From: Chris Perleberg Subject: GWaS Variant -- [ From: Chris Perleberg * EMC.Ver #2.3 ] -- "The following rules offer suggestions and additions to the existing Great War at Sea rules. GWaS is a very good game as it is -- these rules are not "fixes." Instead, they are add-ons that I think increase the excitement of the game, especially the changes in the tactical game. The first time you suffer a Torpedo Attack! random event, you'll know what I mean. Enjoy! And I'm always interested in comments and suggestions. -- chris.perleberg@internet.mci" Advanced Tactical Rules 1. Revised Tactical Impulse Sequence -- Use the new impulse sequence given below. 2. Random Tactical Events -- Roll for random events as noted on the revised Tactical Sequence of Play (see the table below). 3. Surprise Sighting -- When using these rules, ignore the Surprise Sighting rule (6.35). Surprise sighting is now handled by the Tactical Random Events table. 4. Automatic Initiative -- A Fleet with a orders to bombard or lay mines, or a Fleet with orders to refuel from a collier, is automatically the non-initiative Fleet. 5. Russian Squadron Leaders -- When multiple Russian Bs or BBs are set up in an area, one of them must be declared the squadron leader. The squadron leader must contain any Leader, if one is present. If the squadron leader is sunk, the Russian ships in the group are no longer required to fire at the same target. Further, if the squadron leader suffers a Fire Control hit, all ships in the group suffer the effects of that hit until the squadron leader is sunk. 6. Divisions and Flotillas -- Rather than all ships in a area being designated as one group, a "group" for tactical movement purposes is all ships in a area of the same type -- i.e., a area containing 2 BBs, 2 Bs, and 2 DDs would be 3 groups. DLs may are considered DDs when determining groups, and a single BB or B must be grouped with any other Bs or BBs in the area. For example, 2 BB, 1 B, 1 DL, and 2 DDs are considered 2 groups -- one containing the BBs and the B, and one containing the DL and the DDs. If a group moves into a area with another groups, the original grouping is retained -- groups are designated at the start of combat and not changed. 7. Closing -- A Fleet with orders to bombard, lay mines, or refuel (and therefore automatically is the non-init player) may declare after set-up that he is attempting to complete his mission ("standing"). If the Init player does not close to within firing range (of the init player's ships) and fire at least once during the tactical phase, the combat ends and the non-init player may complete his mission. The non-init player may move or fire at any time, but if he does so, the mission is aborted normally. This case also applies to Fleets on Escort missions that leave the Fleets they are escorting (although these Fleets may get the initiative). If the Fleet declares that it is standing, and the opposing side does not close to the gun range of his ships during the Tactical sequence, the Escorting Fleet may remain on escort and does not need to abort (providing it didn't fire or move). Finally, if a Fleet is ordered to move 2 zones this turn, and it is contacted in the first zone, it may declare a "stand." If the opposing player does not close, the Fleet may move the second zone. Example: Four k.u.k. light cruisers have orders to bombard the Otranto barrage. They are contacted by a single Italian destroyer. The combat is set up with the Italian player automatically getting the initiative. However, feeling superior, the k.u.k. player announces that he will stand. The Italian player, not wanting to commit suicide, does not move within tertiary range, remaining at range 3. At the end of the tactical sequence, the combat is over (and there can be no pursuit), and the k.u.k. performs its bombardment mission. (In other words, if a player wants to stop a mission, he's got to fight. Merely showing up on the horizon isn't good enough!) 8. Maximum Visibility -- When using these rules, the maximum visibility is always one less than set-up range (set-up range is 4 areas in daylight and 2 at night, so the maximum visibility is 3 hexes in daylight and 1 at night). This maximum visibility range may change during a battle due to random events or smoke use. Guns cannot fire beyond the current visibility range regardless of actual gun range. Ships currently face-down may not fire or be fired upon (as they are not within visibility range of any other ship, by definition). 9. Multiple Targets -- Each gun group (primary, secondary, or tertiary) may fire at a separate target. For example, the Goeben (6-3-1) could fire at up to three targets. However, the targets for the ships smaller guns must be in the same or adjacent areas. For example, if the Goeben fired at 3 different targets, the targets for the secondary and tertiary guns would have to be in the same area as the Goeben or an adjacent area. Similarly, a ship with secondary and tertiary guns could fire at 2 different targets, but the target of the tertiary guns would have to be in the same or adjacent areas. 