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Napoleonic Wars OnLine
Placed Alongside The Enemy
Rule Book
Last modified May 30, 2008
This document provides a basic overview to the rules of Placed
Alongside
the Enemy (PATE), the naval combat module of the Napoleonic Wars OnLine
(NWOL). A player who has read and understood these rules should be able
to command ships in PATE. New players should start with the rules
summary before going through this document. Some details of the
rules
that are not required for low-level command of ships can be obtained by
clicking on the [More Details] links within this document.
The rules are divided into ten sections:
1.1. PATE takes place on two
maps,
one showing European
waters (the Baltic, Mediterranean, North, and Black Seas, and the
eastern
Atlantic ocean) and one showing American
waters (the Caribbean Sea and the western Atlantic ocean).
1.2. Each map is divided into two types of
smaller
area, ports and sea areas. A port contains the harbor of a port city
and
the coastal waters surrounding it (waters that are near land and closer
to this port than any other). A port is divided into two tactical
areas,
the harbor and the coastal waters. A sea area contains open ocean not
near
any port city. A sea area contains a number of smaller tactical areas
which do not correspond to any particular part of the map. Any ship at
sea is located in either a port or
a sea area, and in a smaller tactical area; either the harbor or
coastal
waters if the ship is in a port, or one particular tactical area if the
ship is in a sea area.
1.3. Each port is connected to exactly one
sea
area,
in a specific direction. For example, London is connected to the North
Sea sea area, exiting to the east; Brest is connected to the English
Channel
sea area, exiting to the west; Venetzia (Venice) is connected to the
Adriatic
Sea sea area, exiting to the east. With three exceptions (see rule 6.3
below), when sailing out of a port, a ship
must
sail to the connected sea area, and in order to sail into a port, the
ship
must be located in the connected sea area. Example: Port au Prince is
connected
to the Western Caribbean sea area. A ship sailing out of Port au Prince
cannot sail directly into the Bahamas sea area or the Straits of
Florida sea area;
it must first sail to the Western Caribbean sea area, then to another
sea area.
The three exceptions are: sailing between Gibraltar and SOA is
possible, sailing between Kobenhavn and SKA is possible, and sailing
between Boulogne and NOS is possible.
1.4. Each sea area has a name and a
three-letter
code; when referring to sea areas in orders, use the three letter code.
For each sea area there are chances for the winds to blow in various
directions,
and a list of sea areas to the north, south, east, and west of the
given
sea area. On each turn, winds are blowing in a particular direction in
each
sea area and are either light, moderate, or heavy. There may also be
storms
in each sea area during the turn; the chance of storms is higher the
heavier
the winds are. List of sea areas. Each
port
has a name; when referring to ports in orders, use the name (check
spelling
carefully). Each port is belongs to one of the thirteen NWOL nations
and
is controlled by one NWOL state. Each port also has an exit direction
and a
defensive rating. The strength of shore batteries defending the port,
if any,
is proportional to the defensive rating of the port. The winds in each
port
are the same as the winds in the sea area to which the port is
connected. List of ports. Information
about ports can also be obtained by clicking on the port in a PATE map.
1.5. There are two types of ports:
on-GITM-map
and off-GITM-map. On-GITM-map ports are also cities on the GITM land
warfare
map of Europe. Units and supplies may be moved by water in PATE, then
placed
back into GITM at an on-GITM-map port. Off-GITM-map ports are not on
the
GITM land warfare map. Units and supplies in off-GITM-map ports are
part
of the garrisons of those ports, and operate under the rules for
amphibious
operations below, but do not take part in GITM. All Caribbean ports are
off-GITM-map; all European ports are on-GITM-map except for Malta and
Corfu,
which are off-GITM-map.
1.6. The European waters map and the American
waters
map are not connected directly. Ships leaving the European map sailing
west, or the American map sailing east, enter the Atlantic Ocean, and
remain
there for several turns before arriving on the other map. While in the
Atlantic Ocean ships do not report, nor can they receive new orders,
until
they arrive at their destination.
Sample Sea Area map - Northern Caribbean
Winds are moderate from the west
French frigates at sea
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Bahamas
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Western Caribbean
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Southwest Atlantic
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Southern Caribbean
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2.1. There are four kind of
naval
vessels in PATE; flagships
(first-rates and second rates, that is, three-deckers), ships of the
line (third-rates and fourth-rates, that is, two-deckers), frigates
(fifth rates
and sixth-rates), and transports. Flagships, ships of the line, and
frigates are represented
as individual ships; transports are combined into transport groups, and
do not appear on the map as individual ships.
Throughout the rules, the term "ships" refers only to flagships, ships
of the line, and frigates, not to transports.
2.2. Each ship has a state, a type, and a
number.
FL indicates flagships, SL indicates ships of the line, and FR
indicates frigates; thus, BR1FL is
the first British flagship and FR23SL is the twenty-third French ship
of
the line. Ships also have names, which are chosen from a list of
historic
names. Each ship is rated for number of crew and Marines, quality,
morale,
experience, naval stores aboard, and damage to hull and rigging.
