic League or Huguenot France, the owner of the unit is considered to have violated French neutrality (15.1).
B. Moving into Savoy, Lorraine, Franche-Comté, the Catholic Netherlands, or Spain (i.e., moving along the Spanish Road, 8.2.10) is not a violation of French neutrality.
8.2.9 Movement Restrictions in France and Spain
A. English land units in Catholic France and Spain, and Spanish units in England and Huguenot France suffer movement restrictions. In such territories, units may move no further than two hexes per turn.
B. Spanish and English units moving in a stack with their French allies move normally in France.
2nd Edition: This rule is new.
8.2.10 The Spanish Road
Units moved to 3225 or activated in the 3225 slot of the Activation Track may use normal land movement through Savoy, Lorraine, and Franche-Comté, into the Catholic Netherlands.
Commentary: I added this rule back in from the 1st Edition. Given the reference to the Spanish Road above, I felt it was accidentally omitted.
8.3 Stacking
There are no stacking limits. Either side may have as many land units in a hex as desired and possible.
9.0 Land Combat
A. During a friendly Land Combat Segment, the phasing side may attack enemy land units in adjacent hexes.
B. Each stack of friendly land units may attack only one stack of enemy land units.
C. A hex with enemy units may be attacked by only one friendly stack (or unit).
Exception: Units trying to lift a siege (10.1.4).
D. The phasing side is the attacker and the non-phasing side is the defender, regardless of the overall strategic situation.
E. Neither side may inspect the other's stacks of land units except as necessitated by combat. The attacker must commit to attacking a stack of enemy units before examining the enemy stack.
F. The attacker totals the Combat Strengths of the attacking units and compares this total to the total Combat Strength of the defending units to get a ratio. Round down this ratio in favor of the defender to one of the ratios listed on the Land Combat Results Table.
Example: If 13 SPs were attacking 4 SPs, the ratio would be 13-4 or 3¼-1. This is rounded in favor of the defender to 3-1.
G. Next, the attacker rolls a die and cross-indexes the number rolled with the column determined by the combat ratio to find the combat result.
H. Apply the combat result immediately.
9.1 Restrictions and Combat Results
9.1.1 Order of Attack Resolution
A. When executing multiple attacks, the attacker may resolve their various attacks in any desired order.
B. Apply the results of one attack before moving onto the next attack.
9.1.2 Prohibited Attacks
A. Land units may never attack across impassable or all-sea hexsides.
B. Land units may not attack into areas into which they may not move (8.2).
9.1.3 Explanation of Results
A. Combat results are in the form of two numbers separated by a slash (as with naval combat). These numbers represent the number of steps the attacking and defending stacks must lose, respectively.
B. A combat result with the letter R means that side must retreat (9.2.1).
C. Land units printed on both sides have two steps. Land units printed on only one side have one step.
D. Apply step losses in the same manner as for naval combat to satisfy land combat losses (7.2).
9.1.4 Larger Strength Land Units
A. If a land unit with a Combat Strength of 20. or greater is eliminated, it may be replaced with any eliminated or unconstructed land unit of the same nationality/religion of lower Combat Strength. In other words, despite the fact that units with Combat Strengths of 20 SPs and up are not back-printed, they are considered to have two steps; eliminating a land unit with a Combat Strength of 20 SPs or more entirely (without replacing it with a lower Combat Strength unit) is considered a loss of two steps.
B. If eliminated, the sole English 30-SP Combat Strength unit may be replaced by the English 20-SP Combat Strength unit (if available). The 30-SP Combat Strength unit is considered to have three steps; if it is replaced by a unit other than the 20-SP Combat Strength unit, two steps have been lost; and if the 30-SP Combat Strength unit is eliminated, it counts as three steps lost.
2nd Edition: This rule is deleted in the 2nd Edition.
9.1.5 Fortress Effects
Units defending in a friendly fortress box have their Combat Strengths doubled.
2nd Edition and Commentary: This rule is deleted in the 2nd Edition without explanation, so it may be an oversight. It is in the 2002 but not the 2006 version of the 2nd Edition. Perhaps the intent was that defenders cannot receive the benefit of a fortress outside of a siege, but 10.1.6 still contains the reference to units being doubled, so I believe units should be doubled in a fortress when not besieged.
9.2 Retreat and Advance After Combat
9.2.1 Retreat Results
9.2.1.1 In General
A. If a combat result contains the letter R, the affected side retreats one hex.
B. The owner of the retreating units must immediately move all units in the stack to any adjacent hex.
9.2.1.2 Prohibited Hexes
A. Units may not retreat through impassable or high seas hexsides, nor into hexes occupied by enemy land units.
B. If there is no hex to which units may legally retreat, they are eliminated.
9.2.1.3 Besieged Units
Besieged units are not affected by retreat results; they are never forced to retreat.
9.2.2 Advance After Combat
A. When a hex is vacated as a result of combat (because enemy units were eliminated or due to retreat), one or more of the victorious units may advance into the hex.
