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Naval Warfare : Age of Missiles 1 This is a Game of Modern Naval Warfare. Although predominantly intended as a set of wargaming rules for use with miniatures, this set includes : These Rules - The first five or so pages are included hear to allow you to see the format. Starter set of Counters A single A4 sheet containing ship counters and gaming counters sufficient to learn the rules and play your first few games. Once you have got the hang of the rules, all of the relevant tables and prompts are recorded on a Quick reference Sheet which is in full colour. When you have got the hang of it, and assuming that you like the game, you can progress to make use of the other enclosures which include : Sheets of Game Aid Counters markers, Helicopters, Aircraft, missiles, Torpedoes etc. Radar Blip Helicopter Strike Aircraft Anti- Surface Anti- air Torpedo Missile Missile Sheets of ship counters representing a cross section of 1980’s and 90s Soviet and Nato ships. These are typical examples of the ship counters. Each counter shows symbols that represent the weapon systems on each ship, for example these are long range missile launchers. Each system can fire once in a a game turn. Damage is recorded by putting a line through the symbol.

Transcript of Naval Warfare : Age of Missiles This is a Game of Modern ...

Page 1: Naval Warfare : Age of Missiles This is a Game of Modern ...

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This is a Game of Modern Naval Warfare.

Although predominantly intended as a set of wargaming rules for use with miniatures, this set

includes :

These Rules - The first five or so pages are included hear to allow you to see the format.

Starter set of Counters – A single A4 sheet containing ship counters and gaming counters

sufficient to learn the rules and play your first few games.

Once you have got the hang of the rules, all of the relevant tables and prompts are recorded

on a Quick reference Sheet which is in full colour.

When you have got the hang of it, and assuming that you like the game, you can progress to make

use of the other enclosures which include :

Sheets of Game Aid Counters – markers, Helicopters, Aircraft, missiles, Torpedoes etc.

Radar Blip Helicopter Strike Aircraft Anti- Surface Anti- air Torpedo

Missile Missile

Sheets of ship counters – representing a cross section of 1980’s and 90s Soviet and Nato

ships.

These are typical examples of the ship counters. Each counter shows symbols that represent the

weapon systems on each ship, for example these are ‘long range missile launchers’. Each system

can fire once in a a game turn. Damage is recorded by putting a line through the symbol.

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The square with the dot is used as the point of from which measurements and made. The colour of

the dot indicates the quality of the Electronic Warfare on the ships (Blue : Black : Red) in

descending order of quality.

If you do decide to use Miniatures. There are set of data cards, for the same ships as the

counters which can be used as off table records for the models. These are sized to fit neatly

into clear plastic card sleeves so you can write and erase with a non-permanent pen (shown

here are reduced scale).

Finally, if you wish to make your own data cards or even ship counters, there is an Excel

Spreadsheet to allow you to design the ships and the counters can be easily put together

using the sheets provided (all of the symbols and ship backgrounds on which to place them)

which are provided in Open Office format – which can be downloaded free.

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Playing the game : How it works.

The Game is played on a tabletop – ideally blue to represent sea, with maybe an island or two for

interest.

Ships and Subs are not placed on the board to start with. Instead the are represented by ‘blips’.

Each ship is represented by two blips (one real one a ‘dummy’. and they are moved on the tabletop

until the real blip detected by an enemy platform, at which time the model/ counter replaces it.

The Game turn runs :

initiative : One player becomes player A and the other Player B which determines the order in which

they move and fire.

Movement. Everything that can move, may move.

Firing : Players alternative select a platform and fire any offensive systems.

End Phase : Housekeeping and removal of record Counters

Ships generally move 10 cm (or you can use ½ increments). Damage can reduce movement.

Platforms may search with Sonar and Radar on a simple d6 system.

They may be active (better chance to find targets/ much easier to detect themselves) or

Passive (harder to find / less chance of detecting targets).

Detection is a simple d6 system – starting with a 3+ chance of success. This is modified to allow for

the range, relative qualities of the Electronics between searcher and target etc.

If target is Detected it is marked with a counter and may then be fired at later that turn.

Firing runs through the following sequence :

Player selects a platform and fires anything offensive on it All combat is resolved using d6 and runs

through the following sequence for each weapon system.

‘On target roll ‘ - representing obtaining a lock on vs the target : If successful the missile / shells are

flying.

Defensive fire : The target (and in some cased neighbouring friends) can Anti- air missiles ,

guns , chaff , & close in weapon systems at incoming missiles.

These again must roll an ‘on target’ roll and then a damage roll to take out a missile. Eg a Gun might

(subject to modifers) need a 3+ for the on target roll and then a 4+ to take out a missile.