Quality
represents the innate abilities of the officers and men of the ship.
Experience
represents their sailing experience and exposure to combat over the
course of previous
campaigns.
Ships gain one point of experience each turn spent in a sea area or
coastal waters of a port, and also gain experience in battle. Morale
represents their elan and willingness to fight. (Note: Morale is not
currently used by PATE, but may be used in future
expansions.)
Hull and rigging damage vary from 0 (undamaged) to 5 (maximum damage).
Ships sink if hull damage reaches 5.
2.3. Each ship has a commander and a deputy
commander,
both of whom receive reports from the unit and can send orders for it.
Commanders and deputy commanders are assigned by the Naval Minister of
the ship's state. Each player has a password that identifies him or her
as the commander or deputy commander of his or her ships.
| Commander: Pierre Villaneuve |
Deputy: Honore Ganteaume |
| Location: Off Martinique |
Base: Brest |
| Quality: Very Good |
Experience: 11 |
Morale: 2 |
Stores: 11 |
| Crew: 800 |
Marines: 200 |
Hull Damage: 0 |
Rigging Damage: 2 |
Attached Ships
FR6SL, FR9SL, FR10SL, FR11SL |
Ships Visible
Allied ships: FR1FL, FR6SL, FR9SL, FR10SL, FR11SL at sea
Enemy ships: BR2FL, BR3FL, BR4FL, BR10SL, BR11SL, BR12SL, BR13SL,
BR14SL,
BR15SL, BR16SL, BR17SL, BR18SL, BR19SL, BR20SL, BR21SL, BR22SL, BR23SL,
BR24SL, BR25SL, BR26SL, BR27SL, BR28SL, BR29SL, BR30SL, BR31SL at sea |
Land Units Visible
FR2IN |
2.4. Transports groups
have
states, numbers, and
the type TR; thus, NE4TR is the fourth Neapolitan transport group.
Transport
groups are rated for the same items as ships are, excluding Marines,
and
are also rated for capacity. Capacity indicates the amount of troops
and
GITM supplies the transport group can carry (see the rules on
transporting
units and supplies for details). Transport groups also have commanders
and deputy commanders, and in general operate in the same way that
ships
do.
| Commander: Don Federico Gravina |
Deputy: Jose de Palafox y Melzi |
| Location: Atlantic Ocean (sailing to West
Atlantic) |
Base: Ferrol |
| Quality: Fair |
Experience: 3 |
Morale: 2 |
Stores: 11 |
| Crew: 500 |
Capacity: 5000 |
Hull Damage: 0 |
Rigging Damage: 0 |
Carrrying:
SP16IN, 15 supplies |
Ships Visible
SP2FL |
2.5. Transport groups controlled by the same
state
can be combined if they finish a turn in contact with one another; they
can also be divided into two smaller groups. Transport groups so
combined
or divided may not have capacities greater than 20,000 or less than
2,000.
To divide a transport group or combine two or more, contact the GA and
request the action (later there will be a web page to submit orders to
combine or divide transport groups).
2.6.
Ships may be active or inactive. Transport groups cannot be
inactivated. When inactive, ships do not appear on
the map, do not use stores or supplies, and do not give intelligence
reports. Ships can only be inactivated in ports of their home nation,
under control of their home state, not in off-map ports. They cannot
inactivate in the presence of hostile ships. Reactivating an inactive
ship takes four campaign turns. If an inactive ship is in a port which
is captured, or if enemy ships are in the harbor and no friendly ships
or shore guns are present, then the capturing/entering nation can
choose to capture or destory the inactive ships.
2.7. Crew can be transferred between FLs,SLs, and
FRs.
To do so
the ships must be in the same location. If in a sea area
they must be able to see one another - if in a port, they
must both be in harbor, or both in the coastal waters.
There must be no enemy ships present in that location.
Crew cannot be transferred from frigates or transport
groups. Ships may not be left with less than 70 crew (40 for frigates)
as
a result of a transfer, unless the ship is immediately scuttled. FLs
are limited to 800 crew and 200 Marines, SLs to 600 crew and 150
Marines, and FRs to 225 crew and 25 Marines. TRs have 1 crew per 10
capacity. They can carry crew above this amount; each crewman above 1
per 10 capacity takes up 1 space of capacity.
2.8.
During campaign turns, each ship is at the location specified
in its ship report, and its base port has no effect on any of
its operations. During peace turns, however, ships automatically
rotate between their location (that is, their duty station) and
their base port, if those are not the same, to replenish their
stores. When a campaign begins, ships will automatically be
placed randomly at either their duty station or at their base.
The closer their base is to their station, the more likely they
are to be placed on station. [More Details]
Ships that start
a campaign at their base will have full stores loaded; those
that start on station will have less than full stores loaded.
