It's time for Summer on the High Seas! We're starting a summer long campaign / 8 games of Uncharted Seas. All the rules are below. You can join in any time and do makeup games if you miss any.
For all those who have not played, now's the time to give it a try. It is a great game, and not very expensive to start. I have 3 fleets and can do demo games for you if you are interested.
SUMMER ON THE HIGH SEAS
Uncharted Seas Campaign Rules
You need:
1. At least 1 Sunday open every two weeks to play a single Uncharted Seas game (From X to X). Ability to play at GE or arrange a time to play elsewhere.
2. One Uncharted Seas fleet. By the end of the campaign you will need to be able to field 1000 points, but you can use allies from other fleets once the rules come out. There will be plenty of fleets available that can be used as allies, and many people with multiple fleets that you can probably borrow if you do not have 1000 pts.
Prizes: The person with the best record overall will win a monster pack of their choice (Giant or Behemoth)
Schedule and Playing Games: Play a game of US every 2 weeks, in the order listed in the table below. The games do not have to be with the same opponent. If you have already played the scenario, but someone else cannot find an opponent, you can play it again against them, but your result from your first game stands for the campaign results, and for the affect on your next game.
Mission Uncharted Seas Points Date
1 Exploration (Starter Box only) 455+/- 6/5/11
2 Reconnoiter (no battleship) 400 6/12/11
3 Take the Island 550 6/26/11
4 Land Grab 650 7/10/11
5 Supply Lines 750 7/24/11
6 War on the High Seas 800+ 8/7/11
7 Take the Enemy Base 1000+ 8/21/11
Uncharted Seas Campaign General Rules
1. Fleet building restrictions per the book. Your fleet can go over the point total by 15 points max (1/2 the point cost of a frigate - If you go over that amount, drop a frigate!)
2. Play on a 4x6 table. Alternate setup of squadrons, max 8 onto the table.
3. Agree on terrain with opponent, should be fairly balanced from side to side. Should include some islands, some shoals/sandbars.
4. Allies rules allowed - Sky Pirates may be taken as allies to any fleet in games over 500 points.
In games 800+ points, You may use allies from other fleets, with the following restrictions:
Only flagships from your base fleet can be used.
Over 50% of the point cost of your fleet must be from your base fleet.
See allies table for who will ally with who (WIP-I'll post this later)
5. VPs are awarded for destroying ships completely, or prizing them. Prized ships count as double points if the prizing ship is still afloat/not derelict at the end of the game. Other mission specific VPs will be listed in the scenario description.
6. Results will be Win/Loss/Draw. Draw is within 50 VPs at the end of turn 6, unless noted in the scenario.
Uncharted Seas Scenarios
1. Exploration Starter Fleet box ships only. Your fleet is exploring the Uncharted Islands to search for exploitable resources when you spot an enemy fleet that appears to be invading your claim. You must get as many of your ships off the other side of the table, escaping the engagement to report back to your home base. Ships getting off the other side of the table with ½ or more hull points and crew points will award their point value to your VP total. Ships getting off the other side of the table with less than ½ of their hull points or crew points will award ½ their point value to your VP total. Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: If you win this scenario, you were able to report back to your landing party on a nearby island with information regarding the enemy. Your forces are not as surprised by your encounter with the enemy as they could have been. After setup in the Reconnoiter scenario, you can reposition 1 unit to anywhere in your deployment zone, and make a free move before the initiative roll is made. No shooting, spells, cards etc can be used during this move.
2. Reconnoiter No battleship allowed (400 pts). You send a small scouting fleet to do reconnaissance on the enemy fleet and are intercepted by their scouts. Be the last ship alive to report back to your forces.
Last man standing wins. At end of turn 7, use VPs. If one side is clearly running to try to hide, the other side gets +100 VPs. You should get a judge to watch that last turn if there are any questions about who is running like a little girl to save their last ship.
Next Game Affect: If you win this scenario, you stopped your enemy from reporting back on the size of your massing forces. You can reroll the initiative roll once in the Take the Island scenario game.
3. Take the Island One large island in the center of the table. No other terrain. Add impassible reefs on min 2 sides, 6 from island, do not block LOS. There are natives on the island who do not want to give it up. There are 4d6 natives on the island at the start of the game. In the end phase of each turn, and ship within 4 of the island is attacked by 1d6 natives, up to a max of however many natives are remaining at that time. If there are more ships than there are natives, the ships they attack are determined randomly. They attack ship crew just like a typical boarding action.
Victory Conditions: The fleet with the largest # of remaining Hull + Crew within 6 of the island at the end of turn 6 wins.
Next Game Affect: If you win this scenario, you have 3 fewer troops in the Land Grab scenario, since they have to stay and hold the island so it can be used as a base of operations.
4. Land Grab 5 islands min, 2 on each side, min 12 from each deployment edge, 24 from side edges. 1 island in the center (it should look like the pips on the 5 side of a die). Each side has 15 troops, split up on ships as they see fit. Frigates cannot hold more than 2. Place a counter on each ship with the number of crew it is carrying, face down. At end of ship movement, troops may offload onto an island if the ship is within 1 of the island. Ship offloading cannot shoot that turn, and count as having shot for defensive fire purposes.
During the End phase, any troops on the island can shoot at surface ships within 6 of the island. 1 d6 per troop. Hit on 4+ all ship sizes. They can also attack troops on the same island. 5+ kills an enemy troop.
Each island that you control with more troops than the enemy at the end of turn 6 counts as an additional 100 VPs . Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: If you win this scenario, you hold significant resources for your fleet. Once any card that repairs hull or crew on your fleet is used, you may choose to keep that card in your hand and reuse it in the future. This can be done only once per game.
5. Supply Lines Each fleet gets 5 supply ships. Ships move and shoot as frigates, hull and crew as cruiser. Use whatever suitable madels you have available. They can be split into units of 2 min, 5 max. Get 100 VPs for each supply ship that gets off the enemy table side. Other VPs are awarded for destroying the enemy fleet and taking prizes as normal.
Next Game Affect: For each supply ship that you get off the table, you get an additional 30 pts for the War on the High Seas scenario.
6. War on the High Seas Opponents can agree to play a larger game. Standard setup (8 deployment), standard victory points apply.
Next Game Affect: If you win this scenario, your sea forces are doing well in the overall war, and that bolsters your forces in the assault on the enemy home territory. You gain a single reroll of any dice roll during the next game.
7. Take the Enemy Base One player is the defender, the other the attacker. Play a battle using fortress rules, more details to come. Terrain rules for fortifications will be provided.
Summer on the High Seas!
Started by Mordante, Jun 01 2011 11:07 AM
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