From Moves#37

Just add water: naval rules for Constantinople / by Richard Berg

Sometimes an S&T game design takes on a life of its own and inevitably
grows beyond the parameters of the issue. Happily, in this case, that
which filled the bag too full was a completely independent sub-system of
the game in question. To make the counters, xerox the art below, color
with pencils or magic markers, and carefully double mount them on good
cardboard. Note that the art is arranged for backing up along the
vertical axis. Got that? - RAS

As originally designed, Constantinople included a rather long and
detailed naval game. For a variety of reasons - all given in the body of
the rules specific in the issue - the naval game was excised. For those
gamers interested in this aspect of the siege, as well as those history
buffs desirous of having a complete picture, we are herewith publishing
complete rules for the naval actions that took place at the siege. In
addition, sample counters are printed for the naval units.

Additions to the Game-Map

The hexes comprising the coast along the seaward walls are dotted with
shoals and reefs. These are represented on the game map by numbers,
which correspond to the shoals and are covered in Case 15.53.

Number Hexes
2	3334
3	2234, 2133, 2132, 2131,1119, 1018,
	0124, 0114, 0113
4	3335, 3235, 3136, 3036, 2937, 2837,
	2435, 2335, 2233, 2029, 1926, 1724,
	1723, 1622, 1522, 1521, 1420, 1320,
	1219, 0918, 0818, 0718, 0617, 0517,
	0315
5	2737, 2636, 2536, 2028, 2027, 2026,
	0316

In addition, The Gate of the Lighthouse (2536) and Gate of the
Contoscalion (2129) are missing and should be drawn on the map.

Counters

The counters have been provided to accompany the Naval rules. Players
may wish to mount the cut-out units on card board to facilitate play.
Players should note that all Byzantine Naval units are galleys.

New counters

[2.0] (addition after the eighth line). First, the Players undertake
Naval Movement and Combat, one Player moving his ships before the other
player, after which there is a mutual Naval Combat Phase. This segment
is repeated five times ("impulses") to create one complete Naval Phase.
(The Naval Phase is used only in the Campaign Game). After the Naval
Phase... [3.2] (addition) Naval units have strengths for Ramming and
Melee, as well as movement capabilities.

[3.22] (addition)

Example counter

[3.33] (addition) The Wind Direction Table, the Wind Velocity Table, The
Naval Melee Combat Results Table and the Ramming Table.

[3.4] (addition) As for the ships, each Byzantine naval counter equals
3-4 galleys. Each Ottoman naval "step" is the equivalent of 5-7 galleys,
triremes, biremes, fustae and parandaria (troop barges).

[4.0] (addition, add at beginning of Sequence of Play)

1. The Naval Phase

A. Wind Determination Segment: Players determine the wind direction and
velocity. Both are rolled for on the first Impulse of each Naval Phase
only.

NAVAL IMPULSE (Segments B through E) 

B. Initiative Segment: Players roll to determine who moves first in each
Impulse. High roll goes first.

C. First Player Movement Segment: The Player denoted in Segment B to
move first moves his ships according to the rules for such. Attempts to
Ram occur in this segment.

D. Second Player Movement Segment: The Second Player moves his ships, as
per Segment C.

E. Mutual Combat Segment: Players engage in combat engendered by
Segments C-D. Ships sunk are removed from play. Segments B through E are
repeated a maximum of five times, each segment being an Impulse. Players
may, by mutual agreement, use fewer than five Impulses, but never more.

[5.17] (addition) Begin line 6 "...combat unit, there is a sea assault,
or Game-Turn 15, whichever comes first. See Case I .13 for details... "

[5.39] (addition) Naval units may enter coastal hexes of Galata, even if
they are transporting land units, but they may not land such units in
Galata.

[6.12] (addition) Naval units do not exert a ZOC, nor are they affected
by Land units' ZOCs.

[7.16] (addition at end of line 3) ...or get their navy into the Golden
Horn and use it as a transport. They may embark on ships and assault the
Seaward Walls.

[7.32] (addition in 2nd line, after ''on land '') This includes land
units transported to the southern shore of the Golden Horn or landed by
Naval Assault on the Seaward Walls. See 15.5.

[7.44] (addition at end of paragraph) Units that may retreat to Ottoman
ships may do so, but Players must remember that only one unit may be
transported per ship.

[8.26] (addition) Fire Combat does not affect naval units or land units
being transported by naval units.

[10.16] (addition) Artillery units may not be transported by ship.