If a ship starts in a different location than the ship to
which it is attached, it will be attached to a different
ship starting in the same location that was attached to
to the same ship before being relocated.
3.1. PATE is played as a
sequence of turns. A campaign
consists of 15 turns unless the campaign ends earlier through
negotiation.
PATE turns run at the same time as the GITM turns of the campaign.
3.2. Each turn is divided into a series of
phases;
the repair phase, supply phase, initial amphibious phase, combat phase,
movement phase, final amphibious phase, and intelligence phase.
3.3. In the repair phase ships conduct
repairs.
Ships in same-side or actively allied ports that do not have orders
to sail out will repair one point of hull damage and all rigging damage
in the repair phase of each turn. A
port cannot repair more ships than its yard capacity, minus the number
of ships it is building. Transport builds do not count against
this limit (but transport repairs do). Other ships will repair one
point of
rigging damage per turn, but will not repair hull damage.
3.4. In the supply phase, ships and transport
groups consume stores, and
ships and transport groups in port may load stores aboard. Ships and
TRs at sea or in the coastal waters
of ports use 1 unit of onboard stores per turn. Ships and TRs in harbor
will use stores
from the port city if available, and will consume onboard stores if
not.
Ships in same-side or actively allied harbors may load up to 24 stores
(the maximum
they can carry) if the port city has stores available to load. A
transport can carry additional stores; each additional store uses 20
spaces of capacity. A port
cannot reprovision
more ships than 2 times its yard capacity. If a ship that is in port
has more stores than the amount it
requested to carry in orders, it will unload the rest back to the
port from which it is drawing stores. Ships
that
run out of stores suffer crew loss, and stop responding to orders. They
will automatically sail to the nearest same-side or actively allied
harbor to replenish.
(Note:
this is not yet implemented.) There is no way to transfer stores from
one
ship to another. (Note: the term
"supplies" is not used in PATE and refers exclusively to supplies for
land
units in GITM.)
3.5. The
Naval Minister can order stores moved from one port to another if
the ports are within 10 strategic squares of one
another and in contact with one another. Two ports are in
contact with one another if two units in those cities would be in
contact (see GITM rule 10.2). Stores may also
be moved from one port to another if both ports are connected to
the same sea area or adjacent sea areas, and there are no hostile ships
in either port or in the connected sea area(s). Stores may be moved
only from the port in which they began the turn (ie, stores cannot make
two consecutive moves on one turn) and no port may originate movement
of more than 60 units of stores per turn.
3.6. In the initial amphibious phase,
transports
begin loading or unloading units and supplies into or from GITM (see
rules
section 9 below).
3.7. In the combat phase, battles take place.
Ships in ports may move into the harbor, or out to the coastal waters,
to
join a battle. Ships in sea areas may not move to join battles, but may
only fight ships with which they are already in contact.
3.8. In the movement phase, ships and
transports
move one
sea area. After this movement, winds may change and storms may appear
(see
rule 8.1 below). Ships and transports may then, winds permitting, move
a second sea area.
3.9. In the final amphibious phase,
transports
complete
loading and unloading begun in the initial amphibious phase, and combat
in
off-GITM-map ports occurs.
3.10. In the intelligence phase, naval
intelligence
is
generated.
3.11. At the end of each turn, every player
will
receive two reports. The first one contains a list of all events that
happened
during the turn that were observed by the player's ships, transports,
and
frigates. The second one contains maps and status reports showing the
positions
of the player's ships and transports at the start of the following
turn. At the beginning of each campaign players will receive the
position
report showing the positions of their ships and transports at
the start of the campaign.
4.1. Players send orders for
each ship
and transport group,
for each turn, at the PATE Ship Order Desk. The orders sent govern the
actions of
the
ship/transport during the turn. If multiple orders are sent, the last
one sent by the commander is accepted, and the last one sent by the
deputy
commander is accepted if the commander sent none.
4.2. If a ship or transport
group is attached to another ship or transport group (see rule 4.4)
then
the orders for the attached ship are automatically copied to the
attaching
ship. Example: If BR5SL and BR8SL are attached to BR2SL, then orders
sent
for BR2SL are copied to BR5SL and BR8SL. No orders need be sent for
BR5SL
and BR8SL unless the players desire to detach them from BR2SL. If
orders
are sent for BR5SL and BR8SL, and those orders do not detach the ships
from BR2SL or attach them to a different ship, then those orders will
not be carried out, because they will be replaced by the orders copied
over from BR2SL. Exception:
Amphibious orders sent for transport groups are not copied to other
ships
attached to the transport group, and amphibious orders sent for a
transport
group will not be replaced with orders from the ship to which the
transport
group is attached. [More Details]
Attachment
has no other effect on ships; in particular, it does not affect whether
two ships move together or not in the movement phase (they generally
will
do so because their orders will be identical, but ships which are not
attached but have been sent identical orders are equally likely to move
together). Ships which are attached to other ships will remain attached
on
subsequent turns until they are explicitly detached, or until they
finish
a turn out of contact.
