Dreadnought: Surface Combat in the Battleship Era, 1906-45
Dreadnought: Surface Combat in the Battleship Era, 1906-45 Rulebook
Table of Contents
Table of Contents
- [1.0] Introduction
- [2.0] General Course of Play
- [3.0] Game Equipment
- [4.0] Sequence of Play
- [5.0] Combat
- [6.0] Movement
- [7.0] Facing
- [8.0] Torpedo Combat (Screening Forces)
- [9.0] How to Set Up and Play the Game
- [10.0] Historical Scenarios
- [11.0] The Campaign Game
- [11.1] National Fleet Listing
- [11.2] Campaign Scenario "A" -- The Sea Sweep
- [11.3] Campaign Scenario "B" -- The Shore Raid
- [11.4] Campaign Scenario "C" -- The Convoy
- [11.5] Campaign Scenario "D" -- The Sea Sweep
- [11.6] Scenario Order and Ship Assignment
- [11.7] Establishing the Campaign Scenario Base Visibility
- [12.0] Optional Rules
- [13.0] Designer's Notes
- List of Dreadnoughts
- Charts and Tables
[1.0] Introduction
Dreadnought is a two-Player simulation of surface naval warfare in the period 1906 to 1944 with the primary emphasis on the role of the all big-gun battleship (Dreadnought) in fleet actions. Historical and non-historical battles and naval campaigns are presented. Essential elements of surface naval warfare are recreated, including gunnery, torpedoes, ranging, damage control, formation handling and fleet coordination.
[2.0] General Course of Play
In Dreadnought, the Player is cast in the role of an admiral commanding a fleet of ships. Each game of Dreadnought may consist of one or more Scenarios, each consisting of a series of Game-Turns during which the Player maneuvers his ships attempting to damage or sink his opponent's ships while limiting the damage to his own with the overall objective of achieving a victory.
[3.0] Game Equipment
[3.1] The Game Map
The map consists of six (10" x 10.75") sheets, each delineated by a hexagonal numbered grid. They are designed so that they fit together, allowing the map to grow in any direction, creating, in effect, an endless map.
[3.2] The Playing Pieces
The playing pieces are divided generally into two predominant color groups. These represent all of the various battleships (dreadnoughts) ever built, and their refits, divided into national groupings. Other pieces represent groups of cruisers and destroyers. The playing pieces are known as ships or units. They are distinguished by identification number, name and playing values.
[3.21] Sample Dreadnought Marker
The sample marker (Bismarck) shows: Attack Strength (61), Defense Strength (20), Nationality (GE), Name (Bismarck), Range Allowance (20), Movement Allowance (7), ID Code (741).
[3.22] Sample Light Unit Marker
The sample marker (2 CA's, Heavy Cruisers) shows: Attack Strength (16), Defense Strength (6), Range Allowance (12), Movement Allowance (8), ID Code (C33).
[3.23] Other Markers
- Light Cruisers (e.g. 2 CL's, ID L81) and Destroyers (e.g. 5 DD's, ID D72, marked 1:1T) are light unit markers like the sample above.
- 1/2 Attk "G": Attack Strength Halved.
- "S" (1/2 Speed): Movement Allowance Halved.
- "GS" (1/2 Attk, 1/2 Speed): Attack & Movement Halved.
- "G2S" (1/2 Attk, No Speed): Attack Halved, No Movement.
- "2G2S" (No Attk, No Speed): No Attack, No Movement -- "Wrecked".
- "S2G" (No Attk, 1/2 Speed): No Attack, Movement Halved.
- "2G" (No Attk): No Attack.
- "2S" (No Speed): No Movement.
- Task Force Marker (e.g. TF 1).
- Torpedo Marker (e.g. 1:1, 2).
[3.24] Definition of Terms
Attack Strength is the attacking power of a ship's guns quantified in terms of Attack Strength Points. This strength may be modified for range, and is used to determine the number of Damage Points which the ship can achieve.
Defense Strength is the quantification of a ship's ability to resist shellfire. The number of Damage Points achieved against a ship is divided by its Defense Strength to determine the odds column on the Combat Results Table.
Range Allowance is the maximum distance in hexes at which a ship's guns can have a measurable effect upon Enemy ships.
Movement Allowance is the basic movement ability of a ship quantified in terms of Movement Points. Movement Points are expended in forward motion at the rate of one Point per hex; radical turns require the expenditure of additional Movement Points.
[3.3] Charts and Tables
A separate sheet of Charts and Tables is provided, which includes the Damage Point Table, the Combat Results Table, the Damage Control Table and the Range Effects Table. All of these tables have to do with the resolution of combat; detailed explanations of their use can be found in rules section 5.0.
[3.4] Game Scale
Each Game-Turn represents 15 minutes of real time. Each hex represents 1800 meters from side to parallel side. Each Movement Point represents 4 knots of speed.
[3.5] Game Equipment Inventory
A complete game of Dreadnought should include the following parts: Six map sections (each 10" x 10.75"); One Rules Folder; Two sheets of Charts and Tables; One Set of Die-Cut Counters (400 pieces); Two Dice; One SiMove Pad.
[4.0] Sequence of Play
Dreadnought is played by Scenario. During a Scenario the actual Combat and Movement of the ships takes place in a series of Game-Turns according to a rigid Sequence of Play, which is repeated Game-Turn after Game-Turn until a conclusion is reached and the Scenario terminated.
[4.1] Game-Turn Sequence Outline
- Visibility Determination Phase: The outer limit of visibility is established.
- Fire Plot Phase: Both Players mutually and simultaneously plot the fire of their own ships to attack enemy ships. Torpedo attacks are plotted.
- Fire Execution Phase: Both Players simultaneously execute the attacks which they have plotted.
- Movement Plot Phase: Both Players mutually and simultaneously plot the movement of their ship units.
- Movement Execution Phase: Both Players simultaneously execute the plotted movement of their ship units. Torpedo movement and any resultant attacks are executed concurrently.
- Damage Control Phase: Both Players mutually and simultaneously attempt to reduce damage incurred on their ship units.
[4.2] Simultaneity
Opposing Fire and Movement is considered to occur simultaneously. Both Players will simultaneously plot their fire and movement during the appropriate Phases. The execution of fire and movement may be physically accomplished sequentially in any order the Players wish.
[5.0] Combat
GENERAL RULE:
Combat is the generic term used to describe the concept and method which simulates one ship firing on and damaging another ship. In other words, combat simulates ship-to-ship gunnery (torpedoes are covered separately). Every ship has a firepower rating, or Attack Strength, which is a numerical expression of the number of shells a ship can fire per unit of time, the accuracy of the ship's gunnery control system, and the destructiveness of the shells fired, presuming they hit another ship. Conversely, each ship has a Defense Strength, which numerically measures the ability of that ship to resist shellfire and expresses the ship's armor protection, compartmentation and general layout (magazines, boilers, engine rooms, turret imposition, etc.).
Every ship has a Range Allowance, which is the maximum number of hexes through which it can fire at an Enemy ship. Its Attack Strength is calculated on the basis of its maximum range, or twelve hexes, whichever is less. When a ship fires at much less than its maximum range its Attack Strength increases (see Range Effects). Conversely, when a ship fires at greater than twelve hexes, its Attack Strength decreases.
Combat takes place during the Mutual Fire Phase, according to the following procedures.
PROCEDURE:
Both Players allocate the Attack Strength of each of their ships against individual Enemy ships during the Fire Plot Phase. This allocation should be mutual and simultaneous and requires a Player to note on the SiMove Pad which of his ships are firing at which Enemy ships (see Plotting Fire). After both Players have finished allocating their fire they proceed to resolve each individual attack. The order in which they resolve attacks is immaterial since all results are applied at the conclusion of the Fire Execution Phase. Resolution is executed as follows:
- Assume a Friendly ship is firing at an Enemy ship. The Friendly Player states the Attack Strength of his firing ship. He then modifies this Attack Strength according to the range between his firing ship and the Enemy target ship. He then rolls the dice and cross-references the result with the modified Attack Strength as given on the Damage Point Table, which yields the number of Damage Points that his firing ship achieved.
- This number of Damage Points is then divided by the numerical Defense Strength of the target ship to yield a ratio (called the Combat Ratio), which is rounded down to the nearest whole number (17 to 10 is rounded down to one to one, 21 to 10 equals two to one, etc.).
- The dice are then rolled again and the result compared with the Combat Ratio as given on the Combat Results Table to yield the actual damage inflicted on the target ship.
- Markers representing this damage are then placed upside down on the target ship. When all the attacks in the Fire Execution Phase have been executed, the markers are turned face-up, signifying that the damage now applies to the ships.
This procedure is repeated for each and every firing ship.
CASES:
[5.1] Plotting Fire
For a Player to plot fire from his ship to an Enemy ship, he writes down on the SiMove Pad the ID number of his ship, and the hex number in which the target ship is located. If there is more than one Enemy ship in the target hex, he must identify which Enemy ship it is (use its ID nr.).
Example: 514 -> 327 (2713)
Ship nr. 514 is firing at Enemy ship nr. 327 in hex 2713. [The intent of the plotting procedure is to force Players to distribute the fire of their ships before they know what the Enemy is firing at or how effective any one of their individual attacks have been. When the forces engaged are small or if both Players agree, this written simultaneous plot can be dispensed with and both Players can simply verbally allocate the fire of their ships, so long as all fire is allocated before any attacks are resolved.]
[5.2] Inhibitions and Restrictions on Firing
[5.21] Firing is voluntary and no ship is required to fire. However, there is no reason why a ship would withhold fire assuming it were in range of any Enemy ship and its Attack Strength, after all modifications, is capable of inflicting damage.
[5.22] A ship may fire only once per Game-Turn and may only fire at one Enemy ship. In other words, a ship's Attack Strength may not be divided against several targets in the same Turn.
[5.23] A ship may not fire at Enemy targets beyond its range or in excess of visibility.
[5.3] Multiple Ships Firing on the Same Target
[5.31] Several Friendly ships may fire at the same individual Enemy target ship. Each attack is resolved separately with any damage being cumulative. However, in the case of multiple attacks, the firing ships are penalized as follows: All firing ships, save one, have their Attack Strengths halved (dropping any fractions) prior to modification. Only one ship is allowed to fire without this penalty; its designation, which must be noted on the Fire Plot, is chosen by the Firing Player.
[5.32] A ship may only fire at a target which it has been plotted to fire at. A Player may not change his fire allocations after they have been made.
[5.4] Damage and Damage Control
Several things can happen to a ship when it suffers damage. It can lose half or all of its Attack Strength; it can lose half or all of its Movement Allowance; and it can blow up (be removed from the game, having sunk).
[5.41] Explanation of Damage Results (See Combat Results Table, 5.9)
Damage of 1G means the ship's Attack Strength is halved (drop fractions). Damage of 2G means the ship's Attack Strength is zero (can't fire). Damage of 1S means the ship's Movement Allowance is halved (drop fractions). Damage of 2S means the ship loses all Movement Allowance (can't move). (Exception: See "creep" optional rule.) When an E results, immediately roll the dice again. If a seven or eleven come up, the ship sinks; otherwise it suffers 2G, 1S damage.
