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Civil War OnLine
Wood, Iron, Steam, and Canvas
Rule Book
Last modified July 25,
2022
This document provides a basic overview to the rules of
Wood, Iron, Steam and Canvas (WISC), the naval combat
module of the Civil War OnLine (CWOL). A player who has
read and understood these rules should be able to command
ships in WISC. New players should start with the rules
summary before going through this document. Some
details of the rules that are not required for low-level
command of ships can be obtained by clicking on the [More
Details] links within this document.
The rules are divided into ten sections:
1.1. WISC takes place on
two maps, one showing American
waters (the Caribbean Sea and the western Atlantic
ocean) and one showing European
waters (the Baltic, Mediterranean, and North Seas, and
the eastern Atlantic ocean), as well as on the navigable
river squares of the ROTD map (see ROTD rule 1.3).
1.2. Each WISC map is divided into four
types of smaller area; harbors, river mouths, coastal waters
and sea areas. Sea areas are open ocean not near the coast,
and contain a number of smaller tactical areas which do not
correspond to any particular part of the map. Coastal waters
are ocean that is near the coast, while harbors and river
mouths are on the boundary between land and water. Each
river mouth is also a river square on the ROTD map. Seven
harbors are also river mouths: New York City (Hudson River),
Brooklyn (East River, south entrance), Hampton VA (James
River), Plymouth NC (Roanoke River), New Bern NC (Neuse
River), Beaufort SC (Broad River), and Galveston TX (Trinity
River). Any ship at sea is located in either a sea
area, a coastal waters, a harbor, or a river mouth. Ships
may also be in navigable river squares on the ROTD map.
1.3. Each coastal waters is connected to
exactly one sea area. Examples: Cape Fear coastal waters is
connected to the Georgia Coast sea area; Pensacola coastal
waters is connected to the East Gulf Coast; London coastal
waters is connected to the North Sea. Exceptions: Pamlico
Sound and Albemarle Sound are not connected to any sea area.
Ships enter and exit Albemarle Sound via a river square at
Roanoke Island (K7-V0) which then admits them to Pamlico
Sound. Ships enter and exit Pamlico Sound via a river square
at Hatteras Inlet (K7-V3) which then admits them to Outer
Banks coastal waters (see rule 6.9 below). Upper Chesapeake
is connected to the Mid-Atlantic Coast sea area, but traffic
must pass through Lower Chesapeake coastal waters to travel
from one to the other (see rule 6.10 below).
1.4. Each ocean port's harbor and each
river mouth is connected to exactly one coastal waters, in a
specific direction. Inland river ports are not connected to
any coastal waters. Example: Charleston harbor is connected
to Charleston coastal waters. Morehead City harbor is
connected to Cape Fear coastal waters. The mouth of the Cape
Fear River is also connected to Galveston coastal waters. A
coastal waters area may be connected to the harbors of one
or more ocean port cities, or the mouths of one or more
navigable rivers. Example: the Connecticut coastal waters is
connected to two harbors (New Haven and New London) and two
river mouths (the Connecticut River and the northern end of
the East River). When sailing out of a harbor or river
mouth, a ship must sail to the connected coastal waters, and
thence to the connected sea area. In order to sail into a
harbor or river mouth, the ship must be located in the
connected coastal waters, or be located in the sea area
connected to that coastal waters, and sail through the
connected coastal waters en route to the harbor or river
mouth. Example: Beaufort SC and the mouth of the Savannah
River are connected to the Savannah coastal waters, which is
connected to the Georgia Coast sea area. A ship sailing out
of Beaufort or the Savannah River cannot sail directly into
the Bahamas sea area nor into the Brunswick coastal waters.
It must first sail to the Savannah coastal waters, then to
the Georgia Coast sea area, then to another sea area or
another coastal waters. To sail from Beaufort to the
Savannah River, a ship must sail to Savannah coastal waters,
but does not need to sail to the Georga Coast sea area.
Exception: Ships may sail from Boulogne coastal waters to
NOS sea area and from Gibraltar coastal waters to SOA sea
area even though these are not the sea areas to which the
coastal waters are connected (see rule 6.8 below).