10. Primary Guns and Small Targets -- Primary guns subtract 1 from the DR when firing at small targets (DLs, DDs, and TBs). A hit number of 6 remains a 6 (unless reduced by a Fire Control Difficulties random event). 11. Multiple Firers -- If two or more ships are firing the same type of guns at a single target (i.e., all primary or all secondary), the fire strength of all ships other than the weakest unit is halved (rounded down, but not less than 1). Add together the total strength of all the stronger ships and halve the sum. For example, if 3 ships with primary guns of 4, 5, and 5 fire at the same target, the 3 combined ships have a fire strength of 9. If 4 ships with strengths of 3, 6, 7, and 7 fire at the same target, the total combat strength is 13. If 4 ships with strengths of 4, 4, 5, and 6 fire at the same target, the combined fire strength is 11. Note that in some cases, combining fire strength results in a number lower than one of the participating ships (for example, if a 1 and a 9 combine, the resulting strength is 5). This is intentional. Russian B and BBs in the same group required to fire at the same target do apply this case. 12. Smoke -- After a group moves, it may declare that it is using smoke. Smoke affects the odds of reducing visibility via the Tactical Random Events table. Note that smoke affects everybody's visibility. Any ship may declare smoke, but only after it moves (or was eligible to move). The Smoke Random event only applies in the Random Events phase following the smoke declaration, although a ship may declare smoke each time it moves. 13. Light Ships -- Ships without any guns (tertiary rating of 0) mat ignore primary and secondary hits, but treat tertiary hits as hull hits. 14. Fire Control Hits -- If a "Leader Killed" result is rolled on the Critical Damage table, and no Leader is present (or the Leader has been killed), treat as a Fire Control Hit. The effects in the Fire Control Difficulties random event apply to that ship for the rest of the game. If a Fire Control Difficulties event is rolled, there is no further effect on that ship. This effect lasts for the rest of the game and can't be repaired. 15. Plunging Fire -- The extra hull box hit applies only for combat results specifying a hull hit. It does not apply to hull hits caused by excess gun hits. 16. Tactical Break-Off -- At the beginning of any of his movement segments, a player may declare a tactical breakoff. After breakoff is declared, all units on the break-off side have their fire strengths halved (round down), but all units may move when eligible -- group restrictions no longer apply. Thus, units with a speed of 1 in a group with units at a speed of 1s may leave the slower units behind. Movement, however, must be away from all enemy groups, if possible. Only one side may declare break-off, and break-off may not be declared in the first combat round. In addition, each segment after a player declares break-off, he rolls a die. On a roll of 1-3, his ships may move as if their speed was one faster than their current speed (but never higher than 2+) in that segment. For example, if the ship's current speed is 1, it could move during the "2, 2+" impulse). After the second successful die roll, all ships may move at the increased speed without additional die rolls. (This is a desperation move, allowing units to run away and leave their slower units behind. The rules are a modification of those found in GDW's Tsushima.) 17. Ending Combat -- Combat ends if all the ships on one side are sunk or have moved off the map, no ships are currently face up on the tactical map at the end of the round, or one side has declared a stand and the other side has failed to close by the end of the round. 18. Slow Ships and Combat -- During daylight turns only, 1s speed ships of the initiative player must roll a die in the first combat segment of the first round to see if they can fire any of their guns at maximum range. On a DR of 1-3, these ships may not fire any guns at maximum range (although they can fire all guns up to one less than max range), nor may they be fired upon by enemy ships at the enemy ship's maximum range. (These slower ships are assumed to have not yet closed to a sufficient distance.) Example: Three Russian Bs get the initiative. After their initial move, they are 3 areas away from the Moltke and 2 areas away from the Goeben. Before firing, all ships must roll to see if they can fire at max range. Those ships that pass the DR may fire all their guns at either ship, as desired. Those that fail cannot fire at the Moltke (nor may the Moltke fire at them), but they could fire primary guns at Goeben. They could not, however, fire secondary guns at Goeben, nor could Goeben fire secondary guns at them. Goeben could fire primary guns, however. Advanced Strategic Rules 1. Spotting Raiding Forces-- A Raiding Fleet within 2 zones of a major base or 1 zone of a minor base is automatically placed on the map. Additionally, a Raiding Fleet is placed on the map if it enters the Straits of Messina zone (V32). 