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===Britain=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:uktraf.jpg|400px|thumb|"Lieutenant, I don't want to see the French anymore." "Understood, sir." ''- Recorded exchange of commands in an unmarked naval log from a Royal Navy vessel, sometime in ~1800.]] Being a British company, Warlord of course gave England has some of the best, if not ''the'' best fleet rules in the system. As salty as Americans may be about it, the skill and culture of the Royal Navy precedes itself. The training and testing required to escalate as an officer filtered out the chaff through mechanisms such as the infamous Lieutenant's Exams, which are still conducted today in a similar fashion as they were in the 18th/19th centuries. Furthermore, British officers conducted gunnery training more frequently than other powers did, so gunners on Royal Navy ships arguably produced higher quality broadsides (as much as a smoothbore gun with significant windage allows). Their officers are also above-standard compared to other nation's options. While most others are giving situational buffs, British officers tend to give generalized ones, meaning you can bring them into pretty much any game and slap the shit out of your opponents. To reflect this, British fleets gain: * '''Drilled:'''+1 to hit when shooting * '''The Admiralty:''' British ships can re-roll one failed skill test per game, but you *must* accept the result. '''British Officers:''' I'll give you three guesses on what captains you get. * '''Edward Pellew''' You can re-roll one skill test per turn, which is a damn good way to manipulate tacking into the wind to your advantage. You also never strike colors "no matter the circumstances," making his ship a feisty salt-wench. * '''Horatio Nelson''' This is like bringing a [[Roboute Guilliman|Primarch]] to the table. Every ship within 20" (and his own) gains +1 to a dice roll of EVERY skill test. His ship, of course, never strikes colors. Once per turn, EACH gun position on his ship can re-roll once dice that failed its hit, which is fucking nuts. However, they did build a weakness into this beast of an Admiral. If you can land musket fire on Nelson's ship, a D6 roll is triggered. If the result is a 1 or a 2, Nelson dies as if it's Trafalgar in 1805, after which "his special rules have no further affect on the game." * '''Cuthbert Collingwood''' The cheapest officer, his only (but not to be underestimated) trait is to give every British ship in a 10" bubble (+ his own) a re-roll on the first broadside it shoots. That means ''all'' dice of the volley, not just one. So, if you skunk the shit out of your roll he's a good insurance policy to have around. This does, however, render him useless after the first shot of your fleet. However-however, he is essentially a slightly more expensive Master Gunner, costing only 10 points more but sporting a 10" bubble instead of a localized buff. You'll probably be taking him whenever you can. '''British Named Vessels:''' * '''''HMS Victory''''' The legend itself. If you get in Carronade range, you're throwing 11 dice at your target per broadside, potentially firing 28 dice at your opponent assuming you pull a Nero and FIRE EVERYTHING. She's a beefy fucker too at 115 ship points and a break value of 20. Her fleet buff of +1 to skill tests to all ships within 20". Combine with Nelson for maximum [[cheese]]. * Nelson + Victory means +2 to skill tests, making even inexperienced crews useful if they hug the Victory. Maybe worth considering if you can manage to keep the ''Victory'' afloat and in a good position. * At 550 points, capping out at 610 if you combine with Nelson, this is going to be more than a quarter of your budget in 2,000 point games. She's probably not worth taking in anything below 1500. * The Spanish fleet's ''Trinidad'' has more [[dakka]] than ''Victory'', so if you're looking for the big tuna, this ain't it. That don't make her unloveable, however. *'''''HMS Bellerophon''''' An aquatic, wooden bulldog. She's got a respectable broadside at 3H-2L-2C, but you really should take her for the ridiculous 5+ FNP against all hits scored against her, rendering 1/3rd of all shots that land useless. For 360 points, not a bad deal. * '''''HMS Indefatigable''''' This is the secret weapon of any British fleet, and if you don't take her you're stupid. Any ship that is below half ship points must immediately test to strike colors at a -1 if they take damage from the Indie. You get 2H-2L-1C and 60 ship points, breaking at 20, with 4" of movement and an INSTANT "fuck you" for 240 points. With good rolls, you can take out the best ship in your opponent's fleet with half the effort before round 4. Fucking disgustingly good. </div>
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