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:
- 1-3 CP wins initiative, otherwise Allied.
- add 1 to roll for each extra nationality in CP fleet
- subtract 1 from roll for each extra in Allied fleet
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
- initiative loser places face down in the 3 center areas with max 8
ships/area.
- initiative winner places face down in areas at the limit of the current
sighting range (4 by day, 2 by night, reduce by 1 if surprise)
- same nationalities have to stay together except for German
Tactical Movement
- all ships in an area form a group whose speed is that of the slowest
- cannot move so as to overstack, can move into an enemy group
- leaving the board exits the battle
- towers and towed cannot move
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
- a single ship cannot split its fire to more than one target
(all Russian BB or B in the same area must fire at same target)
- roll 1 die per primary factor, 1 die per secondary factor, 1 die per
tertiary factor per ship
- To Hit Table: (add 1 to roll if target cannot move)
Range | Number 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
- range limited to same or adjacent area
- firer must be able to move
- firer must have torpedo mount still intact
- Austrian cruisers w/ torpedo in outline only have them in 1917+
- only 1 torpedo attack per game (check them off) unless re-armed
- a single ship cannot split its fire to more than one target
- roll dice equal to ship's torpedo factor, hits on 6 or more
die roll Modifications: (cumulative) |
Target type | mod |
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
- mark boxes off left to right
- destroyed sections turn into hull hits
- when all hull boxes are gone, ship is sunk
- ships may scuttle at any time
- losing > 50% of hull boxes reduces speed by 1 level
- Hits on nonexistent armament:
- primary hit with no original primary armament becomes
secondary hit
- secondary hit with no original secondary armament becomes
tertiary hit
- tertiary hit with no original tertiary armament is ignored
Critical Hits
- tertiary hits cannot cause criticals
- critical effects still must penetrate armor unless specifically
excepted
Plunging Fire
- primary guns at distance of 3 which hit hull, hit an extra hull unless
target is QE or any Russian BB
Effects on fleet movement
- if the battle went 2+ rounds the fleet loses a movement point from next
turn, re-plot. or if the battle occurred in the first block of a 2
block move, re-plot.
Multi-ships
- some counters represent multiple (small) ships
- limits are up to 3 warships or up to 4 merchants
- assignments are fixed from start of game
- multis are mostly treated like a single ship except
- its components can fire at separate targets
- owner distributes hits on it as he chooses
Merchant Shipping
- merchant counters are on map from the scenario instructions
- MLT (Merchant Location Table) can be used by fleets on a RAID mission
- fleet writes Search 1 or Search 2, depending on how many
movement factors they are expending on search (and thus not
spending on movement)
- Merchant Density: (roll die once per warship)
Type of Sea Zone | Density |
on major sea route | 4 |
on minor sea route | 3 |
adjacent to major sea route | 2 |
adjacent to minor sea route | 1 |
+1 to roll if a night turn |
table result shows no. of merchants destroyed (1/2 VP each) |
destroying merchants means placing the fleet on-map & |
disclosing number of merchants destroyed and their location |
Special Rules
Shore Bombardment
- to bombard, have mission of BOMBARD or RAID
- remain in coastal zone 1 full turn (write SHELL)
- must announce which zone is under attack and no. of ships bombarding
Towing
- by ships same size or bigger
- BB & BC tow anything
- C tow C and DD
- DD tow DD
- towing speed is 1 zone per 3 turns
- in battle cannot move & neither ship can fire on the first turn
- may sever tow at any time
- multi-ships can tow within their counter or be towed as one ship
- towing is sufficient cause for a DIVIDE of the fleet and an ABORT
Repairs
- if dead in the water because of battle damage, roll 1 die:
subtract 1 if in port
if result is equal to or less then remaining hull's,
ship can move at speed 1 slow
- make the roll at the end of any tactical sequence or once per turn
Major Bases (ports)
- fleets, submarines & MAS boats may not enter enemy major bases
Ordinary Ports
- attacks can occur in ports
- port owner never has initiative
- port owner cannot move
- port owner cannot be torpedo attacked
Twilight
- twilight turns are treated at night in Nov-Feb or Winter, otherwise
treated as day
Coastal Waters
- fleets can only enter 1 such zone per turn
- Exceptions:
- Greek & Turkish ships on East map
- Austrian Ships in Adriatic
Straits
- only the CP can enter the Turkish Straits
- Entente can place mines on the border of Straits
Advanced Rules
Fuel and Endurance
Mine Warfare
Seaplanes
Submarines
Leaders
- can add or subtract 1 from the search roll
- improve initiative roll by 1
- go down with their ships
Airships
- speed 3 plotted
- recon: fleet owner reveals no. of ships and size of their counters
- Italian airships are shot down on 5-6 if overfly enemy BB or B
- must return to base within 60 turns, no refuel
Motor Torpedo Boats (MAS)
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