[5.42] Cumulative and Progressive Damage
Damage is cumulative. If a ship has an existing 1G condition and suffers another 1G damage result, its condition progresses to 2G. Damage beyond 2G or 2S is superfluous and ignored (except for blow ups) so that a ship which has a 2G condition and suffers another 1G or 2G result remains in a 2G condition. G- and S-type damages are unique to one another and are not convertible. Innumerable G damages have no effect on the ship's S condition and vice versa.
[5.43] Damage Control
During the Damage Control Phase, each Player attempts to cure damage inflicted on his ships according to the Damage Control Table.
He then rolls the die (use one die only) once for G damage and once again for S damage, for each ship. If the die roll falls within the series shown on the table, he reduces damage by one step.
Example: Player has a ship in a 2G, 1S condition. He rolls a 2, reducing his G damage to 1G and then rolls a 4 which has no effect on his S damage.
A ship which reaches a 2G, 2S damage state cannot be damage-controlled. It is permanently out of action. It may not fire, and may not move (once it has come to rest).
[5.44] There is a numerical limit to the number of times a ship can reduce its damage state. That limit is expressed by the printed Defense Strength. For example, during the course of a Scenario a ship with a Defense Strength of ten would be limited to successfully removing ten steps of damage. Once a ship reaches its damage control limit, it may no longer attempt to control damage. This process requires keeping a record on scratch paper of the number of times a ship has reduced damage.
[5.5] Range Effects
A ship's Attack Strength is calculated on the basis of its effectiveness at 5 to 12 hexes. When the firing range drops, the Attack Strength increases according to the Range Effects Table.
Example: Ship has an Attack Strength of 17 and a range of 19. Firing at a range of 2 hexes, its Strength would be 51; at 4 hexes its Strength would be 34; at 7 hexes, 17; at 13 hexes, 8.
Calculate firing range by counting the shortest path in hexes from the firing ship (exclusive) to the target ship (inclusive).
[5.6] Effect of Fire on Ship's Fire
One of the effects of ship-to-ship naval combat is that it is easier to shoot at an Enemy ship when you are not being shot at. Therefore, when a ship is being fired at in the same Phase that it is firing, the die roll result is reduced by two, when calculating the number of Damage Points as a result of the firing ship's attack on the Damage Point Table. For example, ship A fires at ship B, while ship B fires at ship A. Ship A has an Attack Strength of 36. While rolling on the 36 column of the Damage Point Table, suppose we find that the die result is an 8. This is reduced by two, to 6. This results in 10 Damage Points.
[5.7] Visibility
[5.71] No ship can fire at a ship which it cannot see. The Scenario instructions will always state what the minimum visibility is. Thereafter, on every Game-Turn, the Players roll the die and add the number of the die roll to the minimum visibility number. The result is the visibility during that Game-Turn. For example, the Scenario defines the basic visibility during that Game-Turn as 6. On a given Game-Turn, the Players roll a die. The die roll is a 2. That means on that Game-Turn the visibility is 8 hexes. The following Game-Turn they roll the die again. This time the die roll is a 4. That means on that Game-Turn the visibility is 10 hexes.
[5.72] Ships do not mask other ships from fire. That is, a ship does not interfere in any way with the line of fire of another ship. Ship A can fire at ship B even though the line of fire passes through a hex containing ship C.
[5.8] Damage Point Table
(See separate sheet.)
[5.9] Combat Results Table
(See separate sheet.)
[6.0] Movement
GENERAL RULE:
Movement is first plotted and then executed so that, in effect, both Players are moving their units simultaneously. To plot movement, each Player simply writes down on the SiMove Plot Chart the course and speed of each of his ships. Execution then involves moving these ships according to the written plot. When a ship moves, it expends one Movement Point from its Movement Allowance for each hex that it enters. It also expends two or more Movement Points when it makes a radical turn within a hex (see Facing, 7.3). The plotting of movement, and the execution of movement are restricted by several rules which simulate both physical realities and fleet handling doctrine. So long as he observes the restrictions on movement, a Player is free to move his ships as he sees fit.
PROCEDURE:
There is a compass rose printed on each map section. This indicates the six possible directions a ship can move in when it exits one hex to enter another adjacent hex. Assume that a Player has a ship in hex 1108 (facing North) and that he desires this ship to enter hex 1207. This would necessitate the ship to move in direction (or course) NE, with a Movement Point expenditure of one Point. This would be plotted as (NE-1). Further, assume that the Player wished the ship to move from hex 1108 to hex 1506. This would involve plotting a course NE, expending four Movement Points (NE-4). Assume that a Player wished a ship located in hex 1108 to move to hex 1405. This would involve two successive course and speed notations since hex 1405 does not lie on a straight path from hex 1108. (The ship would move N-1, NE-3); both "legs" of its path must be plotted. Movement Plotting occurs during the Movement Plot Phase. Plotting the movement of a Player's entire fleet involves plotting the movement of all the individual ships composing that fleet. If there are a lot of ships, this could be a lot of writing. Thus, the Formation Rules discuss the ways in which the entire movement of a formation (group of ships) can be briefly summarized and plotted.
Whether plotting the movement of an individual ship or entire formations, the plot must indicate direction and speed (Movement Points expended).
Movement Execution occurs during the Movement Execution Phase. Execution is the act of physically carrying out the plot of a ship's movement. That is, taking the unit counter representing the ship in hand displacing it hex by hex across the map from the hex it originates the Game-Turn in, to the hex that it ends the Game-Turn in. In so doing, a Player must follow the written plot for the ship.
[6.1] Restrictions on Movement
[6.11] No ship may expend more Movement Points than there are in its Movement Allowance in a single Game-Turn.
[6.12] If a flagship or independently moving ship changes its course during the Movement Phase, its total path will resemble a dogleg (that is, it will be composed of two segments). A turn may not be made in the last hex it enters that Movement Phase. The final "leg" of movement must be larger than or equal to the preceding segment, so that its final position and facing at the termination of its move reflects the predominant overall direction in which it had moved during the Game-Turn. Each "leg" of its path must be plotted separately. Example: N-2, NE-4. A subordinate ship may always follow the flagship, regardless which "leg" of its movement turns out to be longer (see 6.22).
[6.13] A ship may not enter a hex containing an Enemy ship. If, at the conclusion of movement, ships of opposing sides are attempting to enter the same hex, the following resolution is used: Both Players roll the die. The Player with the lower die roll must displace his ships one hex, so that the collision does not take place. This displacement hex should be as close as possible to the ship's original course.
Ships of opposing sides may freely move through the same hex during the course of movement.
[6.2] Formations
Players are allowed to maneuver their ships in formations. All ships in a formation must be adjacent to one or two other ships in the formation. Each formation has a designated leader ship or flagship. The other ships in a formation are known as subordinate ships. Prior to the start of play, each Player may designate his formations and flagships. Thereafter he plots the movement of his units by plotting the movement of his flagships. In executing movement he will then guide the movement of subordinate ships according to the movement of the flagships.
[6.21] A formation may use the column or the line abreast formation, which differ in the form of guidance that the flagship exerts over subordinate units. To show which mode he has picked, the Player simply notes a "C" or an "L" subscript next to the Movement Plot of his flagship(s).
[6.22] Column
Moving in column means the ships are "following the leader." That is, each ship in the formation is lined up, one behind the other, with the flagship in front. The flagship moves and the subordinate ships follow, duplicating the flagship's course exactly, through the hexfield, just as if the flagship, in moving had cut a hypothetical path through the ocean.
[6.23] Line Abreast
Moving in line abreast, subordinate units "mirror" the movement of the flagship: They move on parallel courses.
The diagrams demonstrate the difference between column and line abreast. You will note in each case that the movement of the flagship is identical, but that the subordinate units move according to whether the formation is in column or line abreast.
[6.24] A formation which begins the Movement Phase in column may change to a line abreast formation in the same Movement Phase if all of the ships in formation are in a straight line (one directly behind the other). A formation which begins the Movement Phase in a line abreast may also change to column formation for the second "leg" of its movement. That is, ships moving in a line abreast may turn with their flagship, and complete their movement in column, behind the flagship. Each "leg" of movement must have a letter identifying the formation type to be used on that leg. Example: 2SE-L, 3S-C (see 6.12).
[6.25] Given a column of sufficient length, it is probable that some maneuvers will result in the formation completing the Game-Turn with the rear units in the column not having "made the turn." The column then will be bent one (or more) times. All ships in the column must follow the flagship on the following Turn, completing all movement in the proper order. No formation may use the line abreast mode unless it begins that "leg" of movement oriented on the same axis (in a straight line).
[6.26] Formation flagships are designated at the start of play. The Players are not required to keep their original flagships. They may, at the beginning of any Movement Phase, change flagships in a formation citing a new flagship in the plot.
[6.27] A large formation may be divided on any Game-Turn into any number of smaller formations, provided each of the formations meet the requirements and provided a separate plot is written for each of the new formations. In most cases, the make-up of the new formations will be obvious from the Movement Plot; in those cases where it is not obvious, the Player should note next to his plot the composition of the formations. If several small formations maneuver so that they end a Game-Turn combined into a larger formation, they may be treated as one large formation on the following Game-Turn.
[6.28] Players are not required to use formations; they may, on any Game-Turn, plot individual ship movements for some ships while using formation plots for their other ships. The proportion can vary from Turn to Turn at the Player's option. Formations can break up and operate as individual ships, rejoining later or joining with other ships in new formations.
[6.29] The formation rules are nothing more than a convenience to the Player. They allow him to operate large numbers of ships without recourse to burdensome paperwork. Historically, the large fleets of dreadnoughts were subdivided into squadrons and divisions for the very purpose of allowing complicated maneuvers to take place. The historical Scenarios will give the Players the actual divisions ("formations") as they existed. They may be used or ignored.
Formation Movement Example (a hex-map diagram accompanies this example; not reproduced):
Game-Turn 1: Formation enters the map at hex 1815 and proceeds North at 4 MP, in column mode. Plot reads "4N-C."
Game-Turn 2: Formation moves North, then Northwest at 4 MP, in column mode. Plot reads "1N, 2NW-C." Note that the trailing ships in the column, 3 & 4, did not "make the turn."
Game-Turn 3: Formation continues Northwest, increasing speed to 6 MP, still in column mode. Plot reads "6NW-C." Note how ships 3 & 4 "make the turn" on this Game-Turn.
Game-Turn 4: The formation turns southwest, decelerates to 5 MP and changes to line abreast. The Plot reads "5SW-L."
Game-Turn 5: Formation turns Northwest and then North at 5 MP returning to column mode. Plot reads "2NW, 2N-C."
[6.3] Stacking
[6.31] At the beginning and end of every turn a Player is allowed to have up to four ships in the same hex so long as all four ships are faced in the same direction. In all cases, the top ship on the stack is considered to be the lead ship in the stack with the second ship from the top being the second ship in the stack, etc.
[6.32] During the execution of movement a Player may move more than four ships through a hex at a given moment, but they may not end the Phase overstacked.
[6.33] Screen units may neither stack with battleship units nor with other screen units, except that during the course of movement execution they may move through hexes containing Friendly units.