2. Seaplane Attack -- A player may attempt a seaplane attack against a Fleet within 2 zones of a major base or 1 zone of a minor base. One attack attempt per base is allowed during the Contact phase. Select a Fleet and roll a die. On a DR of 6, one randomly determined ship in the Fleet is attacked. Roll another die. On a roll of 6, the ship suffers a secondary hit (and must roll for damage). Critical damage is not possible. Applies in 1915 or later. Russian seaplanes may not use this case. 3. Aerial Spotting -- In addition to revealing the contents of the Fleet when spotted by a seaplane or airship, the owning player must reveal the next zone the Fleet is plotted to move into. 4. Fuel -- One fuel box is marked off for every 9 (not 8) zones moved through. (Note: this will give the Turkish destroyers the range to hit Odessa from Constantinople). 5. Random Events -- Roll for random events at the start of every turn, before the Orders Phase (see Strategic Random Events table below). 6. Search and Contact -- Add one to the contact DR for every 4 ships (of both sides) in the zone. Thus, if one Fleet has 5 ships and the other has 6 ships, 2 is added to the contact DR. Multiple ship counters count as multiple ships. A DR of 1, however, is always a "No Contact" result. 7. Minefields -- In scenarios which start with deployed minefields, the player owning the minefield must inform the other player of the presence of the field if the field is within 2 zones of a base or adjacent to a Turkish Straits zone. The player does not have to state the exact number of fields on the boundary. Instead, he describes them as follows: 1-2 Fields -- Lightly mined 3-4 Fields -- Moderately mined 5-6 Fields -- Heavily mined 7+ Fields -- Very Heavily mined 8. Escort Missions -- A Fleet on an escort mission that separates from the ships it is escorting may attempt pursuit normally. It may continue to pursue so long as it is successful. As soon as it fails in a pursuit attempt, it must abort. 9. Port Repair -- Damaged ships in port may attempt repair. For each turn a ship remains in port, roll a die. If the ship is in a major port, it may repair one box of damage or restore one level of movement (owning player's choice) on a DR of 1-2. If the ship is in a minor port, it may repair one box of damage on a DR of 1. 10. Shore Batteries -- Ports are considered to have shore batteries that can be used to attack naval units attacking ships in the port. At the start of the game, roll a die for each port and halve the result, rounding up. The resultant number is the number of primary guns available at the port. The guns are considered to be in the one of the areas in which ships were set up. 11. Damage Control -- In the orders phase, before plotting new orders, each player may attempt to repair damage to ships damaged in the previous turn. For each ship, roll a die. On a DR of 1 or 2, one box on the ship may be repaired (or a speed hit adjusted on MF), and the player may roll again for that ship. A player may continuing rolling for a ship until a 3 - 6 is rolled. Tactical Random Events Roll two dice after the initiative or combat segments (that is, before any side moves) and consult the table below. If the event applies to only one side, roll a single die -- on a 1-3 the event applies to the Central Powers player, while a 4-6 applies to the Allied player. 2 Shields Up 3 The Fog Lifts 4 Fire Control Difficulties 5 Fog of War 6 No Event 7 Surprise! (If specified conditions do not apply, treat as No Event) 8 If any player used smoke last segment, treat as Fog of War; otherwise, No Event 9 Damage Control 10 Confusion Reigns 11 Torpedo Attack! 12 Mass Confusion Reigns Shields Up! -- The affected player can ignore all hits against one of his ships this turn. He may designate the affected ship after the opposing player announces which ships will fire against it. These ships may not fire against another ship this segment The Fog Lifts -- Visibility is increased by 1 area if it is currently less than the maximum (3 during the day, 1 at night). If visibility is currently at the maximum, treat as No Event. Fire Control Difficulties -- All shots during the next combat segment have 1 subtracted from the to-hit DR. If the hit number is currently 6, roll a second die after each 6 to confirm the hit. 1-4 = hit, 5-6 = miss. Fog of War -- Visibility is reduced by 1 area for the remainder of the battle. No Event -- No event this segment. Surprise! -- If this is the first round (not segment) of a combat, and the contact was not the result of a pursuit, the non-initiative player is surprised. Treat as Confusion Reigns and Fire Control Difficulties applying to the non-initiative player. If a Leader is present, the Fire Control Difficulties event (but not the Confusion Reigns event) is ignored on a roll of 1-3. This event can occur only once in the first combat round, unless the non- initiative player is coaling, bombarding, or laying mines, in which case it can happen any number of times. Damage Control -- One ship on the affected side may immediately repair any one