[11.41] (rewrite) On the Game-Turn after the Ottoman Player places at
least five naval units in the Golden Horn at the same instant, he may
assume that there is a bridge between Pera and the Blachernae Assault
Area.

[13.0] THE NAVAL GAME

COMMENTARY:

The naval portion of Constantinople is somewhat unusual in that it runs
independent of but (abstractly) concurrently with the land portion of
the siege. By that, we mean that the naval game is on going, while the
land game is divided into alternate periods of bombardment and assault.
In the land game the combat units retire at the end of an assault
period; in the naval game the ships remain in place until the next Naval
Phase. Unlike the land game the Naval Phase is divided into five
Impulses in which four Segments of the sequence of the Naval Phase is
repeated five times (see Sequence of Play, Case 4.1). Thus there are
five individual "turns" within one full Naval Phase, although by mutual
agreement the Players may use less than five (e.g., if neither side
wishes to move that Phase-"turn"). And while the naval game is somewhat
independent of the land game it does affect the outcome of the siege
simply because the city can be assaulted from the sea, and, further
more, because possession of the Golden Horn is a key to victory. There
are rules for eliminating the naval portion of the game for Players who
wish to play a faster game. See Section 19.0 for details.

CASES:

[13.1] THE GENERAL COURSE OF THE NAVAL GAME

At the beginning of each Naval Phase the Players determine the Wind
Speed and Direction (the Wind Direction at the beginning of the game is
North - blowing North to South; its Speed is initially eight). Each
Player then rolls a die; the high die goes first for that Impulse. Thus,
a Player could move his units twice in a row, if the die-rolls so
indicated. The first Player moves his vessels, followed by the second
Player. There is no combat during Naval Movement, with the exception
that Ramming takes place during Naval Movement. After both Players have
completed Naval Movement there is a mutual Combat Phase, with combat
taking place simultaneously. The entire sequence, from Initiative
Determination to Combat Phase is then repeated four more times until
five Impulses - five repetitions of the Sequence - have been completed,
or the Players stop by mutual agreement. The vessels are left where they
stand at the end of five Impulses and play proceeds to the land game.

[13.2] THE NAVAL UNITS

The counters for the naval units represent a wide variety of vessels,
both sail and oar. They do not represent individual ships (while the
Byzantines had only 30 or so galleys the Ottomans had up to 400 ships of
all kinds!); rather they represent groupings of ships with ratings based
on capabilities, training, and general seamanship. However, an attempt
has been made within the game system to give the Naval Portion of the
game a sort of tactical, ship-to-ship feel. Players should note that
Ottoman Naval units have reduced strengths on their reverse side, much
the same as land combat units. Byzantine ships' counters have a reverse
side but it is not a reduced strength; it represents a reduced crew
level when the sailors are removed for land duty (see Section 16.0).

[14.0] NAVAL MOVEMENT

GENERAL RULE:

Naval units may move either by sail or by oar. Some ships may move by
both, switching between the two propulsion modes at the owning Player's
discretion. In general, naval units move only through sea hexes. They
pay a cost of one Movement Point (or two under certain circumstances) to
enter any sea hex and they may pay a cost for maneuvering (turning),
dependent on the form of propulsion. All Byzantine naval units are
galleys; they are all sail-propelled. None are equipped with oars. The
Ottoman Player has a polyglot collec tion of galleys, triremes and
biremes, and the lighter vesels called fustae. The Ottomans use both
sail and oar.

Numerically, the Byzantines were outnumbered by the Ottomans almost 15
to I, but the seamen in the service of the Imperial Navy, the best of
which were the Genoese and the Venetians, as well as the excellence of
their huge galleys, more than made up the difference.

CASES:

[14.1] OAR PROPULSION NAVAL MOVEMENT

[14.11] Those naval units with Oar Movement Allowances (see Sample
Units, Case 3.21) are capable of moving by oar. Naval units move from
one hex to another, in a manner similar to land units moving on land.
However, naval units may enter only all-sea or partial-sea (coastal)
hexes (see Case 15.53). They may never cross an all-land hex side
(exception: see Case 17.1). Purthermore, each all-sea or partial-sea hex
costs only one Movement Point to enter (exception: see Case 14.24).

[14.12] Naval units are always faced in a specific direction. The top of
the counter must always face toward a specific hexside. It may never
face - or point to - a junction of two hexsides.