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If the aggressor has missiles still in the air after this defensive fire, then they cause damage which

may be nothing, system damage ( a system is selected based on a die roll) or a an explosion which

will cause serious damage to a ship – only larger ships will survive an explosion result and they will

be at reduced speed and effectiveness).

Some weapons such and guns and Anti- aircraft missiles are dual purpose and can be used

offensively or defensively (but they only fire once in a turn).

The Game also covers Helicopter warfare. They are fast versatile and are often the eyes and ears for

the surface platforms. They can carry anti- surface or anti- submarine loadouts but they are also fairly

frail.

Aircraft are ‘on call’ from outside the battlezone and may be called in which sometimes works and

sometimes doesn’t (they may be needed elsewhere). Here are a few pictures to show a game in

progress.

Early in a game.

Blue’s Helicopter is moving to a

position to check out a couple enemy

Sonar Blips (possible subs) is one of

them a real sub or are the real subs

elsewhere ?

Some Russian ships have been

detected and placed. Other blips,

real or dummies, still remain.

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The first few pages of the rules follow .

The rules are laid out with numbered paragraphs for ease of refererence.

Key statements are highlighted yellow

Examples of play are show in blue font italics

The game symbols are used throughout to illustrate the rules.

Regards,

Geoff Curran

A couple of Soviet Missiles targeting

the Ticonderoga.

Provided she has not already

exhausted her defences, she is

pretty well equipped to deal with this

as she has a couple of guns, and two

Close in Weapon systems.

Particularly since the Spruance can

also assist with a Long range Anti-

air missile system.

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Para Contents Page 1.00 Introduction 2 2.00 Equipment needed for play Overview

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2.07 Models and counters 3 2.08 Abbreviations and jargon 3 2.09 Record Cards (damage and systems) 4 2.12 Weapon systems 4 2.16 Electronic Warfare 5 3.00 Game Aid Counters 5 4.00 Setting up the game 6 5.00 Sequence of play 7 6.00 Initiative 8 7.00 Movement 8 7.03 Straight movement 8 7.04 Moving Blips and turning 9 8.00 Helicopters 10 9.00 Early Warning Aircraft (EWA) 10

10.00 Detection 10.03 Visible range 10.05 Radar and Sonar detection 11 10.06 Radar search procedure 11 10.07 Sonar detection procedure 12 11.00 Strike Aircraft and Fighter Aircraft Deployment 14 12.00 Firing 16 13.00 Torpedo damage phase 21 14.00 End Phase 21 15.00 Designer’s Notes 23 16.00 Game Tactics – some suggestions 24 17.00 Building your own ships 24 Appendix 1 - Weapons and systems (key, abbreviations,

summary information, and building cost/ mass information). 25

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1.00 Introduction 1.01 This is a game in which players control a number of modern naval surface vessels, submarines and aircraft and

enact or re-enact Naval encounters using a set of rules which capture key features of modern naval warfare. Players may use the counters provided with these rules or may use miniatures and use the record cards provided to record the status of their forces. The game includes rules for detection of the enemy, Electronic Warfare, Aircraft, Helicopters and also missile fire, missile defence, and anti-submarine warfare, but at a low complexity level – this is a game rather than a detailed simulation.

1.02 This set includes :

This rulebook.

Sheets of counters as game aides.

Counters of a range of ships for use in the game.

Sheets of record cards – sized to fit within playing card protectors -for those that prefer to use models and keep their book keeping off board.

An Excel Spreadsheet to assist with designing your own ships and working out their Point Values.

Templates in WORD and Open Office Draw formats with copies of the ship hulls and symbols to allow you to construct and print your own ship designs, whether ‘made up’ or representing current vessels.

A single sheet with ship counters and record counters – everything you need for a small starter game on one A4 sheet.

Counters can be printed, and mounted on card. Ship counters should also be covered with clear sticky backed film –thus allowing damage to be directly recorded on the counter with an erasable pen and erased at the end of each game.

1.03 For a Basic game or to get the hang of the firing and moving mechanisms ignore all detection rules, Place ships

directly on the board and assume that everything is detected at all times. This will simplify and speed play.

2.00 Equipment needed for play. To play the game you will require : 2.01 A flat playing surface, ideally coloured blue to represent sea. It can be terrain free, or may include coastline or

islands, or one table edge may be designated as being land. Land features are of two heights. ‘Low’ which prevents movement of naval vessels, and torpedo fire., and

‘High’ which breaks Los between surface ships, and prevents all direct fire between surface and submarine vessels.