4.3. The order form is divided
into seven sections. In the first section, players type the ID
of the ship or transport group for which they wish to send orders, and
their password to identify themselves as commander or deputy commander.
Ships are always referred to by ID, never by name, in orders.
4.4. In the second section, players indicate
whether
they want to attach or detach their ship to/from another ship, and if
they
wish to attach, what ship they wish to attach to. To attach, you must
click
the Attach box and enter a valid ship ID. Ships and transport groups
may
attach to any other ship or transport group in the same location, but
you
may not attach a ship to a second ship which is itself attached to a
third
ship. That is, if SP2SL is attached to SP3SL, then SP1SL may not attach
itself to SP2SL. A ship or transport group may attach to ships and
transport
groups of other states. To detach a ship from another ship and attach
it
to a third, simply check the Attach order and enter the name of the new
ship; do not click the Detach order in this case.
4.5. In the third section, players indicate
desired
movement for their ships/transports. They can indicate one or two sea
areas
to which the ship/transport should move, and a port to which the
ship/transport
should move. They can also specify movement to any port with an enemy
ship
instead of naming a specific port. They can specify whether the
ship/transport
should enter the port's harbor or remain in its coastal waters. Last,
they
specify whether they want to sail together with other ships with the
same movement orders with which they are in contact, or sail alone.
4.6.
In the fourth section, players indicate desired contact orders. Ships
can choose to pursue enemy ships encountered, evade them, or accept
contact. Pursuit means the ship will follow after enemy ships you
encounter
if
they sail away (abandoning existing movement orders to do so), and will
give
battle if they do not. Accept means the ship will accept contact if
enemy ships
remain, but will not follow if they leave. Evade
means you will avoid contact with enemy ships if sighted, and escape
contact
when possible if you cannot avoid it. Ships giving pursue or evade
orders may specify both a minimum number and a maximum number of enemy
ships to pursue or evade. If a ship specifies neither of them, then it
will pursue or evade any number of enemy ships it encounters. If its
specifies only a minimum number, then itwill pursue or evade if it
encounters that number or more, otherwise it will accept contact. If ir
specifies only a maximum number, then it will pursue or evade if it
encounters that number or fewer, otherwise it will accept contact. If
it specifies both, then if the minimum is less than the maximum, it
will pursue or evade only if it encounters a number in that range
(inclusive), otherwise it will accept. If the minimum is less than the
maximum, then it will pursue if it encounters the minimum or more, or
the maximum or less. Example: If a ship specifies a mininum of 2 and a
maximum of 10, it will pursue 2 ships or 3 ships, or 9 ships or 10
ships, but not 1 ship or 11 ships. If it specifies a minimum of 10 and
a maximum of 2, then it will pursue 1 ship or 2 ships, or 10 ships or
11 ships, but not 3 ships or 9 ships. Ships can
also choose whether to join allied ships they encounter and sail
together, or to sail separately. Last, they choose whether to manuever
for windward gauge or leeward gauge upon meeting enemy ships. The
ship's choice of contact orders may be limited by its intended commerce
orders, or whether it is maintaining a blockade. [ More Details ] Ships with Evade checked may
not Join Allies, as they never approach the allied fleet to join it.
4.7. In the fifth section, players indicate
desired
combat orders. Ships can choose to manuever for leeward or windward
gauge,
to engage in line ahead or to break the enemy's line, and to aim at
enemy
rigging or enemy hulls.
4.8.
In the sixth section, players indicate desired orders for encountering
commercial shipping. Ships can choose to raid enemy commerce, convoy
their own commerce, or ignore commercial shipping entirely.
4.9. In the seventh section, ships/transports
indicate
how many naval stores to load, and if transports, indicate orders to
load
or unload units or supplies from/to GITM.
4.10. In general, players may submit orders
in all
sections in any combinations they desire.
4.11. If a ship/transport fails to send
orders,
and does not receive orders from an attached ship, then default orders
will be carried out. The ship/transport will not move, will not change
its attachment if any, will not load or unload, will accept contact
with other ships,
will join allies, will accept combat, will manuever for leeward gauge,
will engage line ahead, will not break enemy lines, and will fire at
enemy
rigging.
5.1. A ship or transport
group
will detect an enemy
ship or transport group if it is contact with it. Two ships are in
contact
if they are in the same port (even if one is in the harbor and the
other
is in the coastal waters) or if they are in the same tactical location
of the same sea area. Ships and transport groups in the same sea area
but
different tactical locations are not in contact. A ship will list the
identities
of all ships with which it is in contact in its position report (see
sample
report in rule 2.3). Ships will report whether enemy ships are to
windward
or to leeward; if in port, they will also report whether the enemy
ships
are in harbor or in the coastal waters. A player's position report maps
will show ship icons in all places where his or her ships/transports
(those
on which he is commander or deputy commander) are in contact with other
ships/transports.