[6.4] Acceleration and Deceleration During Movement
No ship may accelerate by more than 100% of its initial speed during a Game-Turn. That is, a ship which is moving during Game-Turn One at a rate of 3 Movement Points per Turn may not speed up to 7 Movement Points per Turn on the second Turn; it can only speed up to a maximum of 6. A ship may only decelerate by 50% (rounding fractions up) during the course of a Game-Turn. That is, a ship which is moving at a rate of 6 Movement Points per Turn on Game-Turn One must move no less than 3 Movement Points per Turn on Game-Turn Two. On Game-Turn Three it could decelerate to 1 Movement Point per Turn and on Game-Turn Four it could go dead in the water. This deceleration rate holds true even for ships which have lost all capability to make steam, i.e., have suffered two speed hits. This means they must continue to move for at least one, possibly two Turns after they have lost their capability to make steam.
[7.0] Facing
GENERAL RULE:
A ship must always be faced (or pointed) in a definite direction corresponding to one of the six directions (N, NE, SW, S, SE, NW) printed on the compass rose. Every ship counter has a facing indicator printed on it, which points toward the hexside that the ship would cross if it maintained its direction of movement. When a ship changes course it also changes its facing. Ships move only in the direction of the indicator. When a ship changes its course of Movement it is said to turn. In doing so it changes its facing. Assume that a ship is in hex 1108 facing North. In order to proceed directly to hex 1207 it would first have to turn to a Northeast facing. When it does so it rotates one hexside from North to Northeast. Any ship may freely rotate one hexside within one hex at no additional Movement Point cost. This is called normal turning. If a ship was in hex 1108 facing North it could not proceed directly to hex 1208 without making a turn of two hexsides. When a ship turns two or more hexsides in a single hex it is said to be making a radical turn. Making a radical turn causes a ship to expend additional Movement Points over and above its cost for entering the hex.
[7.1] Facing Effects on Combat
The facing diagram below illustrates how the area surrounding a ship is divided into arcs of fire (the diagram shows Starboard Arc, Port Arc, Bow Arc and Stern Arc). The Attack Strength of a ship is calculated on broadside fire, the maximum number of guns it can bring to bear on a target. When a ship fires on (attacks) a ship which lies either in its bow arc or in its stern arc of fire, subtract one from the dice roll when calculating the number of Damage Points inflicted.
[7.2] Facing Effect on Movement
A ship can only move into the hex in the direction its faces. If it is to change course it must change facing. A ship moving independently, or a flagship, may only change its facing twice during a Movement Phase; once at the start of its movement, before expending any Movement Points, and once again at a later point in its path of movement. Ships in column may always exactly duplicate the movement of their flagship, regardless of when in the course of their movement they are required to turn, or which "leg" of their movement is the longest.
No ship may change facing in the last hex it enters (until the next Game-Turn).
[7.3] Radical Turning Costs
[7.31] When a ship turns two hexsides within a hex, the cost to that ship unit is two Movement Points.
[7.32] When a ship unit turns three hexes (equivalent to a complete about-face), it costs three Movement Points.
[8.0] Torpedo Combat (Screening Forces)
GENERAL RULE:
Warships other than battleships are represented by screen units. These are cruisers and destroyers. A cruiser screen unit represents two cruisers; a destroyer screen unit represents five destroyers. They possess a printed Attack Strength, Defense Strength, Range and Movement Allowance similar to a battleship unit. They may maneuver and fight in similar fashion. They may not, however, stack with any other unit. Additionally, some screen units identified with "1:1T or 2:1T" possess the ability to attack with torpedoes. A torpedo attack is a special procedure.
PROCEDURE:
During the Fire Plot Phase of the Game-Turn, the Attacking Player notes on his plot sheet, the ID number of his attacking screen unit and the exact track that he wishes the torpedoes to proceed in by picking one of the letter codes on the Torpedo Track Chart and indicating either the starboard or port arc of fire. At the beginning of the Movement Execution Phase, the Attacking Player takes a Torpedo Marker and places it in the same hex as the attacking screen unit. He then proceeds to execute the movement of this Torpedo Marker just as though it were a ship unit following the exact track he has plotted. The torpedo has a Movement Allowance of two, three or five Movement Points (see 8.6) and it expends these Movement Points simultaneously with the first two, three or five Movement Points expended by the ships. That is, torpedoes expend their first Movement Point at the same instant that ships expend their first Movement Point, and so on. If the Torpedo Marker, in the course of movement, enters a hex at the same instant (while expending the same Movement Point) as a ship unit, or if a Torpedo Marker and a ship cross the same hexside (in opposite directions) at the same instant, then the Torpedo Marker is considered to have hit the ship, and attacks the ship at 1:1 or 2:1 on the Combat Results Table (the odds are specified on the firing screen unit's counter). This attack takes place immediately, though any results are delayed until the ship unit completes its Movement Plot.
TORPEDO TRACK CHART (a diagram of letter-coded torpedo tracks; see the printed chart)
[8.1] Multiple Effect
[8.11] The Torpedo Marker really represents a spread of several torpedoes and attacks any and all ship units which it "hits." Thus, if the Marker "hits" a stack of ship units, it would attack each ship unit in turn, each attack being a separate event.
[8.12] Torpedo Markers are not automatically removed as a result of hitting ships.
[8.13] Torpedoes attack Friendly and Enemy ships alike.
[8.2] Restrictions and Persistence
[8.21] A screen unit may make only one torpedo attack per Game-Turn.
[8.22] A screen unit may make a maximum of two torpedo attacks per Scenario (necessitating a scratch paper record).
[8.23] The Torpedo Marker persists until it has completed moving. It is then removed. For example, a torpedo with a Movement Allowance of three would be in existence for the first three Movement Points of the Movement Phase; it then would be removed prior to the execution of the fourth Movement Point.
[8.3] Effect of Facing
[8.31] A screen unit may only launch torpedoes through its starboard (righthand) or port (lefthand) arc of fire, and the fire plot should indicate which arc is being used.
[8.32] If the torpedo hits a ship unit so that the facing of the ship and the torpedo are parallel or directly opposite, then the ship is considered to be combing the torpedo wakes. The dice roll in the resulting torpedo attack is reduced by three.
[8.4] Battleship Secondary Batteries
Every battleship unit is considered to have secondary batteries of 4" to 6" guns. The firepower of these guns is not reflected as a separate printed strength on the ship counter. Part of their effect is calculated into the range attenuation effects.
[8.41] A battleship may attack a screen unit within five hexes range at 1:1 on the CRT. This is plotted using an SB notation on the plot.
[8.42] This secondary battery attack is in addition to whatever the battleship attacks using its printed Attack Strength and is the only situation in which a battleship can engage two targets on the same Game-Turn.
[8.5] Effect of Damage on Torpedo Attack Execution
[8.51] A screen unit which has a 2W damage state may not execute a torpedo attack. A screen unit which has no W damage state or a 1W damage state may execute a torpedo attack.
[8.52] The execution of a torpedo attack takes place during the Movement Phase of the Game-Turn. Any damage acquired on the previous Fire Execution Phase would apply to rule 8.51.
[8.6] Torpedo Range
During the years 1906-20, the range of all torpedoes is 2 hexes; during 1921-40, 3 hexes; during 1941-45, 5 hexes.
[9.0] How to Set Up and Play the Game
GENERAL RULE:
A Scenario follows this general outline:
- An initial Movement Plot and Execution while opposing Task Force Markers sweep through the map area (Campaign Scenarios only).
- Contact between the Task Forces occurs, followed by placement of the actual ship counters.
- An extended indefinite number of Game-Turns while the ships move and fight, inflict damage, are wrecked and sunk, etc.
- Finally, the movements of the opposing ship units cause them to separate to a distance that exceeds the visibility range for three consecutive Game-Turns, at which point the scenario is declared over, all movement and action ceases, the ships are removed from the map area and the winner of the Scenario is determined.
The historical Scenarios all have a set maximum number of Game-Turns which is the longest number of Turns the Scenario can last. They arbitrarily end on the final Turn if not before. The Campaign Scenarios persist indefinitely until the Players, by their movement and actions, bring about a conclusion.
[9.1] The Map
There are six map sections labeled A through F. Each section represents an area 16 nautical miles by 17.2 nautical miles. Each section has a compass rose. The map is assembled initially by butting the six sections together in the configuration shown; each section is oriented on the same N-S axis.
[9.11] The ship units will be introduced into the map area either by initial placement or by entering from one of the edges. Play will progress, units will move and probably at some point ships will move to the outer perimeter of the map area and beyond. At this point the perimeter of the map may be shifted by taking a map section which is not in use and rebutting it adjacent to the perimeter. Thus the six map sections are used to form an endless geomorphic map so that ships need never run off the map.
The map sections as they are initially placed define what is known as the initial Map Area. The Players should visualize this initial map area as being in the center of a larger disputed zone as shown in the accompanying diagram.
[9.12] In the Campaign Scenarios, there is an outer boundary beyond which a given Player's force may not proceed, so that a Friendly force could escape an Enemy force by moving in a given compass direction through several butted and rebutted map sections into a safe zone.
[9.13] The initial map area as set up lies halfway between the North and South Players' safe zones. Map sections A, B and C lie on tier Zero North; D, E and F on Zero South. Players must make record each time a map section enters a new tier. The units of the South Player may not enter a map section in tier Three-North; similarly, the units of the North Player may not enter a map section in tier Three-South. The area in which both Players' units may move is called the disputed zone. The disputed zone is considered to extend indefinitely to the east and west.
[9.14] If play flows out of the initial map area in a northerly direction into a rebutted map and proceeds north again into another rebutted map section, this second rebutted map section is the last section that any of the South Player's units can enter and move through. His units never exit a map section in a northerly direction if that section lies so that it is on a tier two sections north of the initial map area. The opposite holds true for the North Player's units when proceeding in a southerly direction and flowing off the initial map area. Thus, the North Player may force a conclusion to the Scenario by moving his units in a northerly direction, flowing off the initial map area and through tiers One-North and Two-North. If the Southern units pursue seeking to maintain visibility, they will eventually reach the northern edge of tier Two-North. Since they may not cross this edge to the north while the North units can, the North units must inevitably be able to open the range past the visibility limit for three consecutive Turns and thus conclude the Scenario.
[9.15] Whenever a Player moves his ships into his safe zone, he is deemed to have committed them to return to some hypothetical port. These ships may never return to the disputed zone. They may continue to be fired at and damaged by Enemy ships (and return fire in turn) so long as they remain in range of Enemy ships who presumably have followed to the limit of the disputed zone. Whichever Player first moves a ship into his safe zone is by definition the Player who causes the end of the Scenario regardless of when the Scenario actually terminates. If neither Player moves a ship into his safe zone prior to the conclusion of the Scenario, then neither is considered to have caused the end of the Scenario.
[9.2] Initial Composition and Placement of Opposing Forces
After setting up the map, the Players select a Scenario to play. Then they seat themselves on opposite sides of the map and compose their respective Task Forces and initial movement plots.