B. Advance is not mandatory, but it must be elected immediately upon the vacation of the hex.
10.0 Siege
A. When a stack of land units or a stack of naval units in a fortress port hex is attacked by enemy units, the defender may elect to have its units enter siege instead of accepting combat.
B. Move the attacking units into the defender's hex, ending the combat. Neither side suffers any losses.
C. During subsequent Combat Segments, either side may engage the other in combat (10.1).
D. Defending units may only choose enter siege in friendly or captured territory. Thus, French Catholic units may not enter siege in Huguenot France except in a city they have previously captured. They can never do so in an empty space in enemy territory. This applies to all nations and allies. However, allied units may enter siege in an ally's territory. Thus, an English unit could enter siege in the Protestant Netherlands, and a Spanish unit could in Catholic France (if the French Civil War had begun).
2nd Edition: The restriction on entering siege in friendly or controlled territory is new.
E. After the attacker announces an attack on an enemy fortress port, the defender must announce whether or not its units will enter siege. This occurs before either side inspects the other's stack.
10.1 Combat and Sieges
10.1.1 Avoiding Combat
Units may avoid combat by entering siege, but units beginning a Combat Segment under siege may not avoid combat by entering siege a second time.
Exception: Naval assault (10.2.6).
10.1.2 Duration of Siege
A. Units under siege remain under siege only as long as enemy units remain in the hex.
B. Friendly units may freely enter a hex containing besieging friendly units, notwithstanding the presence of besieged enemy units.
10.1.3 Restriction on Attacking Besieged Units
Units under siege may be attacked only by besieging enemy units (in the same hex).
10.1.4 Attacking Besieging Units
A. Units from one adjacent hex may combine with besieged friendly units in an attack on besieging units. If this succeeds in forcing the besieging units to vacate the hex (either by retreating or eliminating the enemy units), the siege is considered ended. The units attacking from the adjacent hex may advance into the hex containing the formerly besieged units.
B. Friendly units may not move into a hex containing besieged friendly units without first driving off the besieging units.
10.1.5 Modifications to Combat Strengths
A. Units under siege have their Combat Strengths doubled when defending, and halved when attacking (round down). Exception: Defenders in Fortress (10.1.6).
B. Units joining with besieged units in an attack on the besiegers are not halved, but the besieged units are.
10.1.6 Defenders in Fortress
Land units besieged in a fortress hex have their Combat Strengths tripled (not doubled) when defending. They remain halved when attacking.
10.1.7 Lifting a Siege
The besieging side may lift a siege during any friendly Land Movement Segment simply by moving the besieging units out of the hex.
10.2 Naval Units and Sieges
10.2.1 Defending Naval Units
Naval units in fortress port hexes may refuse combat by undergoing siege. Besieged naval units remain under siege as long as enemy besieging naval units remain in the hex.
10.2.2 Applicable Rules
A. All of 10.1 apply to naval units under siege, with the exceptions of 10.15 and 10.16.
Note: the source prints "10.15" and "10.16"; these appear to mean 10.1.5 and 10.1.6 and are kept as printed.
B. Naval units under siege still attack with their full Combat Strength, and are doubled when defending (because they are in a fortress port hex, not because they are under siege).
10.2.3 Defending Units Leaving Siege Hexes
A. Naval units may freely enter or leave fortress ports under siege solely by land; land units may freely enter or leave fortress ports under siege solely by sea.
B. Naval units may freely enter enemy ports which are unoccupied by enemy naval units.
10.2.4 Prohibitions on Entry of Sieged Fortress Port
Naval units may not enter siege in an enemy controlled fortress port.
10.2.5 Joint Land/Naval Siege
If a friendly port under siege by land contains enemy naval units, the port is considered under siege by both land and sea, whether or not friendly naval units are also under siege in the port. This is important for the purposes of 10.3.
10.2.6 Naval Assault
A. Any non-fortress port (not in shallow seas) may be attacked by land and Deep-Draft naval units in a Naval Assault. In such a case defending units may not avoid combat by in that turn by entering siege.
B. This rule only affects the first turn of a siege, and has no other effect.
C. If the attacking units fail to capture the city, but are not forced to retreat, they may besiege the town normally. If forced to retreat, they may be placed in an adjacent hex or back on the ships. Naval Assaults take place at the end of the friendly Naval Combat Phase.
2nd Edition: This rule is new.
10.3 Duration of Sieges
10.3.1 Non-Port or Port Without Fortress
Units under siege in a non-port hex, or under siege by both land and sea in a port non-fortress hex, are eliminated at the end of the second friendly Land Combat Segment after they entered siege. Thus, the besieged side has two Land Combat Segments to relieve the siege.
10.3.2 Fortress or Land/Naval Siege of Fortress Port
Units under siege in a fortress non-port hex, or under siege by both land and sea in a fortress port hex, are eliminated at the end of the sixth friendly Land Combat Segment after they entered siege. Thus, the besieged side has six Land Combat Segments to relieve the siege.
