saddletank
Forum Conscript
Edited this first post to remove the original text entirely. I will now use it to hold the game rules as and when I draw them up.
VICTORY POINTS
RN
MERCANTILE WARFARE
Capturing a neutral cargo ship = 1
NAVAL COMBAT
Sinking old small TB (Flanders boats) = 0.25
Sinking old TB (Ems-Jade-Elbe Defence boats and IV Flot) = 0.5
Sinking 'UB'/'UC' Sub = 0.75
Sinking 'U' Sub = 1
Sinking modern TB = 1.5
Sinking zerstorer (B97/G101 class) = 2.5
Sinking old slow CL (Arcona/Niobe/Thetis/Nymphe/Medusa/Frauenlob) = 3
Sinking Nautilus/Pelikan = 4
Sinking old CL (Hamburg/Berlin/Munchen/Danzig/Stettin/Stuttgart) = 5
Sinking modern 10.5cm CL (Strassburg/Stralsund/Rostock/Regensburg/Graudenz) = 6
Sinking Raiders = 6
Sinking modern 15cm CL (Pillau/Elbing/Wiesbaden/Frankfurt/Brummer/Bremse/Konigsberg II Class/Stralsund 15cm) = 8
Sinking pre-dreadnought = 10
Sinking 28cm BB/BC = 20
Sinking 30.5cm BB/BC = 25
Sinking 38cm BB = 30
OPERATIONS
CONDUCTING SHORE BOMBARDMENTS
Flanders Towns = 8
German Towns = 20
(with Monitor Squadron -2, with 3rd BS 0, with any Dreadnought Squadron/BCF +4)
MINELAYING, EACH SUCCESSFUL MISSION
E.41 = 0.5
Abdiel = 2
Pluton = 3
(off Oostende -2, off Zeebrugge -1, off Bight entrances 0, inside Bight +1)
SEAPLANE RAIDS (per A/C)
Flanders Towns = 0.25
German Towns = 0.5
Zeppelin Bases = 0.75
(Engadine, Riviera 4 planes ea., Vindex 6 planes, Campania 10 planes)
KM
MERCANTILE WARFARE
Capturing a British cargo ship = 3
Neutral cargo ship breaks blockade = 1.5
Per U-Boat/Day in a Channel Primary Shipping Lane (Dover to Lands End) = 0.5
Per U-Boat/Day in a W or N Wales Primary Shipping Lane = 1
Per U-Boat/Day in an E Coast Primary Shipping Lane = 0.25
Per CL Raider Day in a Channel Primary Shipping Lane (Dover to Lands End) = 1
Per CL Raider Day in a W or N Wales Primary Shipping Lane = 2
Per CL Raider Day in an E Coast Primary Shipping Lane = 0.5
Per BC Raider Day in a Channel Primary Shipping Lane (Dover to Lands End) = 2
Per BC Raider Day in a W or N Wales Primary Shipping Lane = 4
Per BC Raider Day in an E Coast Primary Shipping Lane = 1
NAVAL COMBAT
Sinking TB (French or RN) = 0.25
Sinking 'A' Class DD ('27knotters')/French DD other than Enseigne Roux/Francis Garnier = 0.5
Sinking 'B', 'C', 'D' class DD ('30knotters') = 0.75
Sinking 'E' or 'F' (River or Tribal) Class DD or French Enseigne Roux/Francis Garnier = 1
Sinking 'B', 'C', 'V' Class or French Sub = 0.75
Sinking 'D', 'E', 'EM', 'F', 'G', 'H' Class Sub = 1
Sinking 'H', 'I', 'K', 'L', 'M' Class DD = 1.5
Sinking 'R' Class DD, FL, Swift = 2.5
Sinking Pluton, Light Monitors, Engadine, Riviera, Vindex, AMC = 4
Sinking Abdiel, Medium & Heavy Monitors, Campania = 5
Sinking 25kt 4" CL (Blonde/Fearless/Active/etc) = 5
Sinking County Class CA & Dupetit-Thouars = 6
Sinking Devonshire Class CA = 6.5
Sinking Town Class CL = 7
Sinking D.of.Edinburgh/Warrior Class CA = 8
Sinking 28kt CL = 8
Sinking Minotaur Class CA = 8.5
Sinking King Edward VII Class = 10
Sinking 12" BB/BC = 20
Sinking 13.5" BB/BC = 25
Sinking 15" BB/BC = 30
OPERATIONS
CONDUCTING SHORE BOMBARDMENTS
Portsmouth to Plymouth inclusive = 40
Newhaven and French Ports = 20
Southend to Dover inclusive = 30
Harwich to Berwick inclusive = 15
Edinburgh/Rosyth/Granton = 30
Other E Coast Scottish Towns = 20
Stromness & Lerwick = 30
(with at least 3 BCs +0%, with 2nd BS +5%, with BB squadron +10%, with guns smaller than 28cm -10%)
OFFENSIVE MINELAYING
Flanders UC Flotilla = 1
CL = 2
Nautilus = 3
Pelikan = 4
(non-coastal secondary shipping lane -1, coastal secondary shipping lane 0, primary shipping lane +1, Liverpool/Plymouth/Devonport/Southampton/Portsmouth/Dover/Chatham/Harwich/Rosyth/Scapa +2)