5.2. Frigates can also detect enemy ships
or transport groups in the same sea area but not in contact with the
frigate. Frigates detecting enemy ships in this way do not report the
exact number and
identity of the enemy ships/transports they detect at sea, but
approximate
information will be available by clicking on the appropriate icon on
the
sea area map in the position report. If a frigate is at sea, then it
may detect all enemy ships in
that
sea area and may also detect enemy ships in ports connected to that sea
area. Frigates are more likely to detect enemy ships if they have
orders
for patrolling or raiding than if they have orders for convoying or
refitting. [More
Details]
5.3. Ships located in an on-GITM-map port
(either
harbor or coastal waters) will automatically report the identities of
GITM units in
that
port's tactical square, and have a chance to report the identities of
GITM units in the port's strategic square but not in its tactical
square. Units in the strategic square (whether in the city tactical
square or not) will receive reports of the ships in the port.
Garrisons of off-GITM-map ports will report
the
presence of ships and frigates in those ports to the Naval Minister
with
a one-turn delay.
5.4. During the intelligence phase, players
will
receive reports of the presence of ships that started the turn in the
same
sea area or port as their ships ended the turn. The ships so reported
may
have sailed to new locations during the turn. These reports may not be
accurate, and the number of ships reported may not be accurate.
Rules 6.1 through 6.11 apply to campaign turns; rule 6.12
applies
to peace and truce turns.
6.1. A ship or
transport group
can submit three orders
for movement, two for sea areas and one for ports. The port movement
order
can specify whether to move into the harbor or to the coastal waters. A
ship or transport group can shift position within a port by sending an
order to move to the port it is currently in, to whichever portion it
wishes
to move.
6.2. Ships and transports in sea areas may
move
only to a sea area which is adjacent to their current sea area, or to a
port connected to their current sea area. Example: A ship in the
Southern
Caribbean may move to the Northern Caribbean, Surinam Coast, or Panama
Coast. It may not move to the Western Caribbean or Southwest Atlantic,
nor to the Bahamas, unless it moves to an adjacent sea area first. It
may
move to Martinique, which is connected to the Southern Caribbeam, but
not
to Dominica, which is connected to the Northern Caribbean.
6.3. Three
ports are located on a strait on the borders between two sea areas.
Gibraltar is on the border between SOA and WMD, Bolougne is on the
border between ECH and NOS, and Kobenhavn is on the border between SKA
and BAS. This affects movement in two ways. First, ships in either of
the sea areas adjoining the port may sail directly to the port, not
just ships in the sea area to which the port is connected, and ships in
the port may sail to either sea area. Example: ships in Gibraltar may
sail to either SOA or WMD, and ships in either SOA or WMD may sail to
Gibraltar. (Note that Gibraltar is not connected to SOA; it remains
connected to WMD only for purposes of weather, sighting, etc.) Second,
ships moving from one of those
sea areas to the other must pass through coastal
waters of the port, where they may be detected
and/or pursued; e.g., ships moving between SOA and WMD must pass
through
Gibraltar. It is not necessary to specify the port in the ship's
movement orders; when a ship in SOA is ordered to move to WMD, it will
automatically be moved through Gibraltar coastal waters.
6.4. Ships in port may only be ordered to
move to
the
sea are connected to that port. Ships in harbor in a port may not leave
the
port when hostile groups of ships are off the coast, except at the
start of
the combat phase (see rule 7.1); this requires them to fight to exit
the
harbor if the hostile ships wish to give battle. Ships off the coastal
waters
of a port may sail to the attached sea area, but may not sail to the
harbor
in the presence of hostile enemy ships, except at the start of the
combat
phase; this prevents entering the harbor without offering battle to the
hostile ship off the coast.
6.5. Movement is carried out in the following
sequence.
During combat, ships and transport groups can move within a port to
join
a battle in progress in that port; either from the harbor to the
coastal
waters, or vice-versa. (See rule 7.1 for details.) First, ships and
transports in ports can shift position within
the port (if they have not already done so during combat). Second,
ships
and transports in sea areas with orders to move to ports connected to
their
current sea area may do so. Ships cannot sail directly from one port to
another. To sail from one port to another port on the same sea area,
first
sail to the sea area, then sail to the new port. Third, ships and
transports
sail to their first sea area. Fourth, winds shift and storms may occur
(see rule 8.1 below). Fifth, ships and transports which moved enter
ports connected
to their new sea areas. Sixth, ships and transports sail to their
second sea
area. Seventh, ships completing an Atlantic transit arrive on the map.
Last,
ships and transports which moved to a second sea area in the sixth step
may
enter ports connected to their new sea areas.
6.6. Ships and transports may not be able to
sail
as ordered, depending on the wind and any damage they have suffered.