10.3.3 Port or Fortress Port
A. Units in a port or fortress port hex besieged solely by sea or solely by land may endure sieges indefinitely.
B. Units in such hexes may be eliminated by the duration rules only if besieged by both land and sea.
10.3.4 Effect of Winter on Duration
A. Winter turns count as five complete turns for purposes of determining the duration of a siege.
B. The side whose units are besieged still has until the end of the Land Combat Segment of a winter turn to relieve that siege even if the siege has theoretically exceeded its duration limit.
Example: A siege which falls under the provisions of 10.3.1 would be three turns past its duration at the end of a Land Combat Segment of a winter turn, but the defenders would still have until the end of the winter turn to relieve the siege.
10.4 Activation/Deactivation During Sieges
Neither side may not begin or continue construction of a unit in a city or hex under siege, nor deactivate units in such hexes.
11.0 Finances
A. Each side has a treasury containing its available funds. Funds are measured in ducats and are spent to construct and repair naval units, to maintain naval and land units, and to purchase MuPs. If a country that runs out of money and is unable to cover maintenance costs or other required expenditures faces stiff penalties.
B. The English and Spanish Treasury Tracks are printed on the map. Use these and the Treasury Markers (3.2.5) to keep track of the number of ducats contained in the Treasuries.
2nd Edition: For a more interesting game, keep treasury levels hidden.
C. Each side receives income three times during the game: at the beginning of the winter turns during the Joint Activation Phases (Turns 1, 9, and 17).
2nd Edition: Turn 17 added.
D. At these times, each side rolls a die and refers to the Income Table. The result is a four-digit number representing how many ducats received at that time.
Exception: During turn 17, each side secretly rolls 1d6; on a 1-3, divide the 1589 income value by 3. On a 4-6, divide the total by 4.
E. During each Joint Activation Phase, each side may expend ducats to initiate the construction of new units or the repair of reduced naval units.
F. During the Maintenance Segment of the Joint Administrative Phase, both sides must expend ducats to maintain their units.
G. During the Acquisition Segment of the Joint Administrative Phase, each side may purchase MuPs.
H. When receiving income or expending ducats, adjust the markers on the Treasury Track accordingly.
11.1 Maintenance and Purchase Costs
11.1.1 Naval Unit Maintenance
Each naval unit has its Maintenance Multiple printed in the upper right corner of its counter. Each turn, the owner must expend three times a naval unit's Maintenance Multiple to maintain the naval unit.
Exceptions: Walloon Barge units (11.1.2) and units in port (11.1.3).
11.1.2 Walloon Barge Units
Pay the Maintenance Multiple to maintain Walloon Barge units (0-20-10 values) rather than three times.
11.1.3 Units in Port
Naval units which begin a Maintenance Segment in a friendly port are maintained at a cost of their Maintenance Multiple, not three times.
11.1.4 Required Maintenance
A. During the Maintenance Segment, each side must pay maintenance costs for every unit it has on the map. If unable to do so, the penalties in 11.3 are applied.
B. Units may not be removed to avoid their maintenance costs.
C. Units on Activation Tracks do not incur maintenance costs.
11.1.5 Land Unit Maintenance
Land units are maintained at a cost of twice their Combat Strength in ducats.
11.1.6 Allied Units
Neither side pays maintenance costs for its allied units.
11.1.7 Dutch Units
A. The English must pay to construct Dutch units, but do not pay to maintain them.
B. However, Dutch Shallow-Draft naval units must be maintained.
2nd Edition: This rule is new.
11.1.8 Unit Construction
To initiate construction of a unit, the owner must expend the multiple of the unit's Maintenance Multiple (if naval) or Combat Strength (if land) specified in the Purchase and Maintenance Cost Chart.
11.2 Treasure Fleet; Invasion of Britain
11.2.1 Specifying Treasure Fleet Arrival
During the Joint Activation Phase of Turns 1 and 9 (winter turns), the Spanish must secretly note whether the Spanish Treasure fleet will arrive in June, July, or August of the coming year.
11.2.2 Placement of Treasure Fleet
During the Joint Activation Phase of the month in which the Treasure Fleet is to arrive, the Spanish must place the Treasure Fleet counter in any hex on the western edge of the map. During the ensuing Spanish Naval Movement Segment, the Treasure Fleet may move normally.
11.2.3 Treasure Fleet High Seas Movement
The Treasure Fleet does not have to be part of a fleet/armada in order to move by high seas movement.
11.2.4 Arrival of Treasure Fleet in Seville
Upon entering the port of Seville, remove the Treasure Fleet from the map.
11.2.5 Wind Effects on the Treasure Fleet
A. The Treasure Fleet does not suffer step losses due to wind effects. Its MA may be reduced by wind effects, but if a step loss is rolled on the Wind Effects Table for the Treasure Fleet, ignore the loss.