damaged box or repair a speed hit one level. Confusion Reigns -- No ships on the affected side may move in the upcoming movement segment. If a Leader is present, this event is ignored on a roll of 1-3. Torpedo Attack! -- One small ship group (DDs, DLs, or TBs) with a speed of 2 or 2+ on the affected side that is 3 or fewer areas away from an enemy group may move 2 areas this turn and make a torpedo attack, regardless of whether it is allowed to move this turn. The target group is designated before either side moves, and the designated targeted group may not move this segment, even if otherwise eligible. In the gun combat segment, the attackers may only be fired at by secondary and tertiary guns and have 1 added to the to-hit die roll. Otherwise, resolve gun combat normally. In the torpedo attack segment, the attacking ships attack normally. If there are no small ships within range, treat as No Event. Mass Confusion Reigns -- Both the Confusion Reigns and Fire Control Difficulties events apply to all groups on the affected side. In addition, the opposing player may move any one of the affected player's groups 1 area, even if the group was not eligible to move this segment. During the combat segment, the opposing player rolls another die and halves the result, rounding down. The opposing player may then fire that number of the affected player's ships at other affected player's ships. The target ships selected must be in a different area than the firer, and must be in the same area as, or adjacent to, an area containing enemy ships. Combat is resolved normally (that is, the Fire Control Difficulties event does not apply to this fire). If a Leader is present, this event is ignored on a roll of 1-3. Revised Tactical Sequence Of Play 1. Init Phase 2. (RE) Init Player Moves All* 3. Combat (Gun, then Torpedo) 4. (RE) Non-Init Player Moves 2, 2+ 5. Init Player Moves 2, 2+ 6. Combat (Gun, then Torpedo) 7. (RE) Non-Init Player Moves All 8. Init Player Moves All 9. Combat (Gun, then Torpedo) 10. (RE) Non-Init Player Moves 2+ 11. Init Player Moves 2+ 12. Combat (Gun, then Torpedo) 13. (RE) Non-Init Player Moves 1, 2, 2+ 14. Init Player Moves 1 ,2, 2+ 15. Combat (Gun, then Torpedo) 16. End of Round * If this is the first combat round, ships may not use this segment to move off the map. Strategic Random Events Roll two dice before the orders phase and consult the Strategic Events Random Events table below. If the event applies to only one side, roll a single die -- on a 1-3 the event applies to the Central Powers player, while a 4-6 applies to the Allied player. 2 Rogue Mine 3 Condenser Problems 4 Erroneous Report 5 Situation Clarifies 6 No Event 7 No Event 8 No Event 9 Neutral Report 10 This Just In 11 Danger Ahead! 12 All is Lost! Rogue Mine -- Somebody didn't anchor their mines very well and one has broken loose. One randomly determined ship in a randomly determined Fleet on the affected side suffers a mine hit. The Fleet must be in a coastal zone, if possible. Condenser Problems -- A randomly determined ship on the affected side suffers mechanical problems. The ship must immediately return to port. Its speed is reduced by 1, but not to less than 1s. The ship must come from a Fleet that moved 2 zones last turn, if possible. Erroneous Report -- Some rear-echelon type issues a bad intelligence report. One randomly selected Fleet on the affected side with a Raid or Intercept mission must plot three turns of movement this turn, rather than 1. For the next two turns, then, it plots no new orders unless a This Just In or Situation Clarifies event occurs. If a Leader is present in the selected Fleet, this event is ignored on a roll of 1-3. Situation Clarifies -- Some rear-echelon type issues a good intelligence report, but takes lunch before he sends it. One Fleet on the affected side with an Intercept or Raid mission (owning player's choice) may erase the move plotted for the next turn. He may then plot a new move for the next turn and the turn following. No Event -- No event this turn. Neutral Report -- One of the Fleets on the affected side is spotted by another vessel (determine which Fleet randomly). The affected player must reveal the contents of the Fleet, and the zone the Fleet will move into during the next Move Fleets phase. This Just In -- Some rear-echelon type issues a good intelligence report. One Fleet on the affected side with an Intercept or Raid mission (owning player's choice) may immediately change all its orders, including the orders for current turn. Danger Ahead! -- A weary lookout spots what he thinks is a submarine or mine. One randomly selected Fleet on the affected side can't move at all this turn. Adjust orders accordingly. If the Fleet was plotted to move 2 zones this turn, it does not move, but uses only 1 fuel. All is Lost! -- An nameless admiral (who, as a result, will remain nameless!) feels he is about to lose the war in an afternoon and panics. One randomly determined Fleet on the affected side aborts. Fleets with Leaders, or Fleets on transport and escort missions, may ignore this event.