REPAIRS
DAMAGE LEVEL LIGHT-MOD-HEAVY
SHIP TYPE
TB/Sub/DD 24h-7d-14d
CL/Raider 72h-14d-28d
AC/AMC 7d-28d-2m
BB/BC 14d-2m-4m
Variable die roll vs hours:
1-2-3-4 = reduce repair time by 1, 2, 3 or 4 hours
7-8-9-10 = increase repair time by 1, 2, 3 or 4 hours
Variable die roll vs 7 days or 14 days:
1-2-3 = reduce repair time by 1, 2 or 3 days
8-9-10 = increase repair time by 1, 2 or 3 days
Variable die roll vs 28 days:
1-2-3-4 = reduce repair time by 2, 4, 6 or 8 days
7-8-9-10 = increase repair time by 2, 4, 6 or 8 days
Variable die roll vs months:
1-2-3 = reduce repair time by 1, 2 or 3 weeks
8-9-10 = increase repair time by 1, 2 or 3 weeks
ACH VARIABLE - rolled every 15 minutes in MP games - sides not advised of result
1-2-3 poor ammo handling off/fragile AP shells off
4-5-6-7 ammo handling off/fragile AP on
8-9 ammo handling on/fragile AP off
10 ammo handling on/fragile AP on
OBJECTIVES
RN
1) Interdicting neutral ships trading to Germany. This blockade must be maintained as it is strangling Germany's ability to wage war. The Grand Fleet is needed to protect the cruisers and armed merchant cruisers (AMCs) that are the main tools of the blockade that stretches across the top of the North Sea from Scotland to Norway.
2) Protecting British cargo ships (these are shown on your side's map and run along regular shipping lanes). They are AI controlled, you cannot delay or divert them, only protect them. Essentially you need a strong patrol presence of light forces in the sea zones with a brownish colour (hit the F3 key to bring up the shipping lanes and patrol forces overlay).
3) Protecting military cross-channel traffic. This is a key duty of the forces based at Dover, Portsmouth, Dunkerque and the French channel ports. It's abstracted in the game.
4) Protecting the English east coast by way of light forces to catch the enemy should he try to bombard coastal towns as has been done in the past. This is a purely political consideration, not a military one but there are victory points to be gained by the Germans for bombarding towns.
KM
1) Break the blockade. This can be fully achieved only by defeating the Grand Fleet but since useful forces must remain after any victory the German team must play a careful game, preferably drawing out parts of the British forces and defeating them in detail until parity is achieved.
2) Interdict Entente trade. As most of the enemy trade is coastal, submarines are the most obvious tool for this job, however surface raiders are a possibility as well. There is a lot of trade that moves on the western side of the map, particularly in the Western Approaches to the Channel and in the Irish Sea that is largely unprotected. There is also a trade in colliers from Norway to France that supports the French war effort and from Britain to France across the Channel.
3) Interdict cross-channel military traffic. This seems to be mostly abstracted in the game - at least as the British player I have seen no worthwhile cross-channel traffic to speak of so I'm assuming the game does not represent it, however I will use a victory points system that rewards the German team for each "submarine day" and "surface raider day" that is spent in key areas of the Channel where it is assumed they would be disrupting this important traffic.
4) Bombard certain east coast English towns. This has a propaganda effect only but will also assist in winning the war in terms of victory points. It may also goad the Royal Navy into reacting with main surface units which can then be brought to battle on favourable terms.