B. If the Treasure Fleet is moving as part of a fleet, however, the rest of the fleet must suffer the loss.
11.2.6 Destruction of Treasure Fleets
A. If the Treasure Fleet of 1587 is destroyed before arriving in Seville, the Spanish receive 800 fewer ducats on Turn 9 than indicated by the Income Table.
B. If the Treasure Fleet of 1588 is destroyed, the Spanish receive 400 fewer ducats on Turn 17 than indicated by the Income Table.
C. If either Treasure Fleet is destroyed by the English, they immediately receive 500 ducats.
11.2.7 Spanish Bonus Payment for Troops in British Isles
If, at any time, there are five or more Spanish land SPs in England, Scotland, or Ireland, the Spanish immediately receive 200 ducats from the Pope (one-time payment).
11.3 Financial Penalties
A. If a country is ever unable to meet maintenance or other required payments, it must immediately:
- Deactivate any friendly naval units in friendly ports. If the Combat Strengths of the ships in a port exceed the Activation Value of the port, that side must deactivate as many ships in that port as able; the remainder are eliminated.
- Remove at least one-third of all friendly land units from the map (one-third of land units, not one-third of Combat SPs).
- Lose 20 VPs.
B. These penalties apply each turn that the country is unable to meet mandatory payments.
C. Neither side's allied units are ever eliminated due to financial penalties.
12.0 Munitions and Victuals
A. Both sides may purchase MuPs for their fleets/armadas. Only fleets/armadas with MuPs may intercept and/or attack enemy naval units. Further, fleets/armadas without MuPs suffer penalties in combat and have their abilities limited.
2nd Edition changes: Language made more generic as to the penalties suffered without munitions.
B. Because naval units not grouped into fleets/armadas can never have MuPs, they may never execute attacks, and have their Combat Strengths halved in combat.
Exception: Shallow-Draft naval units are not halved due to lack of MuPs, but may not attack without MuPs.
C. During the Joint Administrative Phase, both sides may purchase MuPs for their fleets/armadas. To purchase MuPs for a fleet/armada, total the Maintenance Multiples of all the naval units in the fleet/armada, then multiply this total value by four to determine the number of ducats per MuP.
D. During each round of naval combat (7.0), a fleet/armada engaged in combat must expend one MuP (or fight at half strength, 12.2).
E. Each fleet/armada has a Munitions Marker on the Munitions Track. When purchasing MuPs or expending MuPs in combat, move the Munitions Marker to reflect the expenditure or acquisition of MuPs.
2nd Edition Optional Rule: For a more interesting game, keep munition levels hidden.
12.1 Purchasing MuPs
12.1.1 Purchase Locations
A. A Player may only purchase MuPs for a fleet/armada if the fleet/armada is in a friendly, unbesieged port hex during the Acquisition Segment.
B. Players may only purchase MuPs in ports in their respective home countries (Spain and Antwerp for the Spanish, England, Ireland, and the Protestant Netherlands for the English).
C. MuPs may not be purchased in captured ports.
12.1.2 Combining Fleets/Armadas and MuPs
A. Two friendly fleet/armadas in the same hex may combine into a single fleet/armada, or may transfer individual naval units between themselves.
B. If two fleets/armadas are combined, the resulting fleet/armada has as many MuPs as the fleet/armada with the lesser number of points.
C. If a fleet/armada absorbs a naval unit from another fleet/armada, the fleet/armada will have as many MuPs as it had before it absorbed the naval unit, or as many MuPs as the fleet/armada from which the naval unit came, whichever is less.
D. If a fleet/armada absorbs a naval unit which was not previously part of a fleet/armada (and thus had no MuPs), the fleet/armada winds up with no MuPs.
Exception: Purchasing for Additional Naval Units (12.1.3).
12.1.3 Purchasing for Additional Naval Units
A. During the Acquisition Segment, if a fleet/armada and naval unit(s) to be added to the fleet/armada begin in a port at which MuPs can be purchased, the owner may purchase MuPs for the naval units at the normal cost of four times their Maintenance Multiples, adding them to the fleet/armada.
B. As many MuPs for the naval units as the fleet/armada already has must be purchased, or the fleet/armada's MuPs are reduced to the number purchased for the naval units.
12.1.4 Unexpended Munitions
Fleets/Armadas that are demobilized receive half the monetary value of any unexpended MuPs back in their treasury. The rest are considered lost.
2nd Edition: This rule is new.
12.2 Munitions and Combat
12.2.1 Expending Munitions in Combat
A. Each combat round that a fleet/armada engages in combat, it must expend one MuP.
B. If an attacking fleet/armada has no MuPs, the combat is considered over and no further combat rounds are executed.
C. If a defending fleet/armada has no MuPs, or if the defending units are naval units not grouped into a fleet/armada, all naval units among the defending units have their Combat Strengths halved.
2nd Edition: Only Deep-Draft units were halved previously.
