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Great War at Sea
Rules Summary for Great War at Sea, Vol. I: The Mediterranean
September 27, 1998

Map
-Italian port of Rhodes is also a Turkish coastal zone

Fleets are rated for speed based on their slowest ship. Speeds per turn are either 1 slow, 1, 2 or 2+.

Sequence of Play (both players simultaneously)
Write Orders
Move Fleets
Check for Contact and if so go to Tactical:

Determine Initiative
-Allied player rolls 1 die: Loser sets up
Winner sets up
Winner moves 2+ groups
Gunnery combat (simultaneous, winner announces first)
Torpedo combat (both)
Loser moves 2+ groups
Winner moves 2 and 2+ groups
Gunnery combat
Torpedo combat (both)
Loser moves 2 and 2+ groups
Winner moves 1, 2 and 2+ groups
Gunnery combat
Torpedo combat (both)
Loser moves 1, 2 and 2+ groups
Winner moves all groups
Gunnery combat
Torpedo combat (both)
Loser moves all groups
Winner moves all groups
Gunnery combat
Torpedo combat (both)
If at least 2 enemy ships can sight each other,
return to determining initiative.

Ship Codes:
BB Dreadnought Large class for towing purposes.
B Pre-dreadnought
BC Battlecruiser

CD Coast Defense ship Medium class for towing purposes.
CA Armored Cruiser
CL Light Cruiser
CVS Seaplane Carrier
ms Merchant Ship

DL Destroyer Leader Small class for towing purposes.
DD Destroyer
TB Torpedo Boat
GB Gunboat
ML Minelayer
Other anything else

At start, every ship is assigned to a fleet and every fleet a mission, one of
TRANSPORT - plot entire game's movement at start, can be ABORTed
BOMBARD - plot entire game's movement at start, can be ABORTed, warships & colliers only
ESCORT - accompanies another fleet, can be ABORTed, w&c only
INTERCEPT - plot 2 turns in advance, w&c only
ABORT - plot all movement to nearest friendly port by shortest, fastest method
MINELAY - plot entire game's movement at start, can be ABORTed, ML only
RAID - plot 2 turns in advance, w&c only, 1 fleet only, counter removed from map

Specials
PURSUIT - more of a temporary sub-mission for 2 turns after contact
SHELL - i.e. bombardment
DIVIDE
COMBINE
LOAD - cargo, takes 3 turns w/o interruption, no combat
UNLOAD - cargo, takes 3 turns w/o interruption, no combat

If 2 fleets pass through the same zone, CP player rolls on the search table to determine contact, possibly rolling twice if 2 zones were moved through. If contact occurred in the first zone of movement, the fleet is moved back to that zone. (unmodified roll of 6 is surprise)

Tactical Placement

Tactical Movement

Ranges
Primary: 3 areas
Secondary: 2 areas (cannot get through heavy armor (heavy-shaded boxes))
Tertiary: 1 area (cannot get through any armor (light-shaded boxes))
Note: hull-mounted torpedoes are armored just like the hull is.

Gunnery

RangeNumber Needed
2-3 6 (5+ for German, British, Russian BB, Austrian BC, CA04, CL)
0-1 5 (4+ " ")
-Consult Gunnery Table to determine hit effects

Torpedo Combat

die roll Modifications: (cumulative)
Target typemod
Target is BB, B, BC, CD, CA, CVS or F-merchant +1
Target has no movement factors +1
Target in same area +1
Firer is BB, B, BC, CA, CD -1
Torpedoes fired from hull mount -1
-consult Torpedo Damage Table for effects, all armor is penetrated

Taking Damage

Critical Hits

Plunging Fire

Effects on fleet movement

Multi-ships

Merchant Shipping

Special Rules

Shore Bombardment

Towing

Repairs

Major Bases (ports)

Ordinary Ports

Twilight

Coastal Waters

Straits

Advanced Rules

Fuel and Endurance

Mine Warfare

Seaplanes

Submarines

Leaders

Airships

Motor Torpedo Boats (MAS)


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