VICTORY POINTS
RN
MERCANTILE WARFARE
Capturing a neutral cargo ship = 1
NAVAL COMBAT
Sinking old small TB (Flanders boats) = 0.25
Sinking old TB (Ems-Jade-Elbe Defence boats and IV Flot) = 0.5
Sinking 'UB'/'UC' Sub = 0.75
Sinking 'U' Sub = 1
Sinking modern TB = 1.5
Sinking zerstorer (B97/G101 class) = 2.5
Sinking old slow CL (Arcona/Niobe/Thetis/Nymphe/Medusa/Frauenlob) = 3
Sinking Nautilus/Pelikan = 4
Sinking old CL (Hamburg/Berlin/Munchen/Danzig/Stettin/Stuttgart) = 5
Sinking modern 10.5cm CL (Strassburg/Stralsund/Rostock/Regensburg/Graudenz) = 6
Sinking Raiders = 6
Sinking modern 15cm CL (Pillau/Elbing/Wiesbaden/Frankfurt/Brummer/Bremse/Konigsberg II Class/Stralsund 15cm) = 8
Sinking pre-dreadnought = 10
Sinking 28cm BB/BC = 20
Sinking 30.5cm BB/BC = 25
Sinking 38cm BB = 30
OPERATIONS
CONDUCTING SHORE BOMBARDMENTS
Flanders Towns = 8
German Towns = 20
(with Monitor Squadron -2, with 3rd BS 0, with any Dreadnought Squadron/BCF +4)
MINELAYING, EACH SUCCESSFUL MISSION
E.41 = 0.5
Abdiel = 2
Pluton = 3
(off Oostende -2, off Zeebrugge -1, off Bight entrances 0, inside Bight +1)
SEAPLANE RAIDS (per A/C)
Flanders Towns = 0.25
German Towns = 0.5
Zeppelin Bases = 0.75
(Engadine, Riviera 4 planes ea., Vindex 6 planes, Campania 10 planes)
KM
MERCANTILE WARFARE
Capturing a British cargo ship = 3
Neutral cargo ship breaks blockade = 1.5
Per U-Boat/Day in a Channel Primary Shipping Lane (Dover to Lands End) = 0.5
Per U-Boat/Day in a W or N Wales Primary Shipping Lane = 1
Per U-Boat/Day in an E Coast Primary Shipping Lane = 0.25
Per CL Raider Day in a Channel Primary Shipping Lane (Dover to Lands End) = 1
Per CL Raider Day in a W or N Wales Primary Shipping Lane = 2
Per CL Raider Day in an E Coast Primary Shipping Lane = 0.5
Per BC Raider Day in a Channel Primary Shipping Lane (Dover to Lands End) = 2
Per BC Raider Day in a W or N Wales Primary Shipping Lane = 4
Per BC Raider Day in an E Coast Primary Shipping Lane = 1
NAVAL COMBAT
Sinking TB (French or RN) = 0.25
Sinking 'A' Class DD ('27knotters')/French DD other than Enseigne Roux/Francis Garnier = 0.5
Sinking 'B', 'C', 'D' class DD ('30knotters') = 0.75
Sinking 'E' or 'F' (River or Tribal) Class DD or French Enseigne Roux/Francis Garnier = 1
Sinking 'B', 'C', 'V' Class or French Sub = 0.75
Sinking 'D', 'E', 'EM', 'F', 'G', 'H' Class Sub = 1
Sinking 'H', 'I', 'K', 'L', 'M' Class DD = 1.5
Sinking 'R' Class DD, FL, Swift = 2.5
Sinking Pluton, Light Monitors, Engadine, Riviera, Vindex, AMC = 4
Sinking Abdiel, Medium & Heavy Monitors, Campania = 5
Sinking 25kt 4" CL (Blonde/Fearless/Active/etc) = 5
Sinking County Class CA & Dupetit-Thouars = 6
Sinking Devonshire Class CA = 6.5
Sinking Town Class CL = 7
Sinking D.of.Edinburgh/Warrior Class CA = 8
Sinking 28kt CL = 8
Sinking Minotaur Class CA = 8.5
Sinking King Edward VII Class = 10
Sinking 12" BB/BC = 20
Sinking 13.5" BB/BC = 25
Sinking 15" BB/BC = 30
OPERATIONS
CONDUCTING SHORE BOMBARDMENTS
Portsmouth to Plymouth inclusive = 40
Newhaven and French Ports = 20
Southend to Dover inclusive = 30
Harwich to Berwick inclusive = 15
Edinburgh/Rosyth/Granton = 30
Other E Coast Scottish Towns = 20
Stromness & Lerwick = 30
(with at least 3 BCs +0%, with 2nd BS +5%, with BB squadron +10%, with guns smaller than 28cm -10%)
OFFENSIVE MINELAYING
Flanders UC Flotilla = 1
CL = 2
Nautilus = 3
Pelikan = 4
(non-coastal secondary shipping lane -1, coastal secondary shipping lane 0, primary shipping lane +1, Liverpool/Plymouth/Devonport/Southampton/Portsmouth/Dover/Chatham/Harwich/Rosyth/Scapa +2)
REPAIRS
DAMAGE LEVEL LIGHT-MOD-HEAVY
SHIP TYPE