1.5. Each sea area has a name and a
three-letter code; when referring to sea areas in orders,
use the three letter code. For each sea area there are
chances for the winds to blow in various directions, and a
list of sea areas to the north, south, east, and west of the
given sea area. On each turn, winds are blowing in a
particular direction in each sea area and are either light,
moderate, or heavy. There may also be storms in each sea
area during the turn; the chance of storms is higher the
heavier the winds are. Table of
sea areas.
1.6. Each coastal waters has a name and a
four-letter code; when referring to coastal waters in
orders, use the four letter code. Each harbor is referred to
by the name of the port city (check spelling carefully) and
each river mouth is referred to by the strategic square of
the first square of the river. Example: the mouth of the
Savannah River is I2-X4. Each harbor and river mouth also
has an exit direction. The winds in each coastal waters are
the same as the winds in the sea area to which the coastal
waters is connected. Table
of seas areas, coastal waters, harbors, and river mouths.
Information about coastal waters, harbors, and river mouths
can also be obtained by clicking on them in a WISC map.
1.7. There are three types of port
cities: ocean ports, off-ROTD-map ports, and river ports.
Ocean and river ports are also cities on the ROTD land
warfare map of the United States. Units and supplies may be
moved by water in WISC, then placed back into ROTD at an
ocean or river port. Off-ROTD-map ports are not on the ROTD
land warfare map. Units and supplies in off-ROTD-map ports
are part of the garrisons of those ports, and operate under
the rules for amphibious operations below, but do not take
part in ROTD. All European ports are off-ROTD-map; most
American ports are on-ROTD-map, but six are off-ROTD-map.
All off-ROTD-map ports are foreign-held except for two, Ship
Island and Dry Tortugas.
1.8. The European waters map and the
American waters map are not connected directly. Ships
leaving the west edge of the European map sailing west, or
the east edge of the American map sailing east, enter the
Atlantic Ocean, and remain there for several turns before
arriving on the other map. While in the Atlantic Ocean ships
do not report, nor can they receive new orders, until they
arrive at their destination.
1.9. The ROTD map contains a number of
river ports, which have some of the same functions as ports
on oceans, including handling stores and building and
repairing ships.
1.10. Sea areas, coastal
waters, harbors, and river mouths which contain one or more
ships are marked with ship icons. Blue ships represent Union
ships, red ships represent Confederate ships. A square may
be marked with more than one ship if it contains ships of
more than one of these categories.
Sample Sea Area map - Northern Caribbean
This Needs Updating In a Big Way, and Soon Will Get
It. But Not Yet.
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Bahamas
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Western Caribbean
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Southwest Atlantic
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Southern Caribbean
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2.1. There are eight
kind of naval vessels in WISC. Three of them are capable
of sailing in sea areas,, but not in rivers except for
unbridgeable rivers (see ROTD rules section 1.3). These
three are Ironclad (IC), Frigate (FR), and Sloop (SL). Two
types, Gunboat (GB) and Transport Group (TR), can sail in
unfordable rivers as well. The final three types can sail
in unfordable
rivers, but cannot go to sea areas. These are River
Ironclad (RI), River Gunboat (RG), and River Transport
Group (RT). All eight ship types can sail in harbors,
coastal waters, and unbridgeable rivers.
2.2. Each ship has a state, a type,
and a number. US1FR is the first Union frigate and CS23RG
is the twenty-third Confederate river gunboat. Ships also
have names, which are chosen automatically from a list of
historic names. Each ship is rated for number of crew and
Marines, quality, morale, experience, naval stores aboard,
and damage to hull and propulsion. Quality represents the
innate abilities of the officers and men of the ship.
Experience represents their sailing experience and
exposure to combat over the course of previous campaigns.
Ships gain one point of experience each campaign turn
spent in a sea area or coastal waters of a port, and also
gain experience in battle. At the end of each season,
ships in harbor (but not those at sea) lose a fraction of
their experience, reflecting turnover of men within the
unit and the effects of inactivity if they have not been
gaining experience at sea. Morale represents their elan
and willingness to fight. (Note: Morale is not currently
used by WISC, but may be used in future expansions.) Hull
and propulsion damage vary from 0 (undamaged) to 5
(maximum damage). Ships sink if hull damage reaches 5.