[9.21] Composition of Task Forces
Every Scenario will provide each Player with his fleet either by specifically listing the units (the Historical Scenarios), or providing a system for the Player to pick his units from an available pool (the Campaign Scenarios). In either case, the Player will establish one or more Task Forces from his given fleet. A Task Force will be composed of one or more ship units, and the Player will allocate all of the ship units in his fleet to one or more Task Forces as he sees fit (or as the Scenario instructions direct). On a piece of scratch paper, he will diagram the composition of each Task Force and its cruising formation (which is presumed not to change until Enemy units are sighted) including the axis of the formation which will give the relative direction of movement.
Then he will place the actual die-cut ship unit counters to the side of the map.
[9.22] Initial Movement Plot
The Historical Scenarios direct specific initial deployment, facing and speed, so that the opposing fleets must meet and an action ensue. The other Scenarios give each Player freedom to introduce his units onto the map area from his side of the map as he sees fit. One Player must sit on the north side of the map and the other Player on the south side of the map (thereby establishing a North Player and a South Player). The North Player must always introduce his units onto the hexes forming the north edge of map sections A-B-C while the South Player must always introduce his units onto the hexes forming the south edge of map sections D-E-F. Each Player will now plot the movement of each of his Task Forces. This plot will note the Task Force number, speed (Movement Points expended per Game-Turn), and course. Each Player must introduce at least one Task Forces onto the map on Game-Turn One, specifying the hex in which the Task Force enters the map. If he has more than one Task Force, he may stagger the arrival of his Task Forces, specifying what Game-Turns and entry hexes they will arrive on (9.28). In every case, each Task Force must have a course plotted which will take it through every section of the map area and specifically through the lettered hex in the center of each map section, and finally exit the Task Force from the map area on the Player's respective side. (The north Player's Task Force will exit on the north side, etc.)
[9.23] Use of Task Force Markers
In making the initial (pre-contact) movements on the map, each Player will physically display and move only the Task Force Marker representing the appropriate Task Force as composed in rule 9.21.
[9.24] Initial Movement Execution and Initial Game-Turn
Play now commences with Game-Turn One. Each Player brings his Task Force Marker onto the map and moves in accordance with its plot, hex by hex through the map. This movement must take the shortest path between the lettered hexes. Every Scenario will have a minimum visibility range stated (see 11.7) and on each Game-Turn the Players should establish the maximum visibility for that Game-Turn (see 5.71). Movement will be executed simultaneously Game-Turn by Game-Turn until the opposing Task Force Markers move within sight of one another, that is, move within the visibility range of one another. As soon as that happens movement of the opposing Task Force Markers immediately stops as contact has been achieved.
[9.25] Replacement of Task Force Markers With Ship Units
When contact between Task Force Markers has been made, both Players immediately refer to their Task Force composition diagram (9.22). With reference to the axis of advance of their Task Force and the relative bearing of the sighted Enemy Task Force Marker, they establish which units in their Task Force would be closest to the Enemy Task Force Marker. They then proceed to take the actual ship units composing the Task Force and place them on the map according to the Task Force composition diagram, placing the Friendly ship unit(s) closest to the Enemy Task Force Marker in the hex containing the Friendly Task Force Marker, and basing the placement of the remaining Friendly ships on that ship's position. In placing the ships, the Players will face them in the direction that the Task Force Marker was proceeding when contact was established. When all the ships of the opposing Task Forces have been placed, the Task Force Markers are removed from the map.
[9.26] Purpose of Initial Placement
The purpose of the initial placement and movement procedures is to bring the opposing forces into sighting contact in a somewhat random fashion, so that neither Player will know at the beginning of a Scenario exactly where or how he will meet the Enemy force. Thus, the Task Force Marker does not necessarily represent the center units of a Task Force. In almost all cases, it will finally come to represent a ship or ships which are on the fringe of the Task Force formation nearest the nearest Enemy ships (assuming the Task Force is composed of several ships on different hexes).
In every Scenario in which opposing Task Forces are committed there must be contact made. If by chance the Task Forces fail to meet as a result of the circumstances dictated by visibility or vagaries in their initial Movement Plots, then Players compose new Movement Plots (instead of exiting) and continue this process until some contact is made. Thus there is no advantage to a Player in contriving obscure initial plots or an unusually slow speed since he would merely be putting off the inevitable and causing needless delay.
[9.27] Rule of Reason
When contact is made and the Players seek to determine the relative bearing and position of their opposing ships they must be guided by common sense. If the Task Force formation is such that two or more ships in the formation could each be considered to be nearest the Enemy Task Force, then a die can be rolled to establish which unit is considered to be nearest.
[9.28] Multiple Task Forces and Delayed Entry
If a Player has more than one TF he may delay the entry of TF2, TF3, etc., until some later Game-Turn. (TF1 by definition is the first Task Force and must always enter the initial Map Area on Game-Turn One.) These delayed Task Forces must have a Movement Plot written for them specifying an arrival in the initial map area no later than Game-Turn Six. In the interim between the First Game-Turn and the Turn in which they are scheduled to arrive, they are arbitrarily located on the center hex of an imaginary map section butted against the map section they are plotted to enter. If ships move into this map section from off the initial map area, it is butted down and the delayed TF Marker placed in the center hex (lettered hex). When a delayed Task Force finally enters the map, its Marker is placed on the plotted entry hex. If this placement causes it to appear within the visibility range of some Enemy ship or TF Marker, then an unused map section is immediately butted against the map section that the delayed TF is entering into; the delayed TF Marker is retroactively moved back to the limit of visibility and the Owning Player proceeds to replace the TF Marker with actual ships composing the Task Force as in (9.25). A Player may never alter the plot of a delayed Task Force with reference to its entry onto the initial map area. Once a Task Force has entered the initial map area it must execute its initial Movement Plot until it achieves visibility contact with an Enemy ship or TF Marker. When a delayed TF enters the map and earlier opposing Task Forces have achieved contact, then the Player is free to write a new plot Turn by Turn for the delayed Task Force. He may not change the cruising formation as set out in (9.21).
[9.3] Play After Contact and Ship Placement
Once contact has been made and the actual ship units placed on the map, play immediately begins with full rigor. Each Player now knows the location of opposing units, and he may now move and fight as he sees fit in accordance with the rules as outlined in sections 4.0 through 8.0.
[9.31] Once contact is made the Player is no longer bound by the initial Task Force Movement Plot (except for delayed Task Forces, 9.28, with regard to the hex and Turn of entry).
[9.32] The instant of contact marks the end of the Game-Turn in which it occurs, even if the Task Force Markers concerned have not completed their full movement. Once the ship units are deployed a new Game-Turn begins with the Fire Plot Phase (visibility carries over for one Turn).
[9.33] For purposes of rule 6.4, ships are considered to have an initial speed equal to the speed of the Task Force on the Turn in which contact is achieved.
[9.4] Concluding a Scenario
[9.41] No Player is ever required to cause an end to a Scenario. Players can maneuver within the boundary limits of the hypothetical ocean area indefinitely pounding away at each other until one side or both sides are totally wrecked or destroyed. However, it is assumed that a Player will be guided by rational objectives and that he will persist in maintaining an action only as long as it is to his possible benefit in terms of Victory Conditions; that is, if he perceives that a continued battle is to his disadvantage, he will maneuver to break off visibility contact.
[9.42] While running for his safe zone (see 9.12) is the only sure means by which a Player can eventually assure himself of breaking off contact and thus ending a Scenario, the vagaries of simultaneous movement plus the varying visibility Turn by Turn may combine to cause three consecutive Turns with no sighting between opposing forces and thus end a Scenario. So long as at least one Friendly unit lies within visibility range of at least one Enemy unit, contact is not broken and all units remain on the map even though they may not fire at one another. Each Player may plot and move with full knowledge of the Enemy forces positions even though it is presumed that the actual units themselves are not within visibility range of one another. Even after contact is broken the units remain on the map for another two Turns with the Players able to maneuver to reestablish contact (if they so desire). The Scenario is concluded and the units removed from the map only after three consecutive Turns with no sighting.
[9.43] A Scenario may be concluded by mutual agreement of the Players at any time. Most Scenarios will end by this mechanism when it becomes obvious that one Player or the other has succeeded in breaking contact and is obviously going to maintain the break, or if mutual exhaustion sets in with both sides so badly damaged that neither can inflict further injury on the other.
[9.5] Victory Determination and the Value of Ships
Victory in any one Scenario or in a Campaign Game is determined by Victory Points. A Player is awarded Victory Points for damaging or sinking Enemy ships and then additional Points for winning a Scenario. In some Historical Scenarios specific Victory Conditions are mentioned regarding specific objectives. In the Campaign Scenarios there are gradations of victory that a Player can win ranging from a Marginal to a Decisive Victory.
[9.51] Every ship unit has a value in Victory Points. This value is defined for each ship as the numerical total of its Attack Strength, Defense Strength and Movement Allowance. Thus the HMS Iron Duke has a Victory Point Value of 29 Victory Points (18+6+5).
[9.52] Whenever a Friendly ship reduces damage by one step the Enemy Player is awarded one Victory Point. (Players should review section 5.4). If at the end of a Scenario, a Friendly ship is in a damaged state and this ship has exceeded its numerical Damage Control limit (see 5.44) or if it is wrecked (2S, 2G) then the Enemy Player receives Victory Points according to the following schedule:
- 1 Damage State = 20% Ship Value
- 2 Damage States = 40% Ship Value
- 3 Damage States = 60% Ship Value
- 4 Damage States (2G, 2S) = 80% Ship Value
When a Friendly ship sinks, the Enemy Player receives 100% of the ship's value.
In computing partial Ship Value award, fractional Points are dropped.
[9.53] When a Scenario ends, each Player is assumed to have an indefinite time to remove damage states from ships which have not exceeded their Damage Control limit, awarding the Enemy Player one Victory Point for each damage state so removed. For example: The Scenario ends with the Iron Duke in a 1G damage state. In prior play during the Scenario, it had removed two damage states. Since its Defense Strength is six, it can remove up to six damage states before exceeding its limit. Thus it automatically removes the final 1G state and the Enemy Player would gain a total of three Victory Points for the damage inflicted on the Iron Duke. Assume, however, that the Iron Duke was suffering a 1G, 2S at the end of the Scenario and that it had already removed four prior damage states. It now could remove only two of the three damage states it was suffering and would suffer a permanent damage of 1 damage state. Thus, the Enemy Player would receive 11 Victory Points from the Iron Duke -- 6 Points for the six damage steps removed and (5.8 rounded down) 5 Points for the 1 damage state remaining (20% of 29 Points).
[9.54] A Player can never receive more than 100% of ship value from an Enemy ship. Assume that a Player during play receives several Victory Points for damage incurred and then removed from a certain Enemy ship and then he causes the ship to sink. He would only receive 100% of that ship's value.
[9.55] In the Campaign Scenarios, a Player wins a Marginal Victory if he scores more Victory Points than his opponent. A Player wins a Substantial Victory if his Victory Point total is at least twice that of his opponent. A Player wins a Decisive Victory if his Victory Point total is at least twice that of his opponent and if he sinks or wrecks (2G, 2S) all of his opponents ships, or if his opponent causes the termination of the Scenario. The winning Player is awarded bonus Victory Points as follows:
- Marginal Victory: 10 Points
- Substantial Victory: 20 Points
- Decisive Victory: 30 Points
[10.0] Historical Scenarios
GENERAL RULE:
Each Historical Scenario gives each Player an exact Order of Battle and exact deployment on the map area, including facing and initial speed. The visibility base is given. A finite time limit in Game-Turns is given and exact Victory Conditions are stated. Each Scenario is a game in itself.