12.2.2 Munitions Required to Intercept or Attack
Only fleet/armadas with MuPs may intercept and/or attack (i.e., initiate combat). Fleet/armadas without MuPs and naval units not grouped into fleet/armadas may never attack or intercept, but may be attacked or intercepted.
12.2.3 Defender Not Required to Expend Munitions
Whenever, during a round of combat, the combat differential (i.e., the attacker's total Combat Strength minus the defender's total Combat Strength) is less than -30, the defender need not expend a MuP for combat.
12.2.4 Voluntary Forgoing Munitions Use
Either side in a battle may choose not to expend an available MuP. If doing so, all naval units present on that side have their combat strength halved.
2nd Edition: This rule is new.
12.2.5 Effects of Lack of Munitions
Fleets/Armadas without MuPs:
A. May not perform Naval Assaults.
B. Have no effects on sieges (blockading).
C. May not attempt to intercept or pursue enemy fleet/armadas.
D. May not land troops except in a friendly nation.
E. May not be involved in commerce raiding.
2nd Edition: This rule is new.
12.3 Victuals
2nd Edition: There are no victuals in the second edition.
A. Naval units in ports need not be victualed. Naval units in non-port coastal hexes and all Shallow-Draft naval units not in ports must be victualed by the expenditure of ducats.
B. Victualing a naval unit costs twice the unit's Maintenance Value. This is in addition to the unit's regular Maintenance Cost.
C. Deep-Draft naval units in all-sea hexes must be victualed by the expenditure of a Victual Point (12.3.2), which must have been purchased in a prior turn.
12.3.1 Effect of Lack of Victuals
A naval unit suffers one step loss per turn it is unable to be victualed.
12.3.2 Fleets/Armadas in All-Sea Hexes
A fleet/armada in an all-sea hex containing any Deep-Draft naval units must expend one Victual Point when victualing is required.
13.0 Leaders
A. Leaders us their rating (Combat Bonus) to influence combat.
B. Either side may add the Combat Bonus of any leaders to the Combat Strength of any units in their hex.
C. The Combat Bonus provided by leaders cannot exceed the total Combat Strength of the friendly combat units in that hex.
Leader Errata (2nd Edition): The French Catholic leader Guise should have a rating of 2 instead of 1.
13.1 Restrictions on Leaders
13.1.1 Land and Naval Leaders
A. Land leaders provide a Combat Bonus only to units involved in land combat.
B. Naval leaders provide a Combat Bonus only to units in naval combat.
13.1.2 Leyva (Spain)
The Spanish leader Leyva is both a naval and land leader, and thus provides his Combat Bonus to both land and naval combats. He may do so to both types in the same turn.
13.1.3 Naval Combat Naval Leader Restrictions
If a fleet/armada involved in a naval combat has multiple naval leaders, only one leader's Combat Bonus may be added to the Combat Strength of the naval combat units.
Exception: Senior leaders (13.1.4).
13.1.4 Senior Leaders
Medina Sidonia, Santa Cruz, and Howard are senior naval leaders. More than one naval leader's Combat Bonus may be added to the total Combat Strength of a fleet only if a senior naval leader is present in that hex.
13.1.5 Multiple Land Leaders
Land leaders may always combine their Combat Bonuses. There are no senior land leaders.
13.1.6 Assignment of Naval Leaders
A. Naval leaders must be assigned to a specific naval unit when moving and engaging in combat.
B. A leader whose assigned naval unit is eliminated is considered killed in action. Permanently remove his counter from play.
13.1.7 Disposition of Land Leader When All Units Are Eliminated
A. When all friendly land combat units are eliminated, move any present land leaders directly to the nearest friendly unbesieged fortress or friendly land combat unit where no enemy units are adjacent.
B. When moving a leader under these circumstances, the leader may not be moved through an all-sea hexside, an enemy occupied hex, nor out of a besieged hex.
C. A leader that cannot be moved to either a friendly fortress hex or a combat unit is considered killed in action. Permanently remove his counter from play.
13.1.8 Naval Leaders' Movement Allowance
A. Naval leaders use their MA only when moving on land.
B. When moving by sea, naval leaders are considered to have the MA of their assigned naval unit.
13.1.9 Optional Land Leader Combat Effect
Instead of adding their value to the combat strength of a stack, leaders may only use their rating to attempt to get a column shift on whatever combat table they are using. Before rolling on the CRT, roll 1d6 and compare it to the leader's rating. If the roll is equal to or lower than the leader's rating, shift the odds column favorably by one in, whether attacking or defending.
2nd Edition: This rule is new.
13.2 Santa Cruz
Santa Cruz dies of old age at the end of Turn 8. Remove his counter from play.
14.0 Winter Turns
14.1 Effect on Land Movement
All land units (excluding leaders) moved during a Land Movement Segment of a winter turn are subject to attrition. Upon completion of the unit's movement, roll a die; on a 1-2, the unit is eliminated. On any other roll, the unit is not affected.
