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At the end of the first round, the 2nd fleet reinforces the battle, at long<br />
range (L). This is automatic if they have the same mission (and<br />
unsurprised). If not or surprised, roll an Intervention check.<br />
“T” = Trap<br />
Each fleet engages all its ship squadrons within shooting range. The battle<br />
goes on for an unlimited number of rounds.<br />
The Trapping admiral is the admiral benefiting from surprise. His opponent<br />
is the Trapped admiral.<br />
Trapped admiral penalties:<br />
● He cannot withdraw during the 1st round.<br />
● He must wait until the end of the 2nd round, with a -1 penalty, to<br />
attempt to reinforce with his 2nd fleet (no penalty afterwards).<br />
Trapping admiral:<br />
● He automatically gets the Tactical Advantage during the first two<br />
rounds. At the end of the 1st round, he may bring in the 2nd fleet<br />
(same mission), no roll. The 2nd fleet’s range is long range (L). If the<br />
2nd fleet has a different mission, roll an Intervention check.<br />
● Submarines (SS) at range (2 seas), may randomly rendezvous at the<br />
trap (50% chance). If yes, at the Torpedo step of the 1st round (after<br />
all fire salvoes), submarines attack. The enemy cannot reply. Range is<br />
determined randomly, 50% chance it will be S, 50% will be M. Each<br />
submarine target is determined randomly, according to the following<br />
priority: B, BB or BC first; then AC > CL > DD.<br />
14.3.9 The Faster Fleet<br />
A Faster fleet may limit or even withdraw before the naval battle. There is<br />
50% that, when the scout fleet (faster) meets a huge battleship fleet<br />
(slower), it enters in a limited battle, or it may withdraw.<br />
● Limited battle: The scout fleet engages a naval battle, as above. But<br />
the enemy may only engage the number of ship squadrons equal to<br />
the scout fleet ones (ex. the scout fleet has 3 ship squadrons only,<br />
then the enemy engages 3 maximum too).<br />
● Withdraw: The scout fleet may engage in a limited battle or withdraw<br />
and retreat (battle is over) or withdraw and keep contact without a<br />
fight because he expects 2nd friendly fleet interception soon, to<br />
engage the battle (at long range).<br />
If there is no fight, there is no naval battle (so, no winner or loser).<br />
14.4 Engaging in Naval Combat<br />
Naval battles are extremely costly in terms of NW for the loser, as, like it<br />
was in that age, the battleships are true national pride items and loss of<br />
them is a decisive blow to national morale.<br />
14.4.1 Summary and Sequence<br />
The naval battle rounds follow the steps below.<br />
1 - Advantage determination: Tactical, Aggressive, React<br />
2 - Fire Range determination<br />
3 - Changing Engaged Squadrons<br />
4 - Fire Salvoes (1st and 2nd shots) (and Survival Tests)<br />
5 - Torpedo Attacks (free, but only once per fleet)<br />
6 - Repairs at sea (and admiral KIA checks)<br />
7 - 2nd fleet Intervention (if any)<br />
8 - Retreat (and Pursuit)<br />
This complete sequence constitutes a “combat round”. Note that in a long<br />
battle, rounds #4 and 5 are night rounds (where salvoes are much less<br />
efficient, but torpedo attacks more dangerous). A naval battle lasts as many<br />
rounds as the players want to (or can) fight.<br />
14.4.2 Presentation and Steps<br />
Each player gets all his 1st fleet ship squadrons (the scout fleet) and can<br />
form his “line of battle” with BC, BB and B. AC types may be added if in<br />
range (M or S). The other CL and DD are ignored (except if at range S),<br />
and are left in the rear section of the battle window.<br />
Note that the 2nd fleet (if any) may reinforce the battle later (through a test),<br />
at end of each round, depending on the battle type.<br />
Submarines (SS) do not take part in the battle except during a “Trap”<br />
battle (See 94.H).<br />
Step (1): Advantage Check<br />
Each side selects one “Advantage” (in secret): Tactical,<br />
Aggressiveness, or Reaction. There is a random test made,<br />
where the Admiral value corresponding to the choice is added,<br />
plus extra bonus depending on the type of encounter, speed<br />
advantage and round.<br />
● Type “C” encounter provides a +1 bonus (rounds 1 and 2).<br />
● The faster fleet (if any) has a +2 bonus.<br />
World War One: La Grande Guerre 1914-1918 73