Facing diagram

[14.13] Naval units (oar or sail) must always move into the hex toward
which they are facing. Oar driven vessels may only change facing 60
degrees - or one hexside - for each hex they move. Oar-driven vessels
must move one hex before changing direction (one hexside). Thus for each
60 degrees or hexside an oar-driven vessel wishes to change direction it
must move one hexside; e.g., to change three hex sides it must move
three hexes, adjusting 60 degrees for each new hex entered. An
oar-driven vessel may change direction after using its last Movement
Point. There is no cost to change facing (see Cases 14.26 and 15.1).

[14.14] There are no Zones of Control in Naval Movement or Combat;
furthermore, naval units never affect land units and vice-versa, with
the exception that no Friendly land unit may ever enter a hex with an
Enemy naval unit - and vice versa (but see Case 14.15).

[14.15] A Friendly naval unit may move through an Enemy-occupied sea hex
under certain conditions. For the Friendly unit to so move it must enter
the hex through a hexside toward which either the bow or the stern of
the Enemy unit is facing. It may not move through a hexside toward which
an Enemy starboard or port side is facing. Furthermore, the Friendly
unit may not remain in such hex and must leave through a hexside toward
which an Enemy bow or stern is pointing (see Case 15.1).

Moving through ships

[14.16] Oar-driven vessels have two speeds: Cruising Speed and Battle,
or Ramming, Speed. Both speeds are maximums; the Player - as in land
movement - is never required to use the full Movement Allowance when
moving his vessels by oar. Normally a Player will use his Cruising Speed
when moving his vessels, and he is thus limited to the maximum allowance
at that speed. However, he may shift to Battle Speed at any time, within
certain restrictions (see Case 14.17), and thus in crease his speed.
Battle Speed is voluntary with the exception that the vessel must be in
Battle Speed when Ramming.

[14.17] An oar-driven vessel may not use Battle Speed two Movement
Segments in a row. Further more, a vessel using Battle Speed has a
Cruising Speed of one in the Segment after the use of Battle Speed -
even if that Segment is in the next Game-Turn!

[14.18] Certain Ottoman vessels have the use of both oar and sail. These
vessels may change mode of propulsion in any Movement Segment. To change
from oar to sail the vessel may move no more than one hex (in oar mode)
that Segment. The next Segment the vessel is considered to be using sail
and moves under the rules for sail propulsion with an initial Sail Speed
of one. To change from sail to oar the ship may not have moved more than
three hexes in the previous Movement Segment.

[14.19] Only one naval vessel is permitted per hex, with the exception
during movement of Case 14.15. Furthermore, Ottoman naval units may
anchor at the Double Columns, hex 3931, by placing as many Ottoman naval
units as the Ottoman Player wishes in that one hex. Such units at anchor
may never be attacked.

[14.2] SAIL NAVAL MOVEMENT

All movement under sail encounters two particular problems: momentum,
which, in general, means that sail-driven ships tend to keep moving at
the rate of the wind; and Wind Direction, which can dictate the speed
and maneuverability of a vessel.

[14.21] Each naval unit using sail has a given movement capability for
that Impulse. This is the number of Movement Points it must expend
during that Impulse. Acceleration and Deceleration (see Case 14.22) may
change this capability, but the capability for that Impulse must be used
in its entirety. Movement capability is usually dictated by Wind
Direction and Velocity. Ships entering the game at sea (using sail
movement) enter the map with a movement capability equivalent to the
Wind Velocity for that Game-Turn. Ships starting from "anchor" (thus
with a zero Movement Capability) obey the rules for Acceleration.

[14.22] A Player may elect to increase or decrease the Movement
Capability of his sail vessels (Accelerate or Decelerate). A sail vessel
may never Accelerate more than one Movement Point (Capability) per
Impulse; it may never Accelerate to a higher Movement Capability than
the current Wind Velocity. A sail ship may Decelerate a max imum of two
Movement Capability Points per Impulse, regardless of any change in Wind
Velocity. A ship that is successfully Rammed (see Case 15.1 ) has its
Movement Capability reduced to zero. If the wind velocity falls and the
ship Sail Speed is higher than the new velocity the ship must reduce
speed, at a maximum deceleration of two points per Impulse. Thus, it is
possible for a ship to be moving faster than the wind, although it will
eventually slow down. It is not required that a ship increase speed as
the wind increases; acceleration is always voluntary.