14.2 Effect on Naval Units
14.2.1 Construction and Repair
A. Neither side may initiate the construction or repair of naval units during winter turns, nor may units already under construction or repair (i.e., on Activation Tracks at the beginning of the winter turn) be advanced along the Activation Track.
B. Both sides may purchase MuPs during winter.
14.2.2 Naval Units in Port
A. Naval units which begin a winter turn in a port hex may not leave the hex during the turn. Exception: besieging naval units.
B. Naval units elsewhere may move freely during the winter turn.
14.2.3 Mediterranean Ports
These rules do not apply to Mediterranean ports: Malaga, Cartagena, Valencia, Barcelona, and Marseilles.
14.3 Maintenance
Both sides pay five times the normal maintenance costs for both land and naval units during winter turns.
Example: A 5 SP land unit would cost 50 ducats, not 10.
15.0 Political Events
15.1 France
15.1.1 Violation of French Neutrality
A. The areas of Catholic League and Huguenot France comprise the nation of France.
B. French neutrality is violated if either side:
- Moves or debarks a land unit into France,
- Attacks any French (Catholic League or Huguenot) unit,
- Engages in coastal movement through French coastal hexes, or
- Moves naval units into a French port.
15.1.2 Penalty for Violating French Neutrality
A. The side violating French neutrality must immediately expend 100 ducats. The other side also must immediately expend 50 ducats.
B. The inability to make this payment brings the financial penalties of 11.3 into play.
C. These payments represent the cost of supporting the various French factions in the French Civil Wars.
15.1.3 French Factions
On the turn after violation of French neutrality, the English gain control of French Huguenot units, and the Spanish of French Catholic League units.
15.1.4 Winning the French Civil War
A. If, at the end of the game, English controlled units control any six cities in France or if they control Paris and three other cities, the Huguenots are considered to have won the French Civil War.
B. If, at the end of the game, Spanish controlled units control any seven cities in France, or La Rochelle and four other cities, the Catholic League is considered to have won the French Civil War.
C. The side that wins the French Civil War earns VPs.
2nd Edition: English can also win the French Civil War by controlling Paris and three other cities to. Spain can also win the French Civil War by controlling La Rochelle and four other cities.
15.1.5 Assassination of French Leaders
A. If the French Catholic leader Guise is within two hexes of Paris any turn after French neutrality is violated, roll 2d6. On a 10+ he is assassinated and removed from play.
B. Any turn that the French Protestant leader Navarre is in the Paris, roll 2d6. He is assassinated on a roll of 12.
2nd Edition: This rule is new.
15.1.6 Placement of French Units
Initial placement of French Catholic and Huguenot units takes place before the game begins. Regardless of the printed location of the available counters, they may be placed in any hex within their parts of the country (Catholic/Protestant France).
Exception: Special Unit Rules (17.2).
2nd Edition: This rule is new.
15.2 Ireland
15.2.1 Irish Revolt
A. At the end of the Spanish Naval Movement Segment in which Spanish-controlled units land in Ireland for the first time, consult the Irish Revolt Table.
B. Total the Combat Strengths of all Spanish controlled land units in Ireland. Roll a die, cross-referencing the roll with the column determined by total Combat Strength; this yields a number result.
15.2.2 Irish Rebel Units
A. The number from the Irish Revolt Table is the total Combat Strength of Irish Rebel units that the Spanish may place in Ireland.
B. They may choose any of the Irish Rebel units provided in the counter mix, providing that the total Combat Strength of the units does not exceed the number from the table.
15.2.3 Placement of Irish Rebel Units
A. After choosing their units, the Spanish may place the units in any hex or hexes in the provinces of Ulster and Munster (the yellow-tinted areas of Ireland).
B. Irish Rebel units may move and attack in the turn in which they appear on the map.
15.2.4 Loyal Irish Units
A. If any Irish Rebel units are raised by the Spanish, the English receives all Loyal Irish units immediately and places them immediately after Rebel Irish units are placed, and before they move.
B. One Loyal Irish unit must be placed in each of the blue-tinted Irish provinces (i.e., one each in Connaught, Leinster, and the Pale).
2nd Edition: Loyal Irish units were placed at the beginning of the next English Land Movement Segment in the 1st Edition.
15.3 England and Scotland
15.3.1 English Catholic Revolt and Scottish Intervention
A. At the end of a Spanish Naval Movement Segment in which Spanish controlled units landed in Scotland or England for the first time, consult the English Catholic Revolt Table and the Scottish Intervention Table. Roll a die, on both tables when the Spanish land in either England or Scotland.
B. Roll one die per table and find the result corresponding to the respective roll on each table.
15.3.2 English Catholic Units
A. The result on the English Catholic Revolt Table is the number of English Catholic SPs the Spanish may deploy in Northern England.
B. Choose any of the English Catholic units provided in the counter mix (as long as their total Combat Strength does not exceed the result obtained on the table), placing them in any hex or hexes in Northern England (the yellow tinted area of England).