The map must be set up exactly as outlined in rule 9.1, every ship unit will then be deployed according to a hex number and map section letter. These Scenarios force a battle beginning with Game-Turn One, in that the opposing forces are placed close enough together that sighting between at least some opposing units is guaranteed.
(Deployment entries are given as hex/facing/speed. Ship names are abbreviated as printed on the counters, with ID numbers in parentheses.)
[10.1] Dogger Bank, 24 January 1915
Orders of Battle and Deployment
British Player (hex/facing/speed):
- Lion (211), Tiger (221), Prin Royal (212): B0207/SE/6
- N Zealand (203), Indomitable (193): B0206/SE/6
- (L11): B0211/SE/6
- (D11): B0212/SE/6
- (D12), (D13), (D14), (D15), (D16): Map A/SE/6
German Player:
- Blucher (651), Derfflingr (711), Moltke (671), Seydlitz (681): B1108/SE/6
- (L51): B1110/SE/6
- (D51): B1111/SE/6
- (D52): B1210/SE/6
- (D53): B1105/SE/6
Game Length: 12 Game-Turns
Base Visibility: Nine hexes
Victory Conditions: British must sink or wreck one of the four named German ships and score more Victory Points than the Germans or they lose.
[10.2] Denmark Strait, 24 May 1941
Order of Battle and Deployment
British Player (hex/facing/speed):
- Hood (281), P of Wales (173): C1912/NW/6
- (C21): C2005/SW/6
German Player:
- Bismark (741): C0907/SW/6
- (C61): C0908/SW/6
Game Length: 20 Game-Turns
Base Visibility: Ten hexes
Victory Conditions: British must sink or wreck the Bismark. The German Player must preserve the Bismark and break sighting contact by the end of the Scenario. If neither Player wins, it is a draw.
[10.3] North Cape, 26 December 1943
Order of Battle and Deployment
German Player (hex/facing/speed):
- Schnhorst (732): D1108/SE/5
British Player:
- D of York (172): B0611/SE/5
- (C21): B0612/SE/5
- (C22): B0504/SE/5
- (C23): B0504/SE/5
- (D31): B0715/SE/5
Game Length: 20 Game-Turns
Base Visibility: Six hexes
Victory Conditions: British must sink or wreck Scharnhorst.
[10.4] Singora, 10 December 1941 [Hypothetical]
Order of Battle and Deployment
British Player (hex/facing/speed):
- P of Wales (173), Repulse (252): B1116/SW/7
- (D31): B1315/SW/7
Japanese Player:
- Kongo (861), Haruna (882): B1108/SW/7
- (C71): B0806/SW/7
- (D81): B1307/SW/7
- (D82): B0809/SW/7
Game Length: 15 Game-Turns
Visibility Base: Nine hexes
Victory Conditions: British win a Decisive Victory if they exit both battleships into tier One North (see 9.12) by Game-Turn Seven. Otherwise, victory is decided on Damage Points incurred.
[10.5] Surigao Strait, 25 October 1944
Order of Battle and Deployment
U.S. Player (hex/facing/speed):
- W Virginia (443), Tennessee (421): B1108/SE/5
- California (422), Pnsylvania (381): B1207/SE/5
- Mississippi (403), Maryland (442): B1008/SE/5
- (C31): B0709/SE/5
- (C32): B1309/SE/5
- (L31): B1409/SE/5
- (D41): B0816/S/7
- (D42): B0813/S/7
- (D43): B1414/S/7
- (D44): B1415/S/7
Japanese Player:
- Fuso (791), Yamashiro (792): E1101/N/5
- (C61): E1102/N/5
- (D81): B1116/N/5
- (C71): E1116/N/5
- (D82): E1015/N/5
- (D83): E1215/N/5
Game Length: 10 Game-Turns
Visibility Base: Seven hexes
Special Rules: 1. Play is confined to map sections B and E only.
Victory Conditions: Japanese receive full ship value in Victory Points for every ship they exit off the north edge of section B regardless of damage condition. Victory is based on damage accrued Victory Points, plus whatever Points the Japanese achieve by exiting ships.
[10.6] Guam, 1935 [Hypothetical]
Order of Battle and Deployment
U.S. Player (hex/facing/speed):
- Tennessee (411), California (412), Colorado (431), Maryland (432): B1108/S/5
- W Virginia (433), Oklahoma (351), Arizona (372), Nevada (352): B1107/S/5
- (C21): B1113/S/5
- (C22): B1212/S/5
- (C23): B1012/S/5
- (C21): B0711/S/5
- (C22): B1511/S/5
- (D31): B0710/S/5
- (D32): B0709/S/5
- (D33): B1510/S/5
- (D21): B1509/S/5
Japanese Player:
- Fuso (791), Yamashiro (792), Kongo (861), Haruna (882): E1112/N/5
- Ise (801), Hyuga (802), Nagato (832), Mutsu (821): E1113/N/5
- (C61): E0908/N/5
- (C62): E1308/N/5
- (L61): E0708/N/5
- (L62): E1508/N/5
- (D81): E0909/N/5
- (D82): E1309/N/5
- (D83): E0709/N/5
- (D84): E1509/N/5
- (D71): E1108/N/5
- (D72): E1109/N/5
Game Length: 10 Game-Turns
Base Visibility: Ten hexes
Victory Conditions: Victory is determined strictly by Damage Point count.
[10.7] Jutland, 31 May 1916
Order of Battle and Deployment
British Player (hex/facing/speed):
- K. George (071), Ajax (073), Centurion (072), Erin (101): C0713/SE/5
- Orion (061), Monarch (063), Conqueror (064), Thunderer (062): C0612/SE/5
- Iron Duke (081), Superb (023), Royal Oak (142), Canada (102): C0512/SE/5
- Bellerphon (022), Benbow (082), Temeraire (021), Vanguard (033): C0411/SE/5
- Collossus (051), Collingwd (032), Neptune (041), S Vincent (031): C0311/SE/5
- Marlbrogh (084), Revenge (144), Agincourt (091), Hercules (052): C0210/SE/5
- Barham (115), Valiant (112), Malaya (113): C0111/NE/5
- Warspite [2S] (114): E1802/NW/0
- Prin Royal (212), Tiger (221), N Zealand (203), Lion (211): C1014/SE/5
- Invincible (191), Inflexible (192), Indomitable (193): C0914/SE/5
- (C11): E1803/S/5
- (C12): C0611/SW/5
- (L21): C0310/SW/5
- (L22): C0410/SW/5
- (L11): C0412/SW/5
- (L12): C1215/SW/5
- (D11): C1015/SW/5
- (D12): C1115/SW/5
- (D13): C0312/SW/5
- (D14): C0913/SW/5
- (D15): C0712/SW/5
- (D16): C0310/SW/5
German Player:
- Lutzow [1G] (712), Derfflingr (711), Seydlitz (681): F0402/SE/5
- Moltke (671), vndrTann [2G] (661): F0302/SE/5
- Konig (631), Gr Kurfrst (633), Markgraf (632), Kr Wilhelm (634): F0202/NE/5
- Kaiser (621), Frdrich Gr (622), Pr Luitpld (624), Kaiserin (623): F0103/NE/5
- Ostfriesld (613), Helgoland (612), Thuringen (611), Oldenburg (614): E2003/NE/5
- Posen (603), Rheinland (604), Nassau (602), Westfalen (601): E1904/NE/5
- Deutschld (691), Pommern (693), Schliesen (694): E1804/NE/4
- Hannover (692), S Holstein (695), Hesse (701): E1705/NE/4
- (D51): F0201/NE/4
- (D52): F0305/S/6
- (D53): F0405/S/6
- (D54): F0212/N/6
- (D55): F0213/N/6
- (L51): F0611/N/5
- (L52): F0612/N/5
- (L53): E1605/NE/5
- (L54): E1506/NE/5
Game Length: 12 Game-Turns
Base Visibility: Seven hexes
Special Rule: 1. British battleships may not make 180 degree radical turns.
Victory Conditions: Victory is determined by Point count. German Player already has 49 Victory Points for sinking two British BC's. Note that three ships begin the Scenario with damage.
[11.0] The Campaign Game
GENERAL RULE:
The Campaign Scenarios are four hypothetical situations which together comprise the Campaign Game. These situations are contrived by the Players according to the following procedure: First, the Players will decide upon a time period: WWI, Interwar, WWII; then they will decide between themselves which national navy they will direct, picking from the listing given in 11.1. They will select the appropriate units given by the listing as their fleet. They will decide between themselves who is to be the North Player and who is to be the South Player. They will then secretly subdivide their fleet and assign a different group of ships to each of the four Scenarios listed in 11.2, 11.3, 11.4 and 11.5. With the forces then assigned, each Scenario will be played to a conclusion, the Victory Points awarded for each Scenario will be totalled and a Campaign Game winner established. No ship may participate in more than one Scenario in any one Campaign Game. For example, if a ship is assigned to participate in Scenario A, it may not participate in Scenario B, C or D, but must participate in Scenario A. An assigned force may be sub-divided into component Task Forces.
[11.1] National Fleet Listing
The following listing is broken down by country and time period. Dreadnoughts are listed by class-code; thus 420 identifies the Tennessee (421) and the California (422). The minor naval powers are only listed as of World War I. Players use these listings as the basis for choosing their respective forces. Players must confine their selections to a single time period for any given Campaign Game.
[11.11] World War I
Screening Forces -- ALPHA (Quantity)
| Class | Br. | US | Fr. |
|---|---|---|---|
| C10 | 4 | 4 | 3 |
| L10 | 2 | 2 | 2 |
| L20 | 3 | 0 | 0 |
| D10 | 8 | 6 | 3 |
| D20 | 3 | 0 | 0 |
| Class | Au. | Ru. | Bz. |
|---|---|---|---|
| C10 | 1 | 1* | 0 |
| L10 | 1 | 0 | 2 |
| D10 | 0 | 4 | 0 |
*Baltic Sea only
Screening Forces -- BRAVO (Quantity)
| Class | Ge. | Ja. | Sp. |
|---|---|---|---|
| C50 | 2 | 2 | 1 |
| L50 | 4 | 2 | 1 |
| L60 | 0 | 0 | 0 |
| D50 | 6 | 3 | 1 |
| D60 | 2 | 0 | 0 |
| Class | It. | Ar. |
|---|---|---|
| C50 | 2 | 1 |
| L50 | 2 | 1 |
| D50 | 1 | 1 |
Dreadnought Classes
- Great Britain: 010, 020, 030, 040, 050, 060, 070, 080, 090, 100, 110, 140, 190, 200, 210, 220, 230, 260.
- United States: 300, 310, 320, 330, 340, 350, 370, 390.
- France: 500, 510.
- Austria-Hungary: 550.
- Russia; Baltic Sea: 580.
- Russia; Black Sea: 590.
- Brazil: 560.
- Germany: 600, 610, 620, 630, 640, 650, 660, 670, 680, 690, 700, 710.