[14.23] At the beginning of each Naval Phase (not each Impulse within
the Naval Phase) the Players determine the Wind Direction and Velocity
for that entire Naval Phase. To do so a Player rolls two dice and refers
to the Direction portion of the Table (14.31). He then rolls two more
dice and refers to the Velocity portion of the Wind Tables (14.32). Thus
rolls of nine and seven, respectively, will produce a Northeasterly wind
(i.e., a wind blowingfrom Northeast to Southwest) at a Velocity of
eight. Players may note Direction and Velocity by placing an appropriate
marker on the game map in the Wind Direction hex (printed on the map)
with the arrow pointing in the direction toward which the wind is
blowing (in the above example, the counter would be placed with the
arrow pointing toward the Southwest hex). The game begins with a
Northern wind (blowing North to South) at a Velocity of eight.

[14.24] According to the facing of the vessel (see below) the wind may
be blowing from the stern of the ship (called Running Free) or toward
the bow of the ship (Sailing on the Wind). No vessel may ever sail
directly into the wind; i.e., a sail ship may not move into a hex in a
northerly direction if there is a Northerly wind (blowing from North to
South). Furthermore, each hex that a sail ship enters that is "Sailing
on the Wind" (wind blowing on the bow of the ship) costs two Movement
Points. If the Movement Capability remaining to a ship Sailing on the
Wind is one it must use the remaining Movement Point by turning 1200 at
a cost of one Movement Point (see Case 14.25).

[14.25] Sail ships move through sea hexes in the same fashion as
oar-driven vessels (with the exception noted in Case 14.24). However,
for sail vessels the ship counter realignment is different from oar
vessels (see Case 14.13). A sail vessel may turn one hexside (60
degrees) for each hex that it enters without paying any Movement Points;
it may change two hexsides (120 degress) for each hex entered by paying
a cost of one Movement Point for its Capability. Sail ships may never
change facing more than two hexsides in a single hex; they must advance
at least one hex further before making another turn. When a sail vessel
changes facing by two hexes (1200), it may not change facing past a
hexside through which the ship would be sailing directly at the wind.

Example: Wind Direction is North (North to South). A sail vessel in hex
1539 is facing toward hex 1639 (Sailing on the Wind). The sail vessel
could not turn two hexes (120 degrees) to face toward hex 1538, because
the sail vessel would have to face hex 1638 (which would face the sail
vessel in the opposite direction of the wind) before it could face
toward hex 1538. The sail vessel could, however, turn to face hex 1439,
if the own ing Player so wished.

Wind effects

[14.26] A ship (sail or oar) that is not moving may still turn one
hexside, unless it has been Rammed and pinned. Ships that are not moving
always drift one hex in the same direction toward which the wind is
blowing. If there is no wind, ships drift from North to South.

[14.27] A sail ship which enters a coastal hex in such a way that it may
not turn and leave that coastal hex is considered to have Run Aground.
The ship counter - and any passengers - is eliminated. If a sail ship is
forced to attempt to cross a Boom hexside (see Case 15.6) because of its
momentum, etc., it stops in the hex adjacent to the Boom hexside and is
considered Damaged for the remainder of the game (see Case 15.34). It
does not move through the Boom hexside. For the next Impulse, the sail
ship's Movement Capability is considered zero, and it obeys the rules
for Acceleration (see Case 14.22). A sail or oar vessel that leaves the
map - for whatever reason - is treated exactly as a sail vessel that has
Run Aground.

[14.28] Sail ships (and oar ships using Sail Movement) are not capable
of Ramming.

[14.29] In the event that the Wind Velocity is Storm, all ships (sail or
oar) in the Golden Horn or at anchor (i.e., in a coastal hex with a "0"
movement rate) may not move that Game-Turn. For ships at sea (in the Sea
of Marmora) the owning Player rolls a die for each ship unit. If the
owning Player rolls a six for a given ship unit that unit is eliminated,
along with any passengers. For all other numbers (i.e., 1 through 5),
the Ottoman Player returns his ships to the Double Columns (hex 3931);
the Byzantine Player places his ships in either the Harbor of Eleutheris
(hexes 1823, 1924, etc.), hex 2129, hex 2130 or hex 2234. There is no
other movement that Game-Turn. Ships that are pinned from Ramming are
automatically sunk.