2.3. Each ship has a commander and a
deputy commander, both of whom receive reports from the
unit and can send orders for it. Commanders and deputy
commanders are assigned by the Naval Secretary of the
ship's state. Each player has a password that identifies
him or her as the commander or deputy commander of his or
her ships.
Commander: Franklin Buchanan
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Deputy: Catesby ap Roger Jones
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Location: Hampton harbor (mouth of
James River)
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Base: Norfolk |
Quality: Good |
Experience: 11 |
Morale: 2 |
Stores: 5 |
Crew: 250 |
Marines: 0 |
Hull Damage: 0 |
Propulsion Damage: 2 |
Attached Ships
CS1GB, CS2GB
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Ships Visible
Allied ships: CS1GB, CS2GB in harbor
Enemy ships: US3FR, US5SL, US1IC at sea |
Land Units Visible
CS2IN |
2.4. Transports
groups have states, numbers, and the type TR; thus,
US4TR is the fourth Union transport group. Transport
groups are rated for the same items as ships are,
excluding rams, and are also rated for capacity.
Capacity indicates the amount of troops, ROTD supplies,
and extra stores and sailors the transport group can
carry (see the rules on transporting units and supplies
for details). Transport groups also have commanders and
deputy commanders, and in general operate in the same
way that ships do.
Commander: Don Federico Gravina |
Deputy: Jose de Palafox y Melzi |
Location: Atlantic Ocean (sailing to
West Atlantic) |
Base: Boston |
Quality: Fair |
Experience: 3 |
Morale: 2 |
Stores: 11 |
Crew: 500 |
Capacity: 5000 |
Hull Damage: 0 |
Rigging Damage: 0 |
Carrrying:
US16IN, 15 supplies |
Ships Visible
US2SL |
2.5. Transport groups controlled by
the same state can be combined if they finish a turn in
contact with one another; they can also be divided into
two smaller groups. Transport groups so combined or
divided may not have capacities greater than 20,000 or
less than 2,000. To divide a transport group or combine
two or more, submit orders to combine or divide transport
groups.
2.6.
Ships may be active or inactive. Transport groups cannot
be inactivated. When inactive, ships do not appear on the
map, do not use stores or supplies, and do not give
intelligence reports. Ships can only be inactivated in
ports of their home nation, under control of their home
state, not in off-map ports. They cannot inactivate in the
presence of hostile ships. Reactivating an inactive ship
takes four campaign turns. If an inactive ship is in a
port which is captured, or if enemy ships are in the
harbor and no friendly ships or shore guns are present,
then the capturing/entering nation can choose to capture
or destroy the inactive ships. That nation scores points,
and the nation losing the ships loses points, equal to
those for sinking or capturing the ships in a sea battle.
If the ships are captured, they will be captured with 0
crew, and the capturing nation will need to transfer crew
from its own ships to sail them.
2.7. Crew can be transferred between
warships, and from warships to TRs and RTs, except that
RTs and TRs must not be reduced below 1 crew per 10
capacity. To do so the ships must be in the same location.
If in a sea area they must be able to see one another - if
in a port, they must both be in harbor, or both in the
coastal waters. There must be no enemy ships present in
that location. Crew can only be transferred from transport
groups if the group retains at least 1 crew per 10
capacity after the transfer. Ships may not be left with
less than 70 crew (limit to change) as a result of a
transfer, unless the ship is immediately scuttled. ICs and
RIs are limited to 200 crew, FRs to 350 crew, SLs to 200
crew, and GBs and RGs to 150 crew. TRs and RTs have 1 crew
per 10 capacity. They can carry crew above this amount;
each crewman above 1 per 10 capacity takes up 1 space of
capacity.
3.1. WISC is played
as a sequence of turns. A campaign consists of 12 turns.
WISC turns run at the same time as the ROTD turns of the
campaign.
3.2. Each turn is divided into a
series of phases; the repair phase, supply phase, initial
amphibious phase, combat phase, movement phase, final
amphibious phase, and intelligence phase.
3.3. In the repair phase ships conduct
repairs. Ships in same-side or actively allied ports that
do not have orders to sail out will repair one point of
hull damage and all propulsion damage in the repair phase
of each turn. A port cannot repair more ships than its
yard capacity, minus the number of ships it is building.
