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Declarations and Activation
Struggle on the South Seas uses the same
declaration and activation method as you'll find in Battlestorm
and Battlestorm Basic.
If your not at all familiar with the system here's a quick explanation
of how it works.
If you learn better by examples, you can also
check-out the animated explanation of how activation works in Battlestorm
Basic at this location.
Rules
Activation is ship by ship. All actions are considered simultaneous,
but for the purposes of tabletop play we focus on ships by separating
them between activated and inactive ships. To determine who is activated,
both sides roll a d20. The player with the highest roll must activate
one ship.
An activated ship may move. It may move or the
ship may may move and fire cannons or arrows. The ship may melee
a ship that has already activated. However, if the ship wants
to attack an enemy that has not activated, intriguing tactical complications
arise.
If the player wishes to board or ram a ship that
has not activated, the player must declare this attack, before
he moves his troops.
A ship that is declared upon may choose to ignore
the threat and save its action for later. If this occurs,
resolve combat only if the attacking ships movement puts it
within weapon reach.
On the other hand, the defending player may opt
to activate the ship that was declared upon. Now the declared
upon the ship is activated: and it has all the same options
as if it was the first / only ship to activate. That ship may sail
away, attempt to ram the ship that declared the attack, etc.
Most interestingly, this ship could also declare
a ram or boarding action on a different enemy ship. If this happens
stop all actions for the declaring ship, and now the ship that was
declarded upon is activated. In this way, one ship can begin a chain
reaction (or "battlestorm") that activates every
ship on the board. The last ship activated must complete all movements
first. Finish actions with the ship that began the activation in
the first place.
Bluffs
A player who declares an attack is NOT required to make that attack.
(In fact, sometimes the enemy will flee making attack impossible.)
However, the attacker may not offensively attack any other
ships.
Declaring limits
A player can declare on any ship in the game---even if his total
legal movement would not put him close enough to attack. However,
the attacker may still declare the attack, because the defender
may opt to counter-charge into the attacker's range.
Of course, a ship that is declared upon is NOT
required to activate and only activated ships may declare attacks.
No matter who declares what, a ship is only permitted
one activation per turn. If a ship has already used its activation
there is no need to declare---simply take actions against this sitting
duck.
Tips
Players who are accustomed to winning Initiative and then pounding
a hapless, lifeless foe will find their opponents are reacting,
charging, fleeing, taking unexpected actions. There is no
point in this game in which you sit back in your chair and watch
enemy ships board and ram your ships.
- A man with a hammer cannot melee a squirrel no matter how much
he wins Initiative. If you declare on a squirrel, the squirrel
can usually opt to run away.
- You cannot prevent your enemy from taking actions by winning
Activation. If the enemy is about to attack your weakened
wonder-hero, and you win Initiative DON'T declare on that enemy.
He will move to attack the wonder-hero. Instead, use Activation
to block the enemy's path and strike a defensive position.
- Keep in mind that all actions are "simultaneous".
If a ship has already activated, this means that it was taking
other actions while the current actions are happening.
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