[14.3] WIND TABLES

[14.31] Wind Direction Table/[14.32] Wind Velocity Table

Wind direction/velocity table

[15.0] NAVAL COMBAT

COMMENTARY:

The fifteenth century was a great watershed for naval combat. The advent
of sailing vessels of ocean-going capability along with the development
of gunpowder and artillery was to change naval warfare forever. Yet, in
the Mediterranean, the galley was still Queen of the Sea. The main
method of destroying the enemy at sea was boarding. Catapults and Greek
Fire were also used, and ramming was still in fashion (but to a much
more limited extent than in Greco-Roman days). But hand-to-hand combat
was still the staple of the navy and the rules for naval combat, given
the scale of the game, reflect this.

CASES:

[15.1] RAMMING

The object of Ramming, primarily, is to pin the opposing vessel so that
it may not move making it an easy target for boarding parties. There is
a possibility that Ramming will sink an opposing vessel; Ramming can
also damage the Ramming ship. Only oar-driven vessels may Ram.

[15.11] For an oar-driven vessel to Ram, it must be using Battle Speed
and it must start the Ram at tempt at least three hexes from the
intended target.

[15.12] Vessels attempting to Ram an opposing vessel may make no more
than one 60 degree (one hex side) turn during the entire course of its
Ram at tempt, and such turn must be at least two hexes distant from the
target hex

[15.13] In order to Ram an opposing vessel the moving vessel must move
into a hex adjacent to the target vessel. That adjacent hex must be
either to the port or starboard (the sides) of the target vessel One
cannot Ram a target vessel from the bow or stern (front or rear).
Furthermore, the bow of the Ramming vessel must point directly toward
the side of the target ship (envision Ramming literally and you'll get
the idea). Ramming is performed in a Movement Segment; it is not
considered combat, per se.

[15.14] Once the precepts of Case 15.13 have been satisfied and the
Phasing Player has announced that he is making a Ram attempt, he checks
his Ramming vessel's Ram Strength against the Ram Defense Strength of
the target vessel. He cross references these on the Ramming Table
(15.42). The result is the number that the Phasing Player must roll on a
die for the Ram to succeed. If the Ram does not succeed the Movement
Segment is ended for the Ramming vessel in the hex adjacent to the
target vessel. Such vessel may not engage in boarding and melee (as he
is faced in the wrong direction; see Case 15.22).

[15.15] If the Ram attempt is successful the two ships are considered
"engaged," both dead in the water (see drifting, Case 14.27). However,
under certain circumstances the target ship may be sunk and/or the
Ramming ship Damaged. Consult the Ramming Table (l5.42) .

[15.16] Once Rammed both ships may attempt to free themselves, if so
desired. At the beginning of a Movement Segment the Player with the
Rammed ship rolls a die; if he rolls a 1, the ship breaks free but is
considered Damaged. It may then move Otherwise, it is still engaged. If
the Player with the Ramming ship desires to free the Ramming ship, he
rolls a die. If he rolls a 1, 2, or 3, he breaks free with no damage;
otherwise, the ships remain engaged.

[15.2] NAVAL MELEE COMBAT

Naval Melee Combat represents all close, ship-to ship actions, including
short-range catapults, Greek Fire, and, of course, boarding.

[15.21] Naval Melee Combat takes place in the Mutual Combat Segment of
the Naval Phase. Only Friendly vessels adjacent to Enemy vessels may
engage in melee. There are no Zones of Control at sea, and combat is
purely voluntary. Melee is simultaneous; i.e., the Friendly vessel is
attacking the Enemy vessel and vice-versa at the same time.

[15.22] To engage in naval combat ships must be adjacent to each other.
Moreover, both of these counters must either be engaged (15.15) or
adjacent through a port or starboard facing hexside. If both ships are
not so situated the melee combat is impossible.

Melee situations

[15.23] Combat is voluntary. To determine the results of combat the
attacker adds the Melee strengths of all his attacking units and
subtracts the Melee strength of the defending unit. The result is the
Combat Differential.

Example: two ships with a strength of 4 each attack a ship with a
strength of 5. The differential would be +3. If the ship with the Melee
Strength of 5 attacked one of the ships with a melee strength of 4 (see
Case 15.24) - remember, melee is simultaneous - the differential would
be +1.

[15.24] As many as four Friendly ships may attack an Enemy vessel. Four
is the maximum because of the restrictions in Case 15.22. If a Friendly
ship is adjacent to more than one Enemy ship it must either attack all
of them or none of them (simultaneously with the Enemy attack, of
course). To do this it may split its melee strength in any way it sees
fit. When splitting, the lowest voluntary differential is -3. However,
if a ship is adjacent to more enemy ships than it has melee points it
must attack the strongest ship(s) at 0 and the rest at 1 or not attack
at all. When one Friendly ship is adjacent to a sole Enemy ship it
always uses its maximum strength.

