
|
With the war spiralling into a global conflict, it was inevitable that there would be fighting across most of the surface of the planet, and one huge battlefield just waiting to happen, is, naturally enough, the ocean.
These rules are an incomplete work in progress, and any comments, suggestions or feedback would be graciously received. Naval unit statistics can be found in the relevant unit section.
Ocean going vessels are slightly different to their 20th Century cousins. Boats employ much more powerful hover engines, and such don't need to worry about drafts and how deep the water has to be before they get stuck. Whilst powerful, the crafts engines and size do not permit them to be land based, and thus cannot be used as land ships.
Movement: Whilst normal hovercraft may struggle to cross the worlds oceans, there are two other types of movement that allow almost free rein across the water. There are represented by the movement codes of 'S' (for surface ship), and 'U' (for undersea vessel). These two new codes may only travel on or under the waves, and use the following terrain effects chart.
(1)* - denotes that it costs 1 MP per hex, but the unit can only travel in this terrain when surfaced.
Shallow water is anything that isn't very deep, probably around man height, or about 2 metres or less. No unit may submerge in shallow seas. The weapon code T is for torpedoes, see later. Movement is basically handled as normal, although there aren't many different types of terrain to have to worry about.
Islands:
Landings:
Submerging:
Stacking:
Combat: Again, for the most part, combat on or under the seas is basically as normal.
Surface combat:
Undersea combat: Any vessel that is currently under the waves treats every hex between it and every other unit as underwater.
Hovercraft:
Torpedoes:
Against surface vessels, these function as normal rockets. Against undersea units, water doesn't block LOS, and thus torpedoes will effectively function as normal rockets.
Mines:
So a size II patrol boat entering a mined hex, gets hit on a roll of 9 or less on 2D6. If the unit is hit, then it must take a normal roll on the armour resistance chart. Laying mines is easy. A unit that carries them may lay one counter per turn per firing action.
Physical Combat underwater:
Deep water: Sometimes a unit wants to get deeper than normal undersea operations, and in this case, it may get go to what is classified as deep water. Deep water is much deeper than normal undersea, and thus may not be available in all scenarios. This, like shallow water, should be decided before the game begins. Getting to deep water costs a +1 MP to enter, and once there, all normal undersea rules apply, with the additional combat notes. A unit in deep water may target units in deep water with no additional penalties. Deep-water units may attack units in normal undersea or on the surface with normal range penalties, and an additional -2 modifier. Surface units target deep water units at the same penalties, but as deep water and undersea blocks terrain, a unit may only attack with lasers and torpedoes, not MG, PF or R weapons.
Storms: Storms are a hazard to naval units, and indeed any unit that crosses the waves. For the purposes of these rules, storms are handled very abstractly. There are two types of storms, light and major, and these should be decided upon before a scenario. Storms generally take some time to brew, and there are always warnings that the various forces can sense (visually and electronically, although if the unit is currently being jammed, then this option could be out), so forces should usually be given the option to avoid those areas if at all possible, which of course it may not be.
Light storms: Underwater vessels are not affected at all.
Major storms: Underwater vessels suffer the same ill effects as a light storm, while deep-water units suffer no effects. | ||||||||||||||||||||||||||||||||||||||||||||||||||