15.3.3 Scottish Catholic Units
A. The result on the Scottish Intervention Table is the number of Scottish Catholic SPs the Spanish may deploy in Highland Scotland (the yellow-tinted area of Scotland).
B. Choose any of the Scottish Catholic units provided in the counter mix (as long as their total Combat Strength does not exceed the result obtained on the table), placing them in any hex or hexes in Highland Scotland.
15.3.4 Scottish Protestant Units
A. If any Scottish Catholic units are raised, the English receive all Scottish Protestant units immediately, placing them immediately after Scottish Catholic units are placed, and before they move.
B. Scottish Protestant units may be placed in any hex or hexes in the Scottish Lowlands (the blue tinted area of Scotland).
2nd Edition: Scottish Protestant units were placed at the beginning of the next English Land Movement Segment in the 1st Edition.
15.3.5 Enemy-Occupied Hexes
Units may never be deployed in hexes containing enemy units.
15.3.6 British Free Land Units
A. During the first Joint Activation Phase after Spanish invasion of England or Scotland, the English may place the 20-SP and 30-SP Combat Strength land units on any English Activation track without expending ducats to construct these units. In the following Joint Activation Phase, the units may be placed in the appropriate hexes.
B. The English may, if desired, construct one unit but not the other; if a unit is already on the map on the turn of invasion, it may not be constructed in this manner.
Commentary: This rule was not in the 1st Edition (printed) rules or errata. It is either a 2nd Edition rule that was mistakenly marked as deleted from the 1st Edition, or it was added, then marked as deleted from the 2nd Edition. I believe it was mistakenly deleted and should be used.
16.0 Victory Conditions
A. Players gain VPs for attaining certain objectives and for enemy loss of naval units. At the end of the game, the total the number of VPs each receives, subtracting the English total from the Spanish total.
B. Then refer to the Victory Level Table (16.4) to determine the winner and level of victory.
C. Do not count VPs controlled at start; only count VPs that are from changes in controlled towns and other VPs such as step losses of ships and the French Civil War.
2nd Edition: This is a clarification.
16.1 Loss of Naval Units
During the course of the game, keep track of the number of steps of naval units lost due to combat or wind effects. At the end of the game, each side receives 1 VP per three steps lost by enemy naval units, rounding to the nearest whole number.
Example: During the course of the game, the Spanish lost 12 steps of naval units, and the English lost 8. The English receive 4 VPs (12 ÷ 3 = 4), and the Spanish receive 3 VPs (8 ÷ 3 = 2⅔, which rounds to 3).
16.2 Territorial Objectives
A. Spain initially controls all cities in Spain and the Catholic Netherlands.
B. England initially controls all cities in England, Ireland, and the Protestant Netherlands.
C. If either side captures a city and controls it at the end of the game, it receives VPs for the city's VP value, printed on the map.
D. To capture a city, that side must have been the last to move units (its own or allied) into or through the hex containing the city.
E. Cities under siege are owned by the besieged side.
F. The English do not originally control Scotland, and therefore do not originally control Edinburgh. However, the English do not receive VPs for capturing Edinburgh; only the Spanish may.
16.3 French Civil War
The winning side in the French Civil War (if any) receives 15 VPs.
2nd Edition: Value increased from 10 to 15.
16.4 Determining Victory Level
Subtract the English VPs from the Spanish. Find the resulting number on the following chart to determine the Victory Level.
| Difference | Victory Level |
|---|---|
| ≥ 46 | Decisive Spanish |
| 36 to 45 | Substantive Spanish |
| 25 to 35 | Marginal Spanish |
| 5 to 24 | Draw |
| -10 to 4 | Marginal English |
| -25 to -11 | Substantive English |
| ≤ -25 | Decisive English |
17.0 Additional Rules
All of 17.0 and 18.0 are new in the 2nd Edition.
17.1 Commerce Raiding Ports in England and Spain (Drake's Raid)
17.1.1 Effects of Raiding
A. Whenever a naval force enters an unoccupied enemy port in Spain or England, it is considered to be destroying commerce. This causes a loss of 30 ducats to the raided country and an addition of 10 ducats to the raiding country.
B. Double these amounts if the port is a fortress.
C. Each port may be affected by raiding only once per year.
D. The loss of ducats does not occur in a land attack on a port. A naval unit must be involved to raid a port.
17.1.2 Defending Naval Units
A. If a port is defended by a fleet/armada or naval units that do not enter siege, they must first be destroyed or forced to disengage in naval combat before the port can be raided.
B. The presence of land units defending the port has no effect on raiding.
17.2 Special Unit Rules
17.2.1 Huguenot 20-4 Units
A. These are actually German Mercenary units. They deploy in the German States when the French Civil War begins.
B. They must move into France on the first turn of the war. After which they move and act as normal Huguenot units.
17.2.2 French Catholic 25-3 Unit
This is the Paris Army and may not move more than three hexes from Paris.
