Great War at Sea, Vol. I: The Mediterranean 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... Tactical Determine Initiative -Allied player rolls 1 die: -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 dr modifications: (cumulative) ----------------------- 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) Summary by Rick Heli September 27, 1998