- Japan: 750, 760, 770, 780, 850, 870.
- Spain: 950.
- Italy: 900, 910.
- Argentina: 960.
[11.12] Inter-War
Screening Forces -- ALPHA (Quantity)
| Class | Br. | US | Fr. |
|---|---|---|---|
| C20 | 3 | 2 | 1 |
| C30 | 1 | 1 | 0 |
| L10 | 0 | 0 | 1 |
| L20 | 3 | 3 | 1 |
| L30 | 1 | 1 | 0 |
| D10 | 1 | 3 | 0 |
| D20 | 3 | 2 |
Screening Forces -- BRAVO (Quantity)
| Class | Ge. | Ja. | It. |
|---|---|---|---|
| C60 | 0 | 2 | 1 |
| C70 | 0 | 1 | 1 |
| L50 | 0 | 0 | 0 |
| L60 | 2 | 3 | 1 |
| L70 | 0 | 0 | 2 |
| D50 | 0 | 1 | 1 |
| D60 | 3 | 4 |
Dreadnought Classes
- Great Britain: 120, 150, 160, 240, 270.
- United States: 330, 340, 360, 380, 400, 410, 430.
- France: 520, 530.
- Germany: 720, 730.
- Japan: 790, 800, 820, 860, 880.
- Italy: 920.
[11.13] World War II
Screening Forces -- ALPHA (Quantity)
| Class | Br. | US | Fr. |
|---|---|---|---|
| C20 | 4 | 4 | 1 |
| C30 | 4 | 4 | 2 |
| L20 | 3 | 3 | 1 |
| L30 | 3 | 3 | 1 |
| D20 | 3 | 3 | 2 |
| D30 | 3 | 3 | 4 |
| D40 | 4 | 4 |
Screening Forces -- BRAVO (Quantity)
| Class | Ge. | Ja. | It. |
|---|---|---|---|
| C60 | 0 | 2 | 1 |
| C70 | 2 | 4 | 2 |
| L60 | 0 | 3 | 3 |
| L70 | 3 | 1 | 1 |
| D60 | 4 | 4 | 4 |
| D70 | 4 | 4 | 4 |
| D80 | 0 | 4 |
Dreadnought Classes
- Great Britain: 130, 150, 160, 170, 180, 250, 280.
- United States: 420, 440, 450, 460, 470, 480.
- France: 520, 530, 540.
- Germany: 720, 730, 740.
- Japan: 790, 810, 830, 860, 880.
- Italy: 920, 930.
[11.2] Campaign Scenario "A" -- The Sea Sweep
This Scenario supposes that the North and South assigned forces meet by chance while each is on patrol or "sweep." The objective of each force is simply to sink or damage the Enemy and win the Scenario as outlined in section 9.5.
[11.3] Campaign Scenario "B" -- The Shore Raid
This Scenario supposes that the North assigned forces are attempting to intercept and stop the South assigned forces from carrying out a bombardment of some hypothetical shore. The South assigned forces will attempt to defeat the North assigned forces while preserving enough capital-ship firepower to make a worthwhile bombardment. Victory Points will be awarded to the North Player solely on the bases of rule 9.5. Victory Points will be awarded to the South Player on the basis of rule 9.5, and, in addition, if the South Player wins the Scenario with at least a Substantial Victory (see 9.55) and he has not caused the conclusion of the Scenario by retreating to his "safe" zone (9.1), he receives additional Victory Points equivalent to the total Attack Strength Points of any of his capital ships which never fired during the course of the Scenario. These Points are Bombardment Bonus Points.
In order to receive the Bombardment Bonus Points, the South Player must win the Scenario with a Substantial Victory, or he must sink or wreck all the North Player's ships (in case the North contests the Scenario with a weak force), or he must force the North Player to concede the Bombardment Bonus Points. The North Player concedes the Bombardment Bonus Points if he moves a ship off the initial Map Area before the South Player does. (This is to prevent the North Player from running away indefinitely, while staying in sight but possibly not in range, and thereby preventing any conclusion to the scenario.) If the North Player does move a ship off the initial Map Area first, then the South Player automatically has the right to his Bombardment Bonus Points, regardless of which Player eventually wins the Scenario.
[11.4] Campaign Scenario "C" -- The Convoy
This Scenario supposes that the North assigned forces are attempting to defeat the South assigned forces and then intercept a hypothetical convoy belonging to the South Player. In composing this Scenario, the South Player secretly assigns a Victory Point value (called the Interception Bonus) to this hypothetical convoy, which must range between 25 and 100 Victory Points, noting the value on a piece of scratch paper and setting it aside until the Scenario's conclusion. Victory Points are awarded to both Players on the basis of section 9.5. In addition, the North Player receives Victory Points equivalent to the total Attack Strength of his undamaged ships, up to the Interception Bonus of the hypothetical convoy (the scratch paper is now revealed) so long as the North Player did not cause the conclusion of the Scenario by fleeing to his safe zone (9.1). Which North Player ships are undamaged is calculated after the final damage recovery outlined in section 9.53. The South Player receives additional Victory Points on the balance of the Interception Bonus; that is, whatever balance is left over after the undamaged Northern Attack Strengths are subtracted from the initial Interception Bonus. The North Player may not move a ship off the initial Map Area without penalty until the South Player does so. If he does, he loses any right to Interception Bonus Points.
[11.5] Campaign Scenario "D" -- The Sea Sweep
This Scenario is identical to Campaign Scenario "A".
[11.6] Scenario Order and Ship Assignment
The Scenarios must be played in order: A, B, C and then D. In assigning forces initially to each Scenario, the Players are not required to assign any given ship unit to any given Scenario. Nor are they required to assign any ship units at all to a given Scenario. A Player may decide not to contest a given Scenario, but if he does not contest, his opponent is assumed to win a Substantial Victory, garnering thereby the twenty Victory Points allowed in rule 9.55, plus whatever additional Victory Points he would receive for accomplishing his objective. For example, the South Player assigns three capital ships to Scenario "B." The North Player does not assign any ships, thereby conceding the Scenario. The South Player would receive twenty Points for a Substantial Victory in the Scenario, plus the total Attack Strength of his three capital ships (Bombardment Bonus).
[11.7] Establishing the Campaign Scenario Base Visibility
At the beginning of every Scenario the dice are to be rolled. Whatever number is rolled is defined as the Base Visibility for that Scenario. Thus, any given Scenario will have a Base Visibility set somewhere between two and twelve hexes. This number will be constant for the entire Scenario and will be the number from which the Turn by Turn visibility is derived (see 5.7).
[11.8] Play Balance and Victory Conditions
It should be obvious that if, for example, one Player picks the Royal Navy (WWI) while the other chooses Italy (WWI) as their respective navies, the Italian Player will have little chance of winning the Campaign Game. Thus, those Players interested in playing an evenly balanced game should decree a fleet value limit within which each Player would be allowed to create his own fleet for purposes of playing a Campaign Game. Rule 9.51 establishes the value of each ship in Victory Points. Under the fleet value limit concept, the Player would be allowed to choose any ships from his national listing, so long as the total value did not exceed the fleet value limit. It is suggested that the following limits be observed: WWI 200 Points, INTERWAR 300 Points, WWII 400 Points. This is purely a suggestion. The way in which the Players compose their fleets is limited only by the counter mix and their imagination.
[11.9] Sample Campaign Game
The Players decide to play a France versus Italy WWI Campaign Game. A coin flip establishes Player 1 as the French Player. Player 2 (Italy) then chooses to become the South Player. Both Players then sort out their forces. The initial map area is assembled. Then each Player proceeds to assign his ships to the respective Scenarios. For each Scenario he composes a Task Force composition chart and an initial Movement Plot, as shown (a filled-in Task Force Composition Chart & Initial Movement Plot form accompanies the text; not reproduced).
Note: Ships in Task Forces may be in any formation, with any number of columns.
The Players are now ready to begin Scenario A. The dice are rolled with a six giving the visibility base. Play begins, the TF Markers are entered onto the map and movement is executed Turn by Turn. At the end of Game-Turn Five it becomes apparent that TF Markers are close enough together so that a possibility of sighting exists. (The Italian TF Marker is in F0102, the French TF Marker is in C0308.) The visibility die roll is a four, which, added to the base of six, gives a visibility range of ten on Game-Turn Six. On the first Movement point of Game-Turn Six, the TF Markers move within ten hexes of one another. Contact occurs. Both Players proceed to display their ships. The French Player places his D11 in hex C0408, C11 in hex C0308 and C12 in hex C0208. The Italian Player places his C51 in hex F0101 and D Alighieri in hex F0103. The Turn is declared over; the following Turn (Game-Turn Seven) begins immediately. The Italian L51 and the French forces can see one another, but do not possess the range to fire at each other. The D. Alighieri, which possesses the range to fire, cannot see the French ships and thus cannot fire. Both Players write their Movement Plots. The French Player plots a 5NEL (speed five, course NE, line abreast formation). The Italian Player, anticipating this maneuver, plots the D. Alighieri to move NE also at speed six. The Turn ends with the D. Alighieri having closed the range to eleven hexes. The following Turn visibility increases to eleven; D. Alighieri begins firing. No result. Both Players maintain the same course and speed. Pursuit continues for three more Turns, with the D. Alighieri finally scoring a hit (1S, 1G) on the French C12. Then on the Twelfth Turn, the Italian, leery of closing the range to six and thus affording the French a shot at the D. Alighieri, turns SE, speed four. The French continue their retreat NE, opening the range. At this point, both Players agree to end the Scenario retiring their ship units. The final score is: French, 0 Victory Points; Italian, 22 Victory Points (2 Points for the two damage states inflicted on the French C12, plus 20 bonus Points for achieving a Substantial Victory).
Players then move to Scenario B. The Italian announces that he is not contesting the Scenario and the French win an automatic 20 Point victory. Moving to Scenario C, the Players become engaged in what is obviously the main battle of the Campaign Game. The French Player, reasoning that if the Italian Player has thrown the bulk of his battlefleet into protecting the convoy, it must be because he has given it a high Point value, decides to fight even though he is outnumbered and outgunned. The Italian, realizing that the French Player will not leave the initial Map Area, scents blood. He closes the range, and several Turns of battering take place. The French Player gets the better of this exchange, wrecking the L. DaVinci and scattering some five hits among the other Italian battleships, while taking some six hits on the J. Bart and three hits scattered among his other ships. The Italian decides to stop pressing the French fleet for fear of further bad luck. The French Player takes the opportunity to open the range for three Turns while still carefully remaining on the initial Map Area. The Scenario ends. The final accounting is: French, 72 Victory Points; Italian, 74 Points. That breaks down as follows: The French receive five Points for the damage states removed from the Italian ships, 18 Points for wrecking the L. DaVinci (80% of 26) which occurred as cumulative damage without the L. DaVinci being able to remove any hits, 10 Points for winning a Marginal Victory and 39 Points as the Interception Bonus (the J. Bart being damaged and not counting toward interception). The Italian receives five Points for damage which had been removed from the J. Bart, five Points for the 20% permanent damage which couldn't be removed, three Points for the damage removed from the other French ships (total of 13), thereby losing the Scenario marginally to the French, and finally 61 Points which was the convoy balance (100 minus the 39 awarded to the French).