Example: A Byzantine Galley with a melee strength of 8 is adjacent to,
and capable of melee with, three Ottoman ships with melee strengths of
5, 3, and 2. The Ottoman attacks the Byzantine at +2. Simultaneously,
the Byzantine uses two points to attack the 5 at -3, one point to attack
the 3 at - 2, and the remaining five points to at tack the 2 at +3.
Remember, when splitting strength the lowest differential you may
voluntarily attack at is -3.

[15.25] Combat is mutual and simultaneous; both Players engage in melee
at the same time. Losses are taken only after both Players resolve their
individual battles. Thus a ship Damaged by Player A's die-roll may still
fight at its normal strength in the same Combat Segment that it was
Damaged. All Melee Combat Results are applied after both Players have
finished their attacks.

[15.26] Leaders have no effect on Naval Combat, with the following
exception. Any Byzantine naval unit commanded by either Diedo or
Trevisano (stacked with the ship counter) adds one to the ship's Melee
Strength for defensive purposes only.

[15.3] EXPLANATION OF COMBAT RESULTS 

[15.31] All Melee Combat takes place using the Naval Melee CRT (15.41).
The attacker determines his total strength and subtracts that of the
defender in order to obtain a Combat Differential (see Case 15.24). He
then rolls a die and refers to the Naval Melee CRT to obtain a result,
if any, of that battle. Remember, because of simultaneous combat, the
roles of attacker and defender will often be reversed.

[15.32] No Effect means that nothing has happened in the way of
casualties.

[15.33] Ineffective means that the ship unit suffering such result is
halved in movement (rounding down) for the next Movement Segment. It may
not attack/melee in the next Mutual Combat Segment, it may defend.

[15.34] Damaged means that the affected ship unit is permanently halved
in Movement Allowance (or maximum Movement Capability for sail ships).
In addition the Damaged ship's Ramming defensive strength is permanently
halved (but not its Ramming Capability). Melee is not affected.

[15.35] Lose One means that, for Byzantine ship counters, the unit is
eliminated. For Ottoman ship units it means that the naval unit is
flipped over to its reduced strength level, unless said naval unit is
already at reduced strength level, in which case the Ottoman naval unit
is eliminated. The Ottoman Player should note that a Damaged ship that
is flipped over retains its Damaged status.

115.4] NAVAL COMBAT TABLES

[15.41] Naval Melee Combat Results Table

Naval melee combat results table

[15.42] Ramming Table

Ramming Table

[15.5] NAVAL ASSAULTS

The Ottoman Player may use his ships to carry land combat units in an
attempt to assault the seaward Walls of the city - those Walls his land
army cannot reach by normal means.

[15.51] The Ottoman Player may transport land units on his ships. He may
transport one land combat unit for each full strength naval unit; naval
units not at full strength may never transport land units. Land units
may be embarked in coastal hexes. To pick up a land unit, a naval unit
spends one full Naval Movement Segment (of an Impulse) in the same
coastal hex as the Friendly combat unit. In the next Segment the naval
unit plus the land unit may move on.

[15.52] Ships carrying land combat units are not affected in terms of
movement or naval combat.

[15.53] There are certain coastal hexes along the eastern and southern
shores of the city that have numbers in them. These numbers represent
the difficult currents in the Sea of Marmora and the dangerous reefs and
rocks along the city Walls. For any ship (Ottoman or Byzantine) to
safely enter one of these hexes the owning Player must roll a number
higher than the number listed in the hex. If the owning Player throws a
number equal to or lower than the number in the hex the ship counter
(and any land unit on the ship counter) is eliminated. Exception:
Byzantine units (only) moving into any of the hexes listed in Case 14.29
do not have to roll for possible elimination.

[15.54] Naval units may debark land units in any coastal hex with two
exceptions: (a) land units may not debark in a hex which they must cross
a Wall hexside to reach (see Cases 15.55 and 15.56); and (b) land units
may not debark in Calata. Remember that stacking rules prohibit more
than one land combat unit in a hex (though there is no limit to the
number of Leaders).