Ships that move in the first movement phase have a chance of ending
their movement and being unable to move again in the second phase. [More Details]
In port movement, ships may not enter or exit a port if they must sail
upwind into heavy winds, or if enemy ships are present and they must
sail upwind into winds of any strength. They
also
may not move from harbor to coastal waters within a port, or vice
versa,
if enemy ships are present, except in the movement before combat.
6.7. Actively allied ships and transports
groups
in the same location will move together, and will have a single roll
for
their ability to sail due to wind and damage. Either all will move or
all
will not. Exception: if some are damaged, the damaged ones may not
move.
(This will probably be revised in the future.) They will move together
regardless of whether they are attached for the purpose of sharing
orders,
or not; attachment does not affect movement of ships in any way.
6.8. Ships and transport groups which move to
a
new port will be placed in the coastal waters of the port, unless they
have orders to enter the harbor and enemy ships are not present. Ships
and transport groups which move to a new sea area will be placed in a
randomly selected tactical area in that sea area. If other ships or
transport groups are in the same tactical area, the moving ships will
encounter them, otherwise they will not.
6.9. Ships and transport groups which
encounter
other ships or transport groups while moving may join the ships they
encounter
or not. If the ships encountered are allied, then the moving ships will
join them if the Join Allies box on the order form is checked,
otherwise
not. If the ships encountered are hostile, then the moving ships will
avoid
them if their Contact order is Evade, otherwise not. [More
Details] When two
allied
groups
of ships join, they will sail together. When two hostile groups join,
one
will be to windward and one to leeward. If the moving ships arrive from
windward or leeward, they will take that position; if they arrive from
across the wind, then they will maneuver for position. If one group has
requested windward and the other group leeward, they will take their
desired
positions; if not, the position of each group is random. If two groups
are already present and a third group joins, it will approach from
windward
or leeward as above, then join an allied group if the first group in
the
direction from which they approach (windward or leeward) is allied.
6.10. If a ship or transport group with a
contact
order of Pursuit sees an enemy ship or transport group in the
same tactical location sail, it will abandon its own sailing orders (if
any) and pursue the departing enemy ship. All pursuing ships will
move
together; their move will succeed if the move of the pursued ships
succeeds,
and will fail if the movement of the pursued ships fails. If the
pursued
ships enter a harbor, the pursuing ships will not do so, but will
remain
in the coastal waters of the port.
Pursuing ships can also select not to pursue into the coastal waters of
ports, but abandon the pursuit remain in the open sea.
6.11. Ships and transport groups can cross
the
Atlantic,
but do not send orders to move into it. Instead, they send orders to
move
to any sea area on the appropriate edge of one map, then any sea area
on
the appropriate edge of the other map. Example: A ship in Lisbon can
cross
the Atlantic by ordering a movement to the Iberian Coast, then to the
Southwest
Atlantic. (The ship may not make its second move under rule 6.5; if
not, you
need to resubmit the order to move to the Southwest Atlantic on the
following
turn.) The crossing will take 3-4 turns, including the turn on which
the ship enters the Atlantic. Ships do not know how long it will take
to
cross until they arrive. Frigate groups simply send orders for a sea
area
on the other side of the Atlantic (not necessarily on the edge of the
map).
Frigates require 2-3 turns to cross the Atlantic. Groups of ships that
enter the Atlantic together will remain together during the crossing,
but
will not encounter enemy ships while crossing. Ships crossing the
Atlantic
Ocean cannot receive new orders until they reach the other map; during
the crossing they will refuse to accept new orders.
6.12.
During peace and truce turns, a ship can move to any sea area or port
it desires - there is no restriction on distance. However, ships must
periodically return to base to replenish supplies. On peace and truce
turns, a ship is ordered to a sea area or port, but at the end of the
turn it may be placed at either the location to which it was ordered,
or to its base port. [More
Details]
7.1. Whenever two groups of
ships
are in contact at
the start of a combat phase, they may engage in battle. [ More Details ]
Frigates in coastal waters or sea areas never
engage in combat
against ships of the line or flagships. Frigates fight in the same
battle as ships of the line or flagships only when the battle takes
place in a harbor. If the ships are
in a port, and some are in the harbor and some in the coastal waters,
then
they may move to join each other (if the wind permits them to move in
or
out of the port: see rule 6.6). If the ships in the harbor wish to come
out, they do so; if not, then the ships in the coastal waters may enter
the harbor if they wish to do so. If the battle takes places in the
harbor, then the shore batteries defending the harbor will take part if
any ship in the battle is allied to the side controlling the port.
7.2. Ships in battle may choose to engage in
line
ahead or may choose to break the enemy's line. Breaking the enemy's
line
leads to a more decisive battle and increases the odds that the victor
will capture the loser's ships as prizes.
7.3. Ships in battle may choose to fire at
enemy
rigging or at enemy hulls. Firing at enemy rigging will cause a higher
proportion of damage to the enemy rigging increases the chance of
taking
prizes but reduces total fire effect; firing at enemy hulls increases
the
chance of sinking enemy ships.