2.02 Dice : You will require a number of normal dice referred to as d6 within the rules. 1d6 is one die. 5d6 is 5 dice etc.

The general principle for any test involving dice is that there is a starting Number (eg 4) which is then modified up or down by influencing factors. Having made all of the modifications, the player then rolls a d6.

2.03 A 1 on the dice always means a failure, regardless of the number required to a pass the test , otherwise it is

necessary to score equal to or higher than (≥ being the symbol for this) to succeed.

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2.04 Where it is necessary to achieve a number over 6, this is possible by rolling a six, then re-rolling the dice, needing a 3 to make 7, 4 to make 8, a 5 to make 9 and 6 to make 10. Above 10 is impossible.

2.05 Models or Counters representing ships, aircraft, and helicopters. Counters are provided with the game.

These can be printed out, mounted on card, covered in sticky backed clear plastic, and cut out to provide counters for play which allow damage to be recorded (using a non-permanent marker) and then erased between games, ie damage is recorded on the ship counter with no additional book keeping.

If you take a look at the NWAOM starter sheet, you will see counters representing ships for use in the game,

each showing the weapon systems that it mounts. There are also helicopters, Blips, Anti- shipping missiles (the larger ones), Anti-aircraft missiles , torpedoes and various markers to aid game play.

Alternatively use scale Models and use the record cards provided in plastic card protectors to record damage. Record cards for typical USA, UK and USSR ships and boats are included in with the rules.

Arcs of fire : There are no arcs of fire for weapon systems on a platform. It is assumed that within the time frame covered by a game turn that a platform would have time to manoeuvre to bring it’s various weapon systems to bear and/ or many modern missiles and defence systems are not reliant on an arc of fire, ie they launch and then track the target.

Abbreviations, jargon words – used to keep statements concise, and scales.

2.06 > means greater than/ Better than/ superior to < means less than / worse than/ inferior to ≥ means greater than or equal to. ≤ means less than or equal to

Platform: This modern Jargon word is used as a generic term to cover as base, hull or aircraft with or without

propulsion literally providing a platform on which to mount weaponry. It therefore covers surface ships, Fast Attack Craft, Patrol Craft, Submarines, Helicopters and Aircraft. Helo : Abbreviation for Helicopter.

Active / Passive. An Active ship has search radars turned on and will therefore be better at detection, but is

also easier to detect. A Passive ship has no active radar turned on, but is still capable of detection with radars that pick up reflections /emissions from other ships. Not as effective as Active Radar but less likely to give away the platform’s position.

NWAOM Acronym for ‘Naval Warfare: Age of Missiles’ rather than write the whole thing every time – to save paper and ink. Ship : A large surface vessel with at least one ‘Core Box’ (see appendix 1) representing superstructure, ECM and Computing rooms, Crew quarters, Engine room etc.

Boat : A small surface vessel such as Patrol Craft (small slow basic with limited weaponry), Fast Attack Craft

(fast, agile, intended to close the range and fire missiles). Also includes submarines – In terms of these rules it means the above vessels without a ‘Core box’. They are incapable of sustaining any significant damage.

Surface Vessel: Generic term for all of those platforms that sit on top of the water ie ships and boats. LOS: Line of sight

EW : Electronic Warfare EWA Early Warning Aircraft

Common Weapon Abbreviations :

LG Light Gun MG Medium Gun HG Heavy Gun LSM Long range anti- Surface Missile SSM Short range anti- Surfaced Missile LAM Long range anti- Air Missile SAM Short range anti Air Missile LSW Long range anti Sub Weapon System SSW Short range anti Sub Weapon System

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2.07 Scales and distances: Scales are abstracted to allow the game to be played on a reasonable table sized surface, and still have some allowance for tactical movement. Think 1mm = 1Nautical Mile ( slightly bigger than a land mile). All dimensions are given in Cm (but you could use inches if preferred and space is available.

2.08 Measuring : All measurements for surface vessels and subs are from bridge to bridge. Measurement to/ from

blips so to the centre dot. Use the EW dot on aircraft. (Round coloured dot indicating the electronic warfare quality).