[15.55] Ottoman land combat units and Leaders placed in coastal hexes
may not move or attack until an Assault Phase. (Siege Towers may never
be transported by sea, as is the case with all Ottoman artillery.)
Regardless of the configuration of the hex and the Wall, such units are
considered to be outside the city until they can move across the Wall in
an Assault Phase. Ottoman combat units in hexes such as 2028 where the
Wall runs along the edge of the geographical city are considered to be
ships waiting to climb the Walls. Such land units are considered to be -
for combat and assault purposes - in an unfilled Foss hex. Combat units
landing in a clear hex (e.g., hex 1521 ) treat that hex as normal clear
terrain. Remember, it costs three additional Movement Points to cross an
Outer (or seaward) Wall.

[15.56] Land units (on ships) in sea hexes adjacent to Walls that run
along the edge of the city (e.g., hex 2028) may not move into any hex
except across a Wall hexside into a city hex. They may not move
laterally along the Wall (outside the city). They may, of course, move
out to sea again.

[15.57] The previous two rules (Cases 15.55 and 15.56) must be
interpreted in the light of the laws of nature and common sense. Most of
the seaward Walls were literally built up from the sea, and Players
should remember this when interpreting the rules.

[15.58] Ottoman units assaulting Seaward Walls that receive an R result
are eliminated, unless there is a ship available for them to retire to
or they are three hexes from the Inner Wall and may trace a line of
hexes exclusive of enemy units or ZOCs (for this purpose friendly units
negate enemy ZOCs) though normally passable terrain to any hex out side
the city. Furthermore, if they are to use a ship for retreat, such ship
must be within three hexes of the retreating unit and must not contain
another combat unit.

[15.59] Ottoman units that gain entry to the city by Sea Assault count
as only one point each for Victory purposes, regardless of their actual
attack strength. Furthermore, such units must be able to trace a line of
hexes as per Case 15.58 for them to be counted for victory (although
they may be more than three hexes from the walls for this purpose). In
addition, if at the end of the last Impulse victory has not been
achieved, Ottoman units making sea assaults may be removed only if they
satisfy Case 15 .58; otherwise they are eliminated.

[15.6] THE BOOM

A huge "boom," from Galata to the Acropolis, effectively hindered
entrance into the Golden Horn and greatly aided any galleys defending
behind it. Ottoman ships wishing to enter the Golden Horn must try to
force the Boom (which is represented by the "wall" hexsides running from
hex 3429 to hex 3334). The two smaller booms on the southern portion of
Constantinople are permanent and unforceable. Only Byzantine ships may
cross such hexsides.

[15.61] At the beginning of the game the Byzantine Player controls the
Boom. To control the Boom a Player must be the last Player to occupy
hexes 3430, 3429 and 3330. (Note that as the Byzantine Player already
controls the Boom he does not have to satisfy any of the requirements,
unless the Ottoman Player gains control of the Boom.) Passage through
the Boom - unless it is broken - is through hexes 3430 and 3429 only.
Only the Player who controls the Boom may make such passage.

[15.62] Ships may not Ram through a Boom hex side.

[15.63] Ships that are melee attacked through a Boom hexside add one to
their defensive melee strength, but not to their offensive melee
strength.

[15.64] The Boom may be broken or set on fire To do this a Friendly ship
must spend one full Movement Segment adjacent to a Boom hexside which,
in turn, is not adjacent to any Enemy ship. At the end of the Movement
Segment the Boom is considered destroyed and the entire Boom is no
longer in existence.

[15.65] Ships adjacent to the Boom are not sub ject to drift rules. They
may remain in such hex without moving.

[15.7] ARTILLERY BOMBARDMENT OF SHIPS

[15.71] Only the Ottoman Player may Bombard ships. Only ships in the
Golden Horn may be Bombarded.

[15.72] For each Gun Strength Point that the Ottoman Player has in Pera,
he may Bombard one Byzantine ship. He Bombards ships in his Bombardment
Phase only. He may not Bombard ships in a Naval Phase or an Assault
Phase. Guns used to Bombard ships may not be used to Bombard the Walls
in the same turn that they Bombard the ships.

[15.73] To Bombard, the Ottoman Player rolls two dice. If he rolls a 2
or a 12, the target ship is sunk. If he rolls an 11, the target ship is
Damaged.

