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Each player assigns missions, then there is a naval check for encounter,<br />
and if successful, a naval battle ensues, or if not, nothing happens.<br />
Enemy seas: Beware, if a fleet goes into a sea controlled by the enemy, it<br />
has a penalty for surprise and on retreat.<br />
Straits: (Gibraltar, Danish and Turkish Strait) If any enemy fleet passes<br />
through a friendly straight, the enemy fleet is revealed.<br />
Transport: If the enemy executes a mission in your friendly controlled sea<br />
where you conduct a naval transport, you have to execute a “Transport”<br />
mission with a fleet (to protect it) or abort the naval transport.<br />
Mutiny: Beginning in 1917+, Germany may have to deal with mutinies when<br />
a fleet puts to sea.<br />
Choosing Missions<br />
Each player chooses the “Naval Mission” for his fleet(s) and squadron(s)<br />
from the following: In Port, Patrol, Transport, Raid and Control.<br />
● A player may order up to 2 fleets together, with the same mission. If a<br />
naval battle occurs, only one fleet will engage at first. The 2nd fleet<br />
may reinforce later. The scout fleet, if present, is always the first fleet<br />
engaged (failing that, the fleet with the lowest EP cost).<br />
● The player may also assign different missions to his fleets, but they<br />
will not be able to fight together easily if a battle occurs.<br />
Range<br />
Fleets may move up to 4 Moves each turn. The non-coastal (open) sea<br />
zones (including the overseas ones on the globes at the bottom right of the<br />
computer game map) cost 1 each. Each coastal sea zone uses 0 of these<br />
move, but only for those coastal seas that are bordering the open seas<br />
crossed.<br />
Missions and Cost (EP)<br />
Each mission has a cost in Economic Points (EPs). This comes in addition<br />
to the cost each nation pays to activate the concerned fleet(s).<br />
In Port (0 EP): In practice the fleet does not sail or makes short training<br />
exercises near its base. The fleet spends no EP<br />
Patrol (0 EP): The fleet patrols the target sea to find and possibly encounter<br />
the enemy. Such a mission has a contact value of “3” (see below)<br />
Sea transport (1 EP): The fleet escorts a military troop convoy, either bound<br />
for a friendly port, or attempting a landing on an enemy beach. The contact<br />
value is “0”.<br />
Raid (1 EP): The fleet tries to bombard an enemy coastal city. The contact<br />
value is “2”.<br />
Control (3 EP): The fleet attempts to take complete control the sea area.<br />
The contact value is “4”.<br />
COST:<br />
The cost of a mission will be paid during the next Interphase (to resupply<br />
the coal). At that time, the engine takes the fleets’ EP values, plus all the<br />
spent mission costs. Each time, the end cost is:<br />
Fleets Activation Cost(EP) + Mission Cost (EP)<br />
NB: The end cost is doubled for a Control mission.<br />
Example: France sends its Mediterranean Fleet (3 EP) + its Scout Fleet<br />
(1 EP) in a Control mission in the Adriatic (3 EP). The sum is 7 EP, to be<br />
doubled because this is a Control mission = 7 x 2 = 14 EP! This cost is paid<br />
during the next Interphase. Sending the whole French Fleet is expensive!<br />
Example: Italy sends its Flotta Crusere (1 EP) + Flotta Mare (3 EP) on a<br />
Raid mission (1 EP). The cost is Crusere 1 + Mare 3 + Raid 1 = 5 EP.<br />
In addition, Britain pays every Interphase a special 4 EP extra naval cost<br />
(to represent the maintenance of a larger naval establishment and power)<br />
14.2.3 Contact Value and the Naval Encounter Test<br />
Each mission has a “Contact” value (except the “in port” mission). It serves<br />
to determine the probability of an encounter at sea.<br />
Automatic Encounters<br />
No check is made in the cases below, where the encounter is automatic.<br />
● Double Controls: If both players have a control mission, their fleets<br />
automatically meet at sea.<br />
● Landing: If a player attempts a landing, the encounter is automatic.<br />
● Strait: if an enemy fleet tries to cross a strait, the encounter is<br />
automatic. Straits are: Dardanelles (in the Sea of Marmara). Gibraltar<br />
(in the Mediterranean, before the gate). Danish straits (in the Baltic).<br />
World War One: La Grande Guerre 1914-1918 69