Play then moves to Scenario D. The French Player, knowing he is slightly behind in the overall standings, tries a desperate move, closing the range with his one CA against the two Italian CA's. The gamble almost succeeds; he manages to wreck one of the Italian CA's, but his own CA becomes wrecked in the process. The French Player concedes the Italian a Marginal Victory, reasoning that at some point in the future, the undamaged Italian CA will roll the proper combination of numbers to produce a sinking. Scenario score: French 9 (80% of the wrecked Italian CA); Italian, 22 (12 for the sunk French CA, plus 10 for a Marginal Victory). Final Campaign Score: French, 101; Italian 118.
[12.0] Optional Rules
[12.1] Smoke
[12.11] A smoke screen may be created by any DD unit during the course of movement. The word "smoke" must be written next to the unit's Movement Plot. Then, during the Movement Execution Phase, the Player places any game marker upside down in each hex that the unit vacates during its movement. The upside down marker serves as a Smoke Marker and, in effect, the unit leaves a trail of Smoke Markers in its path as it moves. These Smoke Markers remain on the map until the beginning of the next Movement Phase in the following Game-Turn when they are removed. While they are on the map, they affect the ability of ships to fire.
[12.12] If the line of fire between two ships (defined as the line from the center of the hex containing the firing ship to the center of the hex containing the target ship) intersects a hex containing a Smoke Marker, then no fire or torpedo attack between the two ships is permitted.
[12.13] A Smoke Marker only prohibits fire if it lies outside of and between the firing and target ships' hexes. It does not block fire if it lies in the same hex with either the target ship or the firing ship.
[12.14] A DD unit may make smoke on every Game-Turn. There is no limit to the number of times it can do so.
[12.15] Smoke has no effect on visibility as it applies to rule (9.4). A Player may not use smoke to break contact between opposing forces.
[12.2] Radar and Spotting Planes
[12.21] U.S. and British ship units in action in any post-1942 Scenario are presumed to have effective Fire Control Radar which allows them to ignore the visibility restrictions (including smoke), and fire at their maximum range. If they do so in excess of the visibility range, then their Damage Point dice roll is reduced by two in addition to any other adjustments. If they are firing within the visibility range, then radar has no effect.
[12.22] All capital ships and CA screen units in use in a post-1930 Scenario are presumed to have spotting planes, which they have launched to help adjust their long range fire. This permits the ships to fire in excess of their normal visibility restrictions to the limit of their range, except at night or through smoke. The Damage Point dice roll is reduced by three when using this rule.
[12.3] Creep
Under the Creep Rule, any ship which has a 2S damage status, but has less than 2G damage is permitted to move one Movement Point per Game-Turn. Ships with 2G, 2S damage may not use creep. They must remain motionless.
[12.4] Towing
[12.41] Any capital ship may be towed by any capital ship or cruiser unit. In order to tow, the towing ship must stack with the towed ship and remain motionless with this ship for two Game-Turns. On the third Game-Turn following, the towing ship may begin to move a maximum of two Movement Points per Game-Turn, taking the towed ship with it. A tow may be broken instantaneously at any Game-Turn following.
[12.42] Screen units may not be towed, though a CA or CL screen unit may act as a towing unit.
[12.43] Presumably a Player will use the tow rule to implement recovery of his wrecked units. Friendly units may not tow Enemy units.
[12.5] Sun Position
[12.51] A rising or setting sun can serve to silhouette some ships while concealing others. Before beginning a Scenario, the Players will roll the dice. A two means the sun is rising on the east side of the map area, a twelve means it is setting on the west. Any other result means no sun condition.
[12.52] Whenever a ship is firing away from the setting or rising sun, the dice roll on the Damage Point Table is reduced by one to reflect its reduced firepower (it has difficulty ranging into the gloom). If it is firing toward the rising or setting sun, then its Damage Point dice roll is increased by one. These effects are in addition to any other adjustments to the Damage Point dice roll. For example: The sun is determined to be setting in the west. Trace a line along the hexrow in the direction NW and one in the direction SW. If the target is on either line or between the lines, then the firing ship is firing toward the sun and its dice roll would be increased by one.
[12.53] A rising or setting sun condition exists and persists from Game-Turns Six through Eleven on any Scenario for which the situation is determined. On other Turns, either night or day (no sun condition) exists.
[12.6] The Extended Campaign
The extended campaign is an economic game requiring the Player to amass more ship value points than his opponent (every ship has a value in points equal to the total of its printed attack, defense and movement values). Each Player is given an initial number of ship value points (his "treasury") from which he purchases an initial fleet, expending in the process, points equal to the value of the ships he activates. Thereafter, play progresses through an indeterminate number of Extended Campaign Game-Turns from two to twelve Turns, depending on a random event. During each of these Turns, the Players plan and execute a Campaign Game (11.0), in the process augmenting and depleting their treasuries accordingly.
[12.61] Setting up the Extended Campaign
The Players decide among themselves what chronological period and national identity they wish to assume. Then, on a piece of scratch paper labeled "treasury," they pay themselves between 700 and 900 Ship Value Points apiece. They then secretly choose from the national counter mix comprising their national fleet ship units totalling no more than 300 Ship Value Points. From within the proper mix, they can pick any number and type of ships so long as the limit is not exceeded. They then reveal to each other their respective initial fleets. They next secretly formulate a construction schedule detailing, Extended Campaign Game-Turn by Extended Campaign Game-Turn, exactly what ship units from the balance of their national fleet mix they will "build" on each Game-Turn. No Player may build more than 100 Points worth of ships per Turn. This schedule is not revealed immediately, but is revealed progressively, Turn by Turn, as the Players reveal new constructions.
[12.62] Extended Campaign Sequence of Play Outline
- Peace Resolution Phase: Two dice are rolled. If the number rolled is the same as the number of the Game-Turn, then peace is established, and the game is immediately over; otherwise, the game proceeds.
- Campaign Game Phase: The Players plan and execute the four Scenarios of a Campaign Game, using their respective fleets according to the rules in Case 11.0.
- Repair Phase: The Players repair their permanently damaged ships.
- Build Phase: The Players augment their existing fleets with ship units picked from their national fleet mix according to their construction schedules (12.1).
[12.63] The Campaign Game In The Extended Campaign Game-Turn
The rules for the conduct of the Campaign Game remain identical to those in Case 11.0, with the following exceptions and additions.
- Victory Points awarded for winning a Marginal, Substantial or Decisive Victory are added immediately to the Winning Player's treasury. Victory Points awarded to the South Player for the balance of the interception bonus in Scenario C are added to his treasury.
- Victory Points normally awarded for damage inflicted on Enemy ships are not added to the Player's treasury. They merely form the basis for deciding which Player wins a Scenario.
- Bombardment Bonus Points awarded to the South Player in Scenario B are not added to his treasury; they are instead deducted from the North Player's treasury.
- At the beginning of any Campaign Game, the Players flip a coin to decide which will be the North Player.
[12.64] Repairing Ships In The Extended Campaign Game
During the course of, and at the conclusion of any Campaign Scenario, a Player must attempt to cure any repairable damage to his ships, deducting in the process one Ship Value Point for every damage state so cured. Ships which suffer permanent damage (e.g., those with 2G, 2S or which are above their Damage Control limit) are not repaired immediately, but are set aside until the Repair Phase of the Extended Campaign Game-Turn at which point the Players decide whether or not to repair the damaged units. Repairs cost a Player's treasury 20% of the ship's value per damaged state repaired. A Player can repair an unlimited amount of damaged ships per Turn in any state of damage, subject only to the balance in his treasury. The Repair Phase is sequential with the North Player announcing and repairing his ships first. A Player is never required to repair a permanently damaged ship, but no permanently damaged ship may be placed in the available ship pool.
Ships which are wrecked (2G, 2S) must be "under tow" at the conclusion of a Scenario or they are automatically scuttled (removed permanently from play). In either case, scuttled or towed, the Enemy Player receives 80% of ship value for a wrecked ship.
[12.65] Construction
Once established, the Players must adhere to their construction schedules. Whether they want to or not, they must place scheduled ships into their fleet, deducting the value thereof from their treasury.
[12.66] Conclusion
The Extended Campaign Game ends whenever peace is established, Turn Twelve is concluded, or whenever a Player's treasury balance is reduced to zero. At the end of the Game, the winner is the Player with the largest treasury balance. The respective fleet sizes, damaged ships, future construction, etc., do not affect Victory Conditions. When one of the three conditions for conclusion is achieved, only the number of Points a Player has in his treasury at that point is material for determining a winner. This means that a Player can refuse to build any ships whatsoever, conceding all Victory Points to his opponent, but preserving his initial treasury and hoping that the Extended Campaign will be ended on Game-Turn Two or Three by a lucky roll before his opponent can amass enough Points in the Campaign Game to compensate for the cost of building a fleet (see 12.63).
[13.0] Designer's Notes
Any design is a compromise which requires that the designer make a choice. Dreadnought began with a survey of some existing naval games, both board and miniatures. These ran the gamut from Solomons Campaign and USN (which dealt with naval tactics on an abstract plane) to Frigate and "CA" (which are almost purely tactical games with no strategic considerations). Jutland and the whole body of naval miniature games offered simulation on the tactical, operational and strategical level. All of these had their plusses and minuses. All of them appealed to different segments of the gaming public in different ways. One approach did not appeal to the designer and that was creating a super complex tactical system along the lines of Jutland or the naval miniatures. The game would have to have a tactical base, one that would allow Players to maneuver and fight, but one that would be playable (within the normal SPI context). The game was to be concerned with surface combat in the 20th Century between dreadnoughts (any 20th Century all big gun battleship); the basic unit then would represent one battleship. The map would contain an area large enough to display a battle between several of these units. The scale of the game, the unit values, and the system of play would be designed to illustrate the differing strengths and weaknesses of the various dreadnoughts with all other considerations abstracted from this basis.
Next, it was necessary to fix the role of the Player. On this scale of game he would have to be the fleet commander. What then would he do to affect the outcome of the game? This led to an analysis of the historic actions between dreadnoughts, principally those of World War I. The answer was, the fleet commander would decide, when confronted with hostile ships, to either engage in battle or run; to either close the range with the enemy, maintain the range, or open the range, maneuvering all the while to place his forces at an advantage vis a vis the enemy. It was pretty cut and dried when he was inferior; he ran. When he was superior he closed. Only when one or both commanders was confused as to the actual situation would an extended engagement ensue. The startling fact that emerged was that battles between dreadnoughts were infrequent and indecisive. The frequency problem could be handled by constructing Scenarios that must occur. The decisiveness was more difficult. That had to be inculcated into the Players' minds by a combination of limited intelligence and a viciously capricious game system which would unhinge the calculating Player.