2.09 2.10 2.11

Counters and Record Cards. Players using miniatures will wish to use the record cards. These are cut to size and placed in a protective ‘card sleeve’ commonly used to protect Trading Cards. Alternatively use the game counters with damage being recorded on the counter in place on the table. These are printed, mounted on thick card, then covered with sticky backed clear plastic and finally cut out with a sharp modelling knife and metal straight edge. In either case, damage and information (EG when a Helicopter takes off) are recorded on the counter in the conventions shown below. Full details of how to go about this are included later in the rules. Damage Record card Game Counter A. Damaged system Fired - record for dual use weapons Bridge Core Boxes each icon represents one system C. Damaged helo pad but when the helo was away. Helos cannot land on a damaged pad. A. Damaged Helo Pad B. Undamaged Helo-pad Helicopter has taken off. and Helo Each counter gives the ships name, Nation (flag) and a Points value for the ship. Note that the value is an average for that vessel/ aircraft etc within the game. A equal number of points do not necessarily mean that a specific game will be balanced. Some platforms have specialist designs and do well at the specialisim and poorly in other roles. EG. if one side has predominantly anti-submarine weapons on it’s ships, and the other side has no submarines, then the game is likely to be unbalanced in the latter’s favour. Selecting your forces carefully can aid your chances of winning.

2.12 The symbols recorded on the ship cards/ counter are all explained in appendix 1 and on the Quick Reference Sheet.

2.13 When a system is damaged, draw a line through it from top left to bottom right. (A on the above diagram).

2.15 When a single shot weapon is used or a Helo takes off, draw a line through the symbol top right to bottom left (B on the diagram).

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2.16 When a symbol has both lines : For a one shot weapon it means it is out of ammo and damaged. For a Helo pad it means the helicopter has already flown, and the pad is damaged and cannot be used.(if a Pad is damaged with the Helo on it. Both are damaged and the Helo cannot fly).

2.17 ‘FIRED’ box : Some weapons are dual purpose and may be fired offensively or may be used to fire defensively

at missiles. To aid memory, the ‘Fired’ boxes can be used to record when each of these dual purpose weapons is fired. Record a dot in a box when it is fired. When dual purpose system is damaged put an X in one of the fired boxes aswell to show it is not avaialable.

2.18 Electronic warfare (EW) is abstracted. When a combat or other situation arises influenced by the EW quality

of opposing vessels (firer and target for example). The relative values of the EW are compared. Generally if one side has better quality EW than the other then have more chance of success.

There are four descending qualities of EW labelled by coloured dots on the counters or bridge symbols on

platforms. Superior Average Inferior and all are better than None.

Commonly used abbreviations for weapon systems is included in the weapons tables in appendix 1. If this is

your first time reading the rules, take a look at this table. The symbols uses are included throughout the rules.

3.00 Game Aid Counters 3.01 A number of counters are available to us as an aid to remembering key information.

Counter Use

Anti- Surface Missile. Placed next to a target surface vessel after a LSM or SSM has established that it is ‘on target’. Can also be the armament on Strike Aircraft or Helo’s. A Strike Aircraft can carry two rLSM’s A Helo can carry one SSM. These are one shot weapons. Once fired the missile counter is placed next to the target.

Anti-Air Missile : Placed next to an air target after an LAM or SAM has fired at a target. Note that they can be fired at air of surface targets, but they have small warheads so are not likely to cause a lot of damage to a surface vessel. They can also be placed on Aircraft as a payload. A Strike Aircraft always carries one. A Fighter has two and a helo can carry one as its main armament. When on Strike or fighter aircraft they are LAM and when on a Helo they are SRM.

Torpedo : Placed next to a surface vessel or sub when a sub or aircraft successfully gets and ‘on target’ result for a torpedo system, or placed on a sub when a surface vessel or aircraft launches a torpedo or LSW weapon vs a sub – the effects are the same.

Detected Counter : Placed next to a platform that was detected in the detection phase. Only detected surface vessels, submarines, Helos and Early Warning Aircraft (EWA) may be fired at. Strike aircraft and fighters on board are always assumed to be detected.

Active Counter : Placed next to a platform at the start of the detection phase to indicated that all search equipment is on. This makes detecting enemies more likely, but also means that the platform will be easier to detect.

Passive Counter: Placed next a platform at the start of the detection phase to indicate that the platform does not have Active Search equipment on but is passively searching.

Optional - Fired Counter : Placed on a platform during the Firing phase after it has fired. The use of these counters is optional. For smaller games people will remember which platforms have fired. players should note if guns, LAM and SAM have been fired offensively or retained for defensive fire using the ‘Fired’ boxes on the ship data cards.

Optional – Moved Counter: Placed on a platform after it has moved as a memory jogger. In smaller games people will remember which have moved and which have not.

3.02 All other counters and symbols are explained in appendix 1 which explains what the system does,

provides its range, and cost and ‘mass’ which are used when designing additional platforms.