[16.0] SAILORS

GENERAL RULE:

The Byzantine Player has the capability of stripping the crews from his
galleys to add extra men to his land forces. In doing so he will
correspondingly reduce the melee effectiveness of his galleys. To assign
crews to "shore duty" simply start a Planning Phase/Byzantine Strategic
Movement Segment with the chosen galley counter in any coastal hex on
the Southern shore of the Golden Horn. During the Strategic Movement
Segment, the galley is flipped over (to reveal its reduced strength) and
a Sailor counter is placed in the same hex. The Sailor counter may not
move in the Strategic Movement Segment that it disembarks but may move
in any succeeding Movement Segment. To restore the sailors to the ship
simply reverse the process. The two naval Leaders, Diedo and Tre visano,
may be assigned to land duty, one for each two sailor combat units.
Players should note that the reverse side of the Byzantine ships are for
stripping the crews only; they do not represent lost effectiveness due
to combat, as in Cases 13.2 and 15.35. Byzantine Sailor units are
treated exacrly as normal Byzantine land combat units.

[17.0] THE GREAT PORTAGE

COMMENTARY:

When Mehmet found that he could not break through the Byzantine naval
defenses at the Boom (see Case 15.6) he realized that he had to find
some way to contest the Byzantine control of the Golden Horn. Otherwise
he was virtually restricted to a land assault from one direction.
Therefore, on April 23, having failed twice at the Boom, he literally
carried a portion of his fleet overland (from right behind Galata to
approximately hex 3624)! By the next evening the Byzantine fleet no
longer was in some command of the Golden Horn. The rules below attempt
to recreate this highly unusual feat.

CASES:

[17.1] WHEN THE OTTOMANS MAY PORTAGE

The Ottoman Player may not attempt to Portage (transport over land) his
ships until one of the following two requirements are met:

1. The Ottoman Player has spent at least two successive Naval Combat
Segments assaulting the Boom in an effort to get through. On these two
successive Segments the Ottoman Player must use at least three ship
units to attack. However, the Ottoman Player may never attempt Portage
before Game-Turn six; or

2. Game-Turn Twenty. The Ottoman Player may attempt to Portage
automatically starting with Game-Turn Twenty, regardless of whether or
not the first requirement has been met.

[17.2] HOW PORTAGE OCCURS

[17.21] Once the Ottoman Player has satisfied the requirements of Case
17.1, he may attempt to Portage certain of his ships. The Ottoman Player
may Portage only triremes, biremes or fustae. He may not Portage any of
his galleys. He may Portage as many triremes, biremes and/or fustae as
he wishes.

[17.22] Starting with the Planning Phase after Case 17.1 has been
satisfied, the Ottoman Player rolls a die. He adds to this die-roll the
Assault Capability Number on the Turn Record Track for the Game-Turn he
is rolling in (see Case 7.21). If the total (die-roll plus Capability
Number) equals five or more then the Ottoman Player simply places the
ships he wishes to move in any Pera coastal hex within five hexes of
3623 (Remember, Ottoman ships may not be placed in Galata coastal
hexes).

[17.23] Ships to be Portaged must start the Planning Phase in any Pera
coastal hex in the Bosphorus .

[17.24] Portaged ships may move the Game-Turn after they have been
Portaged across Pera.

Players should ignore Section 13.0 as now printed in the rules book.
Also, Section 14 (in rules) now becomes Section 18.0. Section 19.0
(formerly Section 15.0) now covers the scenarios, of which there are
three: The Campaign Game, the Land Game, and the Assault Game.

[19.1] (change) This Case is now The Campaign Game. It takes about six
or so hours to play. Additions to Deployment:

1. All Byzantine Naval Units, except the Genoese 8-0-D Galley, are
placed in any hex in the Golden Horn. The Genoese 8-0-D Galley arrives
in any all-sea hex along the southern edge of the game-map on any turn
the wind is favorable, starting with Game Turn Four. It may not arrive
before then; it may delay its arrival awaiting a favorable wind, etc. It
may arrive at any time during a Naval Phase.

2. All Ottoman naval units arrive Game-Turn One along the south edge of
the game-map, in any all-sea hex, in oar mode.

[19.2] The Land Game (addition) Byzantine Sailors may enter the game one
unit per Game Turn, beginning with Game-Turn Twelve. Sailor units enter
in the Byzantine Strategic Movement Segment. The Leaders Diedo and
Trevisano may enter the game with any of these units (Byzantine Player's
choice). Sailors entering the game are placed in any land hex within two
hexes of the Golden Horn and east (i.e., behind) of the Inner Walls.
Note that Sailor units are treated exactly as units in reserve (see Case
15.13). Remember, the Land Game is now the original 15.1.

[19.3] (addition) This case is now the Assault Game. This corresponds to
15.2 in the original rules. There are no naval units in the Assault
Game.