7.4. At the start of battle, unless the
battle
takes place in a harbor, each ship or transport group may attempt to
evade
the battle, and will do so if its combat orders are Evade.
- If
all ships on both sides attempt to evade the battle, then no ship moves
and the battle is over.
- If all ships on one side, but not all ships on
the other, attempt to evade the battle, then the side that is entirely
fleeing has a chance to escape. Either all ships will escape or none
will.
If the ships are to windward, then escape is very unlikely; if the
ships
are to leeward then escape is very likely unless the battle is in
coastal
waters of a port and the winds are onshore, in which case escape is
unlikely.
Individual ships evading battle on the side that is not entirely
evading battle
will always succeed in evading in this case.
- If at least one ship is attempting to evade the battle, but
at
least one
ship on each side is not, then the evading ships will succeed
as long as the number of warships on their side that are
not evading is at least half the number of enemy warships that are not
evading.
Otherwise each ship makes a separate attempt to escape using the same
chances
that apply when the whole side is attempting to escape. The ships that
are not evading will engage in battle, along with any ships which fail
to escape.
- If the battle is fought in a harbor, then evading the
battle
is impossible.
- Transports that do not evade battle will not be damaged if
their
side has at least double the number of warships in the battle that the
opposing side has.
7.5. Next, ships attempt to close quarters.
If all
ships
on both sides have chosen to fight at close quarters, then they do so.
If some ships on both sides but not all on both sides have chosen to
close, and the side with fewer ships closing has at least half the
number of the side with more ships closing, then all ships that have
chosen to do so
fight
at close quarters, and those ships that have not chosen to do so fight
at range. If some or all ships on one side have chosen to close, and
fewer than half the one side's number of closing ships have
chosen to close on the other side , then those ships that have chosen
to close have a
chance to succeed in closing on the entire enemy fleet. If they
succeed, the ships that attempted
to close, and all ships on the other side, fight at close quarters, and
ships on the closing side which did not choose to close, fight at
range. If no ships on either side have
chosen
to close, then all ships fight at range. Ships that move to close
quarters lose 10% of their effective strength (because they must
initially
engage bows-on to the enemy), are more likely to damage enemy ships but
are more likely to be damaged themselves, and are slightly more likely
to take a
prize or be taken than ships which engage in line ahead. In a battle
where
one side has only shore batteries, the other side fights at range.
Quality and experience modifiers are doubled when battles are fought at
close quarters.
7.6.
If ships have successfully closed quarters, then the ships at close
quarters must decide whether to engage in line ahead, or to attempt to
break the enemy's line. If both sides maintain line ahead, or both
sides break line, then they succeed it doing so. If one side attempts
to maintain line ahead while the other side attempts to break that
line, then there are three possible outcomes. The breaking fleet may
lose coordination during its approach and
fight the enemy with itssquadron divided. If so, the ships suffer a
-25% strength penalty. The chance of losing coordination is 30%, minus
10% for
every point of quality advantage the breaking fleet has over the enemy
fleet. If the breaking fleet maintains coordination, then it attempts
to
break through. If its succeed, it gets a strength bonus of +33%. The
chance of breaking through is 60%, plus12.5% for each point of quality
difference.
If the breaking fleet maintains coordination but fails to break through
the enemy line, then there is no penalty or bonus,
and both fleets engage in line ahead at close range.
7.7. The combat strength of a ship is 100
for
ships
of the line and 135 for flagships, and is modified as follows. Ships
with
less than 70% crew lose 2.5% of combat strength for each 1% of crew
below
70%, falling to 0 at 30%. Ships at close quarters gain 1 point of
strength
for each 20 Marines aboard. Ships to windward gain +10%. Strength is
also
modified for quality and experience (later for morale also) and for
pre-existing
damage. If the battle takes place in a harbor, and the shore batteries
are
allied with one side in the battle, then each undamaged shore battery
has
strength equal to 100 times the defense rating of the harbor, and each
damaged
shore battery has strength equal to 50 times the defense rating of the
harbor.
All ships engaged in battle gain 1 to 5 points of experience, depending
on the odds in the battle (more even odds give more points).
7.8. At the end of combat, all unsunk ships
on
the losing side attempt to escape the battle. Those that do not escape
are taken as prizes by the winning side. One ship on the winning side
is
randomly selected as captor; the commander and deputy of the captor
become
the commander and deputy of the prize, the prize receives a new ship ID
based on her new state (the lowest number available will be used) and
acquires
the same attachment and orders as the captor (thus if the captor sails
away, the prize will sail with it). Escaping ships will move to a
different
tactical location if the battle was fought at sea; they will move to
sea
if the battle was fought in a port area.
If a ship fleeing from a port battle flees to
the adjoining sea area, then if it had phase 1 orders to move
to that sea area, the move order will be cancelled since it
has already been carried out via fleeing.