Detected

Active

Passive

Fired

Moved

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4.00 Setting up a game 4.01

The playing area is defined as follows :- Player 1 15cm set up zone Half way One or more sides may be designated Optional island terrain as ‘land’ or coast one or more to taste may be portrayed by suitable coast terrain on the board. 15cm set up zone Player 2 Aircraft status sheet

4.02 Select a playing area and add / designate any land areas. 4.03 Players then select forces. This may be by scenario or by deciding on an equal number of points, and allowing

players to select forces. 4.04 If playing with Models, take the ship record card for each ship, Patrol Craft, Fast Attack Craft, or Submarine.

If playing with the game counters provided, just take the relevant counters. 4.05 In addition to surface craft and submarines, players may each purchase one EWA (Early Warning Aircraft).

They may also purchase Strike Aircraft and Fighter Aircraft. No more than 50% of the players points may be spent on aircraft. The remaining points may be spent on surface craft and submarines up to the agreed limit.

4.06 Having selected their forces, players take two Radar Blip counters for each surface ship and three Sonar Blip

Counters for each submarine. Note which blips are associated with each ship/ sub, and which one of these actually represents the actual vessel. The others are just decoys/ dummies/ false readings etc. EG. A player has taken a ‘Leander 1’ ship. They take two Radar Blip counters labelled A and J. They note that A and J are associated with the Leander 1 and that J is the real ship and A is just a ‘dummy’.

4.07 Off table each player places their Aircraft status panel. Place their strike aircraft in the ‘Ready box’ and on

each strike aircraft place one Anti-Air Missile and 2 Torpedoes or 2 Anti surface Missiles. Place Fighters in the ready box, and on each of these place two Anti-Air Missiles.

4.08 Roll for initiative (as for a game turn below). The loser places one Blip on the table within 15cm of their base

line. Players then alternate in deploying blips until all are on the table. EW Aircraft are placed anywhere on the board in contact with the player’s table edge. Blips associated with a boat or ship may be any distance apart.

4.09 Finally, players may place any Helicopters that the player wishes to start deployed. In this case, cross them of

the ship card (see Helicopters below). Place the Helicopter counter on the table and place an Anti-Surface Missile, Anti-Air Missile or Torpedo on each Helicopter. You are now ready to play.

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5.00 Sequence of play

5.01 The game is divided into a series of Turns. Each turn comprises the following phases. Each Phase is

explained in detail within the following sections.

5.02 Initiative Determine who will be players A and B for that turn. 5.03 Movement Starting with Player B, players alternately select and move individual counters/

platforms within each of the following categories. When a category in exhausted move to the next : -

Surface Craft, Submarines and blips.

Helicopters

5.04 Detection Starting with Player B, players alternately – complete each segment before moving to

the next:

Replace blips with actual ships/ submarines – remove the associated blips.

For each on table platform, declare if it is Active or Passive and place the counter next to the platform as a reminder.

Nominate a platform and attempt to spot a target with Radar

Nominate a platform and attempt to spot a target with Sonar

5.05 Aircraft Starting with player B, players alternately:

On table Strike Aircraft : Relocate on table or move to landing box.

Deploy Strike Aircraft from Ready box to table.

On table Fighters : Relocate on table or move to landing box.

Deploy Fighters from Ready Box to table.

5.06 Firing Starting with Player A, players alternately :

Choses a platform, nominate all of the systems that will fire offensively, and the target for each system.

Make ‘On Target’ rolls for each system.

Place ‘On Target Anti- Surface and Anti- Air Missiles next to targets

Place LSW and Torpedoes next to targets (Both are torpedo Counters).

Make damage rolls for other offensive weapon systems immediately after a successful on Target roll. Defending player then fires defensively at missiles : -

Identify LAM and SAM systems that will fire in defence from the target and other friendly platforms in range- Make On Target rolls and damage rolls vs missiles.

Identify Chaff systems – Make On Target rolls and damage rolls vs missiles.

Identify guns and other CIWS on the target that will fire – Make on target rolls and damage rolls vs Missiles.

Attacking player : makes damage rolls for missiles vs the Target.

Note : systems may only fire once in each turn either offensively or defensively. 5.07 Torpedo

damage

In any order, resolve the damage caused by Torpedoes.

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5.08 End Phase Check to see if either side has won by competing their mission/ victory conditions (destroying > 50% of the opponents starting Points value in the absence of other criteria)

Damage Control : Players resolve damage control repairs. A damage control Team

can repair one system (remove one damage strike) on a roll of 6 on a d6. Aircraft : Move those in the refuel/ Rearm box to the Ready box. Move those form the landed box to the refuel/ rearm box and arm them. Fired boxes/ Counter removal: If using the fired boxes on ship record cards, wipe them clear. Remove all Fired, Moved and Detected Counters.