TB/Sub/DD 24h-7d-14d
CL/Raider 72h-14d-28d
AC/AMC 7d-28d-2m
BB/BC 14d-2m-4m
Variable die roll vs hours:
1-2-3-4 = reduce repair time by 1, 2, 3 or 4 hours
7-8-9-10 = increase repair time by 1, 2, 3 or 4 hours
Variable die roll vs 7 days or 14 days:
1-2-3 = reduce repair time by 1, 2 or 3 days
8-9-10 = increase repair time by 1, 2 or 3 days
Variable die roll vs 28 days:
1-2-3-4 = reduce repair time by 2, 4, 6 or 8 days
7-8-9-10 = increase repair time by 2, 4, 6 or 8 days
Variable die roll vs months:
1-2-3 = reduce repair time by 1, 2 or 3 weeks
8-9-10 = increase repair time by 1, 2 or 3 weeks
ACH VARIABLE - rolled every 15 minutes in MP games - sides not advised of result
1-2-3 poor ammo handling off/fragile AP shells off
4-5-6-7 ammo handling off/fragile AP on
8-9 ammo handling on/fragile AP off
10 ammo handling on/fragile AP on
OBJECTIVES
RN
1) Interdicting neutral ships trading to Germany. This blockade must be maintained as it is strangling Germany's ability to wage war. The Grand Fleet is needed to protect the cruisers and armed merchant cruisers (AMCs) that are the main tools of the blockade that stretches across the top of the North Sea from Scotland to Norway.
2) Protecting British cargo ships (these are shown on your side's map and run along regular shipping lanes). They are AI controlled, you cannot delay or divert them, only protect them. Essentially you need a strong patrol presence of light forces in the sea zones with a brownish colour (hit the F3 key to bring up the shipping lanes and patrol forces overlay).
3) Protecting military cross-channel traffic. This is a key duty of the forces based at Dover, Portsmouth, Dunkerque and the French channel ports. It's abstracted in the game.
4) Protecting the English east coast by way of light forces to catch the enemy should he try to bombard coastal towns as has been done in the past. This is a purely political consideration, not a military one but there are victory points to be gained by the Germans for bombarding towns.
KM
1) Break the blockade. This can be fully achieved only by defeating the Grand Fleet but since useful forces must remain after any victory the German team must play a careful game, preferably drawing out parts of the British forces and defeating them in detail until parity is achieved.
2) Interdict Entente trade. As most of the enemy trade is coastal, submarines are the most obvious tool for this job, however surface raiders are a possibility as well. There is a lot of trade that moves on the western side of the map, particularly in the Western Approaches to the Channel and in the Irish Sea that is largely unprotected. There is also a trade in colliers from Norway to France that supports the French war effort and from Britain to France across the Channel.
3) Interdict cross-channel military traffic. This seems to be mostly abstracted in the game - at least as the British player I have seen no worthwhile cross-channel traffic to speak of so I'm assuming the game does not represent it, however I will use a victory points system that rewards the German team for each "submarine day" and "surface raider day" that is spent in key areas of the Channel where it is assumed they would be disrupting this important traffic.
4) Bombard certain east coast English towns. This has a propaganda effect only but will also assist in winning the war in terms of victory points. It may also goad the Royal Navy into reacting with main surface units which can then be brought to battle on favourable terms.
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