As originally conceived, the game mechanics were a rather simple, sequential movement system coupled with, essentially, the existing gunnery combat system. The designer originally wanted such things as secondary batteries and wing turrets included as separate ship values, but the developer would have none of that, insisting that the Attack Strength of a ship represent its average broadside strength at average range period. The developer did not want rules which permitted the HMS Impossible to double its Attack Strength when firing at a target bearing 27 degrees, because it had some sort of weird turret arrangement that allowed it to fire cross-ship between the laundry lines and the captain's potted palms. As far as the developer was concerned, the only consideration the Player should have to decide, was whether he would engage broadside-to (maximizing his firepower) or whether he would engage bow- or stern-on (thereby limiting his firepower to some degree or other). Admittedly, this led to an abstraction which distorted the capabilities of some ships, but so be it. The secondary batteries could be abstracted into range effects and torpedo attack rules, again with some distortion, but leaving the Player free to make essential decisions. Early playtesting revealed that sequential movement was too pat to be effective. One Player or the other could always calculate exactly the following Player's possibilities and be guided accordingly, and there seemed no combination of sequential movement and combat phases which didn't allow an inherent positional advantage. It was obvious that combat had to be simultaneous, since it was necessary that a Player allocate his fire without knowing which Enemy ships were firing at which of his ships.
Next came the provision for visibility. This was originally to be a set figure per Scenario, but, again, this proved to be too pat. At this point we had a game that played, one that could simulate many of the problems and options of a fleet commander in the presence of a hostile fleet, but one that was somewhat staid in its conclusions. It was then decided to provide "historical" Scenarios of different sizes and lengths which would have directive Victory Conditions, which would tend to force the Players into obvious courses of action. These would serve two purposes: One, they would introduce Players to the mechanics of play; and two, would provide brief games for those who desired them. At best they could only be balanced artificially. Historically, there could be no truly balanced situations. That would require a hypothetical environment, such as we eventually constructed with the Campaign and Extended Campaign Games. This environment is artificial and imaginary. It suspends geographical, political and economic realities in the pursuit of creating an interesting game. The Campaign Game says, in effect, "Here we have two nations with roughly equal fleets, but some variation in composition." The Players can decide for themselves how to allocate their ships, creating four Scenarios. It would be rare that any one Scenario would present the spectacle of two evenly matched forces, yet the sum total of the four Scenarios is balanced (in terms of forces engaged) and, best of all, the Players have many opportunities to paralyze themselves with self-doubt and ignorance. The Extended Campaign Game provides that rare opportunity for a Player to do nothing at all and still win.
List of Dreadnoughts
This is a list of all Dreadnoughts, with their full, unabbreviated name. The first two digits of the Identification Number for each ship identify the class to which that ship belongs. The class name is shown in bold. Refits of a class receive a separate class number. The third digit, which identifies the individual ship within a class, remains unchanged if a class is refit. Thus, ships numbered 151, 152, 153, 154 and 155 all belong to the Royal Sovereign Class as refit; the Ramilles as originally launched is nr. 143, and as refit is nr. 153.
(Transcribed as printed. Class headings are shown in bold; a few class numbers and spellings, e.g. "150 Royal Sovereign Class" for the unrefit class and "Alax", are as printed in the original list.)
Britain
011 Dreadnought 020 Bellerphon Class: 021 Temeraire, 022 Bellerphon, 023 Superb 030 St. Vincent Class: 031 St. Vincent, 032 Collingwood, 033 Vanguard 041 Neptune 050 Colossus Class: 051 Colossus, 052 Hercules 060 Orion Class: 061 Orion, 062 Thunderer, 063 Monarch, 064 Conqueror 070 King George V Class: 071 King George V, 072 Centurion, 073 Alax, 074 Audacious 080 Iron Duke Class: 081 Iron Duke, 082 Benbow, 083 Emperor of India, 084 Marlborough 091 Agincourt 100 Erin Class: 101 Erin, 102 Canada 110 Queen Elizabeth Class: 111 Queen Elizabeth, 112 Valiant, 113 Malaya, 114 Warspite, 115 Barham 120 Queen Elizabeth refit: 121 Queen Elizabeth, 122 Valiant, 123 Malaya, 124 Warspite, 125 Barham 130 Queen Elizabeth refit: 131 Queen Elizabeth, 132 Valiant, 133 Malaya, 134 Warspite 150 Royal Sovereign Class: 151 Royal Sovereign, 142 Royal Oak, 143 Ramilles, 144 Revenge, 145 Resolution 150 Royal Sovereign refit: 151 Royal Sovereign, 152 Royal Oak, 153 Ramilles, 154 Revenge, 155 Resolution 160 Nelson Class: 161 Nelson, 162 Rodney 170 King George V Class: 171 King George V, 172 Duke of York, 173 Prince of Wales, 174 Anson, 175 Howe 181 Vanguard 190 Invincible Class: 191 Invincible, 192 Inflexible, 193 Indomitable 200 Indefatigable Class: 201 Indefatigable, 202 Australia, 203 New Zealand : 211 Lion, 212 Princess Royal, 213 Queen Mary : 231 Renown, 232 Repulse : 241 Renown, 242 Repulse : 251 Renown, 252 Repulse : 261 Courageous, 262 Glorious
USA
300 South Carolina Class: 301 Michigan, 302 South Carolina 310 Delaware Class: 311 Delaware, 312 North Dakota 320 Utah Class: 321 Utah, 322 Florida 330 Arkansas Class: 331 Arkansas, 332 Wyoming 340 New York Class: 341 New York, 342 Texas 351 Oklahoma Class: 351 Oklahoma, 352 Nevada 360 Oklahoma refit: 361 Oklahoma, 362 Nevada 370 Pennsylvania Class: 371 Pennsylvania, 372 Arizona 380 Pennsylvania refit: 381 Pennsylvania, 382 Arizona 390 New Mexico Class: 391 New Mexico, 392 Idaho, 393 Mississippi 400 New Mexico refit: 401 New Mexico, 402 Idaho, 403 Mississippi 410 Tennessee Class: 411 Tennessee, 412 California 420 Tennessee refit: 421 Tennessee, 422 California 430 Colorado Class: 431 Colorado, 432 Maryland, 433 West Virginia 440 Colorado refit: 441 Colorado, 442 Maryland, 443 West Virginia 450 Washington Class: 451 North Carolina, 452 Washington 460 South Dakota Class: 461 South Dakota, 462 Indiana, 463 Massachussetts, 464 Alabama 470 Iowa Class: 471 Iowa, 472 New Jersey, 473 Missouri, 474 Wisconsin 480 Alaska Class: 481 Alaska, 482 Guam
Austria
550 Viribus Unitis Class: 551 Viribus Unitis, 552 Tegetthof, 553 Prinz Eugen, 554 Szent Istvan
France
500 Courbet Class: 501 Courbet, 502 Jean Bart, 503 France, 504 Paris 510 Provence Class: 511 Provence, 512 Bretagne, 513 Lorraine 520 Provence refit: 521 Provence, 522 Bretagne, 523 Lorraine 530 Dunkerque Class: 531 Dunkerque, 532 Strasbourg 540 Richelieu Class: 541 Richelieu, 542 Jean Bart
Brazil
560 Minas Gerais Class: 561 Minas Gerais, 562 Sao Paulo 571 Rio de Janeiro
Russia
580 Gangut Class: 581 Gangut, 582 Sevastopol, 583 Petropavlosk, 584 Poltava 590 Imperator Aleksandr III Class: 591 Imperatzia Maria, 592 Ekaterina, 593 Imperator Aleksandr III, 594 Imperator Nikolai II
Germany
600 Westfalen Class: 601 Westfalen, 602 Nassau, 603 Posen, 604 Rheinland 610 Helgoland Class: 611 Thuringen, 612 Helgoland, 613 Ostfriesland, 614 Oldenburg 620 Kaiser Class: 621 Kaiser, 622 Friedrich der Grosse, 623 Kaiserin, 624 Prinzregent Luitpold, 625 Konig Albert 631 Konig Class: 631 Konig, 632 Markgraf, 633 Grosser Kurfurst, 634 Kronprinz Wilhelm 640 Baden Class: 641 Baden, 642 Bayern 651 Blucher 661 von der Tann 670 Moltke Class: 671 Moltke, 672 Goeben 681 Seydlitz 690 Deutschland Class: 691 Deutschland, 692 Hannover, 693 Pommern, 694 Schleisien, 695 Schleiswig Holstein 701 Hessen 710 Derfflinger Class: 711 Derfflinger, 712 Lutzow, 713 Hindenburg 720 Lutzow Class: 721 Lutzow (Deutschland), 722 Scheer, 723 Graf Spee 730 Gneisenau Class: 731 Gneisenau, 732 Scharnhorst 740 Bismarck Class: 741 Bismarck, 742 Tirpitz
Japan
751 Settsu 760 Satsuma Class: 761 Satsuma, 762 Aki 771 Kawachi 780 Fuso Class: 781 Fuso, 782 Yamashiro 790 Fuso refit: 791 Fuso, 792 Yamashiro 800 Ise Class: 801 Ise, 802 Hyuga 810 Ise refit: 811 Ise, 812 Hyuga 820 Nagato Class: 821 Mutsu, 822 Nagato 830 Nagato refit: 831 Mutsu, 832 Nagato 840 Yamato Class: 841 Yamato, 842 Musashi 850 Kongo Class: 851 Kongo, 852 Hiei 860 Kongo refit: 861 Kongo, 862 Hiei 870 Kirishima Class: 871 Kirishima, 872 Haruna 880 Kirishima refit: 881 Kirishima, 882 Haruna
Italy
901 Dante Alighieri 910 Conte de Cavour Class: 911 Conte de Cavour, 912 Guilio Cesare, 913 Caio Duilio, 914 Andrea Doria, 915 Leonardo DaVinci 920 Conte de Cavour refit: 921 Conte de Cavour, 922 Guilio Cesare, 923 Caio Duilio, 924 Andrea Doria 930 Roma Class: 931 Vittoria Veneto, 932 Italia, 933 Roma, 934 Impero
Spain
950 Espana Class: 951 Espana, 952 Jaime I, 953 Alfonso XIII
Argentina
960 Rivadavia Class: 961 Rivadavia, 962 Moreno
Charts and Tables
[5.8] Damage Point Table
Cross-reference the Die Roll (2-12) with the (range-modified) Attack Strength column. Result is Damage Points.
| Die Roll | 0-5 | 6-10 | 11-15 | 16-20 | 21-25 | 26-30 | 31-40 | 41-50 | 51-60 | 61-80 | 81+up |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
[5.9] Combat Results Table
Combat Ratio (Damage Points to Defense Strength). A dot (no entry) means no effect.
| Die Roll | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 |
|---|---|---|---|---|---|
| 2 | no effect | no effect | no effect | no effect | no effect |
| 3 | no effect | no effect | no effect | no effect | 1G |
| 4 | no effect | no effect | no effect | 1G | 1G |
| 5 | no effect | no effect | 1G | 1S | 1G,1S |
When an "E" results, immediately roll the dice again. If a seven or eleven come up, the ship sinks; otherwise it suffers 2G,1S damage.
[5.43] Damage Control Table
Roll one die. "Yes" means remove one step of that damage.
| Remove one step of... | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| ...G Damage | yes | yes | yes | no | no | no |
| ...S Damage | yes | yes | no | no | no | no |
[5.51] Range Effects Table
| Distance in hexes | Attack Strength is... |
|---|---|
| 1 or 2 | tripled |
| 3 or 4 | doubled |
| 5 to 12 | unchanged |
| 13 or more | halved |