17.2.3 Dutch Shallow-Draft Naval Units
A. The maintenance value of all Dutch Naval units is reduced to 4.
B. Remove one of the 10-0-30 units from the game (England's choice) at start.
18.0 Naval Combat and Interception Extended Example
A. Three English fleets (each containing naval units) are in Plymouth (hex 1615). The fleets will act as one for this example (as they should always when stacked), and rationalize their available MuPs so that they are considered to have four MuPs.
B. A Spanish Armada composed of four fleets (but acting as one per above) has three MuPs, as well as 20 Land units SPs embarked.
C. The Spanish begin the July 1588 Spanish Naval phase in Corunna (1027). They roll on the Wind Effects Table (first column) and score a 5, causing them to lose 6 MPs. The slowest Spanish ship in the armada has 25 MPs, reducing the MA to 19 MPs.
D. Moving to hex 1718 costs 13 MPs. Here they have entered the Narrow Seas and are also within intercept range of the English at Plymouth. The English could have intercepted them earlier, but wait until they get the wind behind them (7.6.1).
E. The English declare an intercept attempt. They roll a 4 which would usually fail, but apply a +2 DRM for the Narrow Seas and succeed. They move to hex 1618 (adjacent to the target). This immediately brings on a Naval Combat which will last three rounds (three rolls on the chart) and end in disengagement, but the Spanish wish to get on with their move and not fight, so they will try to disengage at the end of each round.
F. The English must expend a MuP when they intercept. The Spanish choose to do so rather than fight at half strength (12.2.4). After the first round the Spanish attempt to disengage but roll a 1. They also fail after the second round. In the third and subsequent rounds, the English choose to fight at half strength to preserve MuPs. The Spanish also choose to preserve a MuP so they can disembark troops in England if they choose (12.2.5). At the end of the third round Spanish choose to disengage and automatically succeed (7.1.5).
G. They choose to move the full three hexes (7.4.5; the source cites 7.4.5, which does not appear as a heading in the rules) and go to hex 1816, ever closer to their goal, hex 2413 (where they intend to join with Parma's barges and Shallow-Draft naval units from Antwerp).
H. The English now choose to attempt to shadow (6.7). This is the same as interception. They roll a 3 and succeed. They move their fleet to 1717 and begin another three rounds of naval combat. The Spanish successfully disengage during the second round (with several damaged ships). They move to hex 2016. The English successfully shadow again. They move to hex 1917.
I. Both sides now have only one MuP. This is the last English intercept. After one round the Spanish manage to disengage and move to 2315 (Calais). The English cannot shadow (no MuPs, 6.7.1.D) so they move to Portsmouth (2015).
J. Luckily for the English, the Spanish are out of MPs for the turn. Even if the Spanish wanted to spark the French Civil War by landing troops in Calais (15.1), they cannot. Although they have the MuPs, they just made a disengage move with their last MP (7.4.4).
K. In August, the English purchase MuPs (12.1.1) and choose to attack the armada in 2315 (after moving to 2215). The Spanish fail to disengage until the third round. By now their fleet is decimated.
L. Although the English have a MuP, they choose not to shadow, since they want to intercept the armada after it links with Parma.
M. The Spanish have had enough, however. Joining Parma would not give them the ability to fight past the English, so they decide to disengage to hex 2412. During their Naval Movement Phase, they sail up the coast near Scotland on their way to Spain. The English fall back to the port of Harwich to keep an eye on Parma. The Armada has failed.
19.0 Player's Notes
19.1 Spain
A. The Spanish side must decide on the offensive strategy to use prior to the start of play, or no later than the first turn. The choice is to whether to make the Netherlands or France a major theater of war, or to make its main offensive thrust on the seas.
- If deciding on the latter, it remains to be decided in which year to this blow is to be delivered: 1587 or 1588. The English navy will be weaker in 1587, though a larger navy will be offset by a wealthier Spanish treasury in 1588.
- If opting for a 1587 sea strike, the necessary naval units must be constructed in the early turns. The Spanish ships must set sail to their destination, debark their troops, and return to Spain before the inclement winter storms arrive.
B. France and the Netherlands present an alterative to the outright conquest of England. By attacking either of these areas, the Spanish force the English to send valuable troops to defend these areas.
C. If the English denude their home country in the defense of either the Protestant Netherlands or Huguenot France, the Spanish may be able to capitalize on weakened English defenses by a naval offensive.
19.2 England
A. The English strategic options are for the most part dictated by Spanish plans. An attack on Ireland, Scotland, or England should be expected. The activation of a fleet of sufficient size should go a long way in repelling any invasion attempts. The English must be careful not to bankrupt their treasury when building such a fleet.
B. The English should consider the possibility of launching a preemptive offensive against the Spanish Netherlands or Catholic France. Either action should force the Spanish to allocate troops to defend these areas where such troops would otherwise be targeted for the British Isles.
C. Finally, the English should consider the possibility of a strike against Spain's northernmost ports. Destroying Spanish naval units under construction would weaken any armada Spain was trying to assemble.