Order of Play
Deployment (first turn only)
1.Movement
2.Firing-
2a.Roll to hit
2b. Roll to penetrate(ships)
2c. Roll for HE damage(ships)
Shore Emplacements
Shore emplacements will be treated as immobile vessels, divided into 3 sizes, and 2 types.
Types- Earthworks/sandbags/timber, Concrete/Brick/Stone
Sizes- Small, Medium, Large
Small- Can hold 1 RF weapon
Medium- Can hold either 2 RF weapons or 1 QF weapon
Large- Can hold either 3 RF weapons, 2 QF weapons, or 1 Heavy weapon
Forts
A fortress will be represented as multiple shore emplacement in a game regardless of if it's phyiscally a single terrain piece or using multiple pieces of terrain on the tabletop/gaming surface.
A fortress will be no fewer than 5 emplacements, and if each emplacement is not directly connected by walls/barricades/etc, they may be no more than 5" apart from each other.
If a player destroys 3/5 of the emplacements in the fort, they may assault the fort with infantry to begin capturing it from the opponent. (Representing either fire from the fort slacking enough to allow an assault, or the walls/barricades/etc being damaged and breached enough to allow an effective assault force to enter the fort.)
The turn after assaulting the fort, the attacking player must take a turn for each remaining emplacement(representing fighting for each emplacement individually), rolling 1D6, at which point the defender will do likewise. The player with the higher roll wins. The attacker gets 2 turns to take an emplacement by defeating the defenders. The winner may then take 2 turns to rebuild an emplacement as an Earthworks/Sandbags/Pallisade emplacement, only one emplacement can be rebuilt at a time.