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14.1.2 Ports<br />
The ports provide shelter, repair and anchorage for the fleets and are the<br />
start places and end places of any naval movement. If the Enemy conquers<br />
a port, the fleet flees to another friendly port. There are mostly two kind of<br />
ports:<br />
● Major: capacity is 2 warfleets, good repair facilities.<br />
● Minor: capacity is limited to 2 ship squadrons, and low repair<br />
facilities.<br />
14.1.3 Warfleets<br />
Ships are stacked together in warfleets or in stacks up to 2 ship squadrons<br />
each. There are 3 types of fleets (with associated EP cost for activation):<br />
big fleets (3 EP), medium fleets (2 EP) and small fleets (1 EP).<br />
● If a fleet contains battleships (B, BB or BC), it must contain at least<br />
1 DD or CL as a screen.<br />
● Each fleet has information: Name and speed, size and cost.<br />
● A big fleet (3 EP) must have 1 B, BB or BC.<br />
● A medium fleet (2 EP) must have at least 1 AC or CL (or better).<br />
14.1.4 Ship Squadrons<br />
Each ship squadron represents from 1 to 5 ships , and have the following<br />
ship types (identified by the grey square on the counter).<br />
BB: Modern battleships<br />
BC: Battlecruisers (fast battleships)<br />
B: Older battleships<br />
AC: Armored Cruisers<br />
CL: Light Cruisers<br />
DD: Destroyers<br />
SS: Submarines<br />
14.1.5 Admirals<br />
An admiral has 3 values (0 to 3) indicating Aggressiveness, Reaction,<br />
Tactical and his rank letter (A > B…).<br />
During battle each admiral is automatically placed in one battleship (of a B,<br />
BB or BC type) by the game engine or scenario.<br />
A Fleet with no admiral is worth 0 (in aggressiveness, reaction and tactical<br />
factors).<br />
14.1.6 Canal, Strait, Winter<br />
A warfleet may go through a friendly canal (Kiel and Suez). If any region is<br />
enemy controlled, this movement is blocked.<br />
All straits are passable to either side, except Turkish straits as long as the<br />
fortresses at the entrance (i.e. Dardanelles) still exist. All straights may also<br />
be mined (by the owner)<br />
Passing through straights causes the fleet to be detected (See Game<br />
Aides).<br />
Gibraltar is passable by any warfleet. Fleets at Petrograd, Archangelsk,<br />
Kronstadt and Helsinki cannot move out or in from Nov-December to<br />
Mar-April (during these 3 turns).<br />
14.2 Naval Operations<br />
Usually, Naval Operations are executed during the Military Phase, because<br />
there is no or very limited naval activity.<br />
● Black circle with red support value, a bonus to combat value (from 0 to +3) when used as artillery support during<br />
amphibious landings or coastal fortress bombardments.<br />
● A black target symbol with a letter showing the gunfire range of the units heavy guns; either L (long range),<br />
M (medium) or S (short range)<br />
● A grey plate showing the type of unit (see below)<br />
● A number indicating the actual number of ships inside the squadron<br />
● A yellow/red explosion symbol indicated when the unit has suffered hits, with number of same.<br />
● Name of unit<br />
● A plate showing the fire (in attack) and protection (defensive) values of the unit, as well as its speed (used to<br />
calculate tactical advantage in naval battles).<br />
14.2.1 Naval Sequence<br />
Phases in parentheses are only played when a sortie of both sides in the<br />
same sea(s) occurs.<br />
1. Movement<br />
2. Sortie at Sea<br />
(3. Naval Encounter Check)<br />
(4. Raid and Transport Missions)<br />
(5. Control of the Seas)<br />
Phase 1 – Movement<br />
Each fleet may move up to 5 seas from its start port (no more), at no risk.<br />
Phase 2 – Sortie at Sea<br />
The German Navy may attempt to make a sortie in the North Sea, but it will<br />
be implemented only if successful in a secret Kaiser Wilhelm II permission<br />
test (i.e. the sortie orders are made by the player but NOT implemented if<br />
the Kaiser has refused it).<br />
World War One: La Grande Guerre 1914-1918 67