8.1. Between the first and
second
sea area moves of
ships and transport group, storms may occur. The chance of storms is 2%
in sea areas with light winds, 5% with moderate winds, 10% with heavy
winds. If there are storms in a sea area, they are also in all ports
connected to that sea area.
8.2. Ships and transport groups in sea areas
caught
in
storms may suffer damage, and may founder; the more damaged they are
(including
existing damage) the more likely they are to founder. They may also be
blown
to a new tactical area, or to the sea area downwind of the present
sea area. If land is downwind of the present sea area, they may be
blown on the rocks and sunk. Ships in harbors are unaffected by storms,
and neither are ships in coastal waters of same-side or actively allied
ports (they enter
harbor to ride out the storm). Ships in coastal waters, not of
same-side or actively allied
ports, are affected in the same way as ships in sea areas, except
they may be blown to the sea area connected to the port.
9.1. Transport groups
may
carry GITM units and supplies.
Each transport group is rated for capacity. Infantry units take up one
point of capacity per man, as do army headquarters units. Cavalry units
take
up three points of capacity per man, artillery take up two points of
capacity
per man. If an infantry or cavalry brigade has a battery attached, then
100 of
its men count as artillerists. For example, an infantry unit with 3000
men and no battery takes up 3000 points of capacity, but one with 3000
men and 1
battery takes up 3100 points (2900 infantry plus 100 artillerists at 2
points each). Corps headquarters take up 5 points per man plus 20 for
each
supply unit carried (supplies carried by other units do not take up any
space). Supplies carried aboard the TR take up 20 points of capacity
per unit, as do naval stores in excess of 24.
9.2. To load or unload units, the unit must
be
coming from or going to a GITM location which is accessible to the
transport,
or going to garrison duty in an off-GITM-map port. A GITM unit in a
strategic
square with mountain or hill terrain may not load onto a transport, and
a
unit on a transport may not unload into a strategic square with hill or
mountain terrain. To load onto a transport in an on-GITM-map harbor,
the
unit must be in the GITM tactical square of the port city. or if no
enemy
units are present, anywhere in the same GITM strategic square. To load
onto
or unload from a transport in the coastal waters of a port, the unit
must
be in the GITM strategic square of the port, but not in the tac square
of the city, or in any other strategic square adjoining that port's
coastal waters. Units unloading from a transport in a port's harbor
must unload into the city tactical square of the port; units unloading
from a transport in coastal waters must enter the strategic square
along
an edge of the tactical map that is adjacent to water on the strategic
map.
[Map
showing loading/unloading locations] GITM units loaded on
transports
will be automatically inactivated; they will be automatically activated
when unloaded onto the GITM map (but not if unloaded into the garrison
of an off-GITM-map port). [ More Details ]
9.3. Transports carrying supplies can unload
the
supplies into a port city or into a corps headquarters unit. To load or
unload supplies from a city, the transport must be in the harbor of
that
city. The transport can load or unload as many supplies as it can carry
into a city. The transport can move on the turn that it unloads/loads
supplies to/from a city. To load/unload supplies into/from a corps HQ,
the corps HQ must be in a position from which it could load onto the
transport. The number of supplies that may be unloaded to a corps HQ
is 1 per 500 capacity of the transport group. The transport may not
have movement orders and the corps HQ may not have strategic movement
orders (including march to battle or pursuit orders). You can unload
supplies on the same turn you load units, or vice-versa, but the form
will not let you order both. Contact the game administrator and request
that the supplies be loaded or unloaded manually; then send orders to
unload or load the units.
9.4. Loading and unloading of units and
supplies
begins in the initial amphibious phase. At this time units, supplies,
and
transport groups must be in a valid location to commence loading or
unloading.
During loading and unloading, units, supplies, and transport groups may
not engage in combat or move. Loading and unloading are completed in
the
final amphibious phase, and units which unload may move in tactical
phase
5.
10.1. Off-GITM-map ports
(Malta, Corfu, and ports in
the Caribbean) can have GITM units as garrisons. Transports may unload
GITM units into these ports and they will automatically enter garrison
duty. Off-GITM-map ports do not have tactical maps, and GITM units in
garrisons
remain inactive in GITM.
10.2. If hostile units land at a garrisoned
port,
a battle will take place between the garrison and the landing force.
This
battle is not fought using the regular GITM rules. Effective strengths
are equal to the unit's strength for infantry and light infantry, 2
times strength for heavy cavalry, 1.25 times strength for
medium cavalry, 0.75 times strength for light cavalry, 800 per battery
for heavy artillery, 600 per battery for medium artillery, and 400 per
battery for light artillery. Strength is
modified for quality and for no other modifier. The defending side
receives a +33% strength bonus for defensive terrain. If the defending
side loses, its units automatically surrender at the end of the battle;
if the attacking side loses, its units will reboard its transports at
the end of the battle if the transports are still present, otherwise
they will surrender. If the attackers win the battle, they
capture the port; if hostile units land at an ungarrisoned
port, they capture it without loss. |