Transport builds do not count against this limit (but
transport repairs do). Other ships will repair one point
of propulsion damage per turn, but will not repair hull
damage.
3.4. In the supply phase, ships and
transport groups consume stores, and ships and transport
groups in port may load stores aboard. Ships and TRs at
sea or in the coastal waters of ports use 1 unit of
onboard stores per turn. Ships and TRs in harbor will use
stores from the port city if available, and will consume
onboard stores if not. Ships in same-side or actively
allied harbors may load up to their maximum stores if the
port city has stores available to load. A port cannot
reprovision more ships than 4 plus 2 times its yard
capacity. Maximum stores is 24 for FRs and TRs, 12 for
SLs, 8 for ICs and GBs, 6 for RI and RGs and RTs. A
transport can carry additional stores; each additional
store uses 20 spaces of capacity. If a ship that is in
port has more stores than the amount it requested to carry
in orders, it will unload the rest back to the port from
which it is drawing stores. There
is no way to transfer stores from one ship to another. Ships that use their last remaining store or have no stores aboard, and are not in a friendly port,, stop responding to orders except for
base change orders. They will automatically sail to their
base port; they will accept orders to change base to
friendly-controlled port. When they reach base, they will
have to draw one store for each turn they were out before
reloading stores in the hold. Ships in friendly ports will
accept orders, but if they do not load at least one store
into their holds (in addition to the store consumed on the
coming turn) their movement orders will be cancelled.
(Note: the term "supplies" is never used for ship stores;
it refers exclusively to supplies for land units in
ROTD.)
3.5.
The Naval Secretary can order
stores moved from one port or inland city to another
if the ports (cities) have a line of contact between them not
longer than 4 strategic squares. Two cities are
in contact with one another if two units in those
cities would be in contact (see ROTD rule 10.2). Stores may also be
moved from one port to another if
both ports are connected to the same sea
area or adjacent sea areas, and there are no
hostile ships in either port, and in the
connected sea area(s), there are not more
enemy warships raiding commerce than there are
friendly warships
convoying
commerce. Stores can also be
moved by river and rail if the cities or depots
or caches have a valid rail or river path
between them and are within 40 squares for a
rail move or 30 squares for a river move. Stores
may be moved only from the port in which they began
the turn (ie, stores cannot make two consecutive moves
on one turn) and no port may originate movement of
more than 60 units of stores per turn. Stores moves
through inland cities count against the limit of 60
supplies moved through those cities.
3.6. In the initial amphibious phase,
transports begin loading or unloading units and supplies
into or from ROTD (see rules section 9 below).
3.7. In the combat phase, battles take
place. Ships in harbors and river mouths may move out to the
coastal waters to join a battle, and ships in coastal waters
may move into any connected river mouth or harbor to join a
battle. Ships in sea areas may not move to join battles, but
may only fight ships with which they are already in contact.
3.8. In the movement phase, ships and
transports move one sea area. After this movement, winds may
change and storms may appear (see rule 8.1 below). Ships and
transports may then, winds permitting, move a second sea
area.
3.9. In the final amphibious phase,
transports complete loading and unloading begun in the
initial amphibious phase, and combat in off-ROTD-map ports
occurs.
3.10. In the intelligence phase, naval
intelligence is generated.
3.11. At the end of each turn, every
player will receive two reports. The first one contains a
list of all events that happened during the turn that were
observed by the player's ships, transports, and frigates.
The second one contains maps and status reports showing the
positions of the player's ships and transports at the start
of the following turn. At the beginning of each campaign
players will receive the position report showing the
positions of their ships and transports at the start of the
campaign.
4.1. Players send orders
for each ship and transport group, for each turn, at the
WISC Ship Order Desk. The orders sent govern the actions
of the ship/transport during the turn. If multiple orders
are sent, the last one sent by the commander is accepted,
and the last one sent by the deputy commander is accepted
if the commander sent none.
4.2. If a ship or transport group is
attached to another ship or transport group (see rule 4.4)
then the orders for the attached ship are automatically
copied to the attaching ship. Example: If US5SL and US8SL
are attached to US2L, then orders sent for US2SL are
copied to US5SL and USSL. No orders need be sent for US5SL
and US8SL unless the players desire to detach them from
US2SL. If orders are sent for US5SL and US8SL, and those
orders do not detach the ships from US2SL or attach them
to a different ship, then those orders will not be carried
out, because they will be replaced by the orders copied
over from US2SL. Exception: Amphibious orders sent for
transport groups are not copied to other ships attached to
the transport group, and amphibious orders sent for a
transport group will not be replaced with orders from the
ship to which the transport group is attached. [More
Details] Attachment has no other effect on ships; in
particular, it does not affect whether two ships move
together or not in the movement phase (they generally will
do so because their orders will be identical, but ships
which are not attached but have been sent identical orders
are equally likely to move together). Ships which are
attached to other ships will remain attached on subsequent
turns until they are explicitly detached, or until they
finish a turn out of contact.
4.3. The order form is divided into
seven sections. In the first section, players type the ID of
the ship or transport group for which they wish to send
orders, and their password to identify themselves as
commander or deputy commander. Ships are always referred to
by ID, never by name, in orders.
4.4. In the second section, players
indicate whether they want to attach or detach their ship
to/from another ship, and if they wish to attach, what ship
they wish to attach to. To attach, you must click the Attach
box and enter a valid ship ID. Ships and transport groups
may attach to any other ship or transport group in the same
tactical area, but you may not attach a ship to a second
ship which is itself attached to a third ship. That is, if
CS2SL is attached to CS3SL, then CS1SL may not attach itself
to CS2SL. A ship or transport group may attach to ships and
transport groups of other states. To detach a ship from
another ship and attach it to a third, simply check the
Attach order and enter the name of the new ship; do not
click the Detach order in this case.
4.5. In the third section, players
indicate desired movement for their ships/transports. They
can indicate one or two sea areas to which the
ship/transport should move, and one coastal waters, one
harbor, and one river strategic square to which the
ship/transport should move. They can also specify movement
to any coastal waters with an enemy ship instead of naming a
specific coastal waters. If there are enemy ships in more
than one adjacent coastal waters, one of the enemy ships is
selected at random and the moving ship goes to its location.
Players can specify at what time the ship should move to
coastal waters, harbor, or rivers. They can specify if,
during the desired movement, they want to halt of they
detect an enemy unit (active or inactive) or an enemy
pontoon bridge (also active or inactive). Last, they specify
whether they want to sail together with other ships with the
same movement orders with which they are in contact, or sail
alone.
4.6. In the fourth section,
players indicate desired contact orders. Ships can choose to
pursue enemy ships encountered, evade them, or accept
contact. Pursuit means the ship will follow after enemy
ships you encounter if they sail away, abandoning existing
movement orders to do so, except that they cannot pursue
ships evading battle or fleeing from battle (see rules 7.4
and 7.8 below). Accept means the ship will accept contact if
enemy ships remain, but will not follow if they leave. Evade
means you will avoid contact with enemy ships if sighted,
and escape contact when possible if you cannot avoid it.
Ships giving pursue or evade orders may specify both a
minimum number and a maximum number of enemy ships to pursue
or evade. If a ship specifies neither of them, then it will
pursue or evade any number of enemy ships it encounters. If
its specifies only a minimum number, then it will pursue or
evade if it encounters that number or more, otherwise it
will accept contact. If ir specifies only a maximum number,
then it will pursue or evade if it encounters that number or
fewer, otherwise it will accept contact. If it specifies
both, then if the minimum is less than the maximum, it will
pursue or evade only if it encounters a number in that range
(inclusive), otherwise it will accept. If the minimum is
less than the maximum, then it will pursue if it encounters
the minimum or more, or the maximum or less. Example: If a
ship specifies a mininum of 2 and a maximum of 10, it will
pursue 2 ships or 3 ships, or 9 ships or 10 ships, but not 1
ship or 11 ships. If it specifies a minimum of 10 and a
maximum of 2, then it will pursue 1 ship or 2 ships, or 10
ships or 11 ships, but not 3 ships or 9 ships. Ships can
also choose whether to join allied ships they encounter and
sail together, or to sail separately. Last, they choose
whether to manuever for windward gauge or leeward gauge upon
meeting enemy ships. The ship's choice of contact orders may
be limited by its intended commerce orders, or whether it is
maintaining a blockade. [ More Details
] Ships with Evade checked may not Join Allies, as they
never approach the allied fleet to join it.
4.7. In the fifth section, players
indicate desired combat orders. Ships can choose to engage
enemy ships, accept battle if the enemy offers it, evade
battle, or run past enemy ships (offering battle but
breaking it off quickly). They can choose, if in battle, to
maneuver for leeward or windward gauge, to engage in line
ahead or to break the enemy's line (this will probably be
removed), and to aim at enemy superstructure or enemy hulls.
They can choose whether they want to run past any river
batteries they encounter in combat, if they escape the
battle. They can also choose, if they retreat from a battle
in coastal waters, to attempt to go to harbor, a river
mouth, or to open sea (success is not guaranteed). They can
also indicate a desire to bombard a land tactical square in
ROTD.
4.8. In the sixth section,
players indicate desired orders for encountering commercial
shipping. Ships can choose to raid enemy commerce, convoy
their own commerce, or ignore commercial shipping entirely.
4.9. In the seventh section,
ships/transports indicate how many naval stores to load, and
if transports, indicate orders to load or unload units or
supplies from/to ROTD.
4.10. In general, players may submit
orders in all sections in any combinations they desire.
4.11. If a ship/transport fails to send
orders, and does not receive orders from an attached ship,
then default orders will be carried out. The ship/transport
will not move, will not change its attachment if any, will
load to full store capacity if located in a harbor, will not
load or unload units or supplies if a transport, will accept
contact with other ships, will join allies, will accept
combat, will maneuver for leeward gauge, will engage line
ahead, will not break enemy lines, and will fire at enemy
superstructure.
5.1. A ship or
transport group will detect an enemy ship or transport
group if it is contact with it. Two ships are in contact
if they are in the same tactical location of the same sea
area, or in the same coastal waters, or in a harbor or
river mouth attached to the coastal waters. Ships and
transport groups in the same sea area but different
tactical locations are not in contact. Ships in rivers are
in contact only if they are in the same strategic square,
and only a ship in the river mouth strategic square is in
contact with a ship in the coastal waters to which the
river mouth is attached. Two ships on
rivers will also detect one another if they are in
adjacent squares. Ships in rivers or in on-map harbors
will detect NB units in adjacent strategic squares and
other land units only in the same strategic square. A ship
will list the identities of all ships with which it is in
contact in its position report (see sample report in rule
2.3). Ships will report whether enemy ships are to
windward or to leeward; if in port, they will also report
whether the enemy ships are in harbor or in the coastal
waters. A player's position report maps will show ship
icons in all places where his or her ships/transports
(those on which he is commander or deputy commander) are
in contact with other ships/transports.
5.2. Ships located in an ocean port's
harbor will automatically report the identities of ROTD
units in that port's tactical square, and have a chance to
report the identities of ROTD units in the port's strategic
square but not in its tactical square. Units in the
strategic square (whether in the city tactical square or
not) will receive reports of the ships in the port.
Garrisons of off-ROTD-map ports will report the presence of
ships and frigates in those ports to the Naval Minister with
a one-turn delay. Ships in river squares (including river
mouths) detect units in the strat square only if the units are friendly,
are NB units, or are in a tactical square adjacent to the
riverbank. Ships in coastal
waters don't detect land units, but land units do detect
them (units can move out of sighting range and send an
observer to look for ships; ships have no comparable way
to evade detection while retaining vision).
5.3. At the end of the turn,
any ship in a sea area which has not moved and is not in the
presence of an enemy ship has a chance to detect other ships
in the same sea area. They will not do so if their contact
order is Evade, and if they have orders not to join allies,
they will not join allied groups of ships. (They may be
joined by other ships that detect them, however, even the
detected ships have orders not to join allies. This may
change later on.) [More
Details]
5.4. During
the intelligence phase, players will receive reports of the
presence of ships that started the turn in the same sea area
or port as their ships ended the turn. The ships so reported
may have sailed to new locations during the turn. These
reports may not be accurate, and the number of ships
reported may not be accurate.
6.1. A ship or transport group can
submit five orders for movement; two for sea areas and one
each for coastal waters, harbor, and river. Moves to the
harbors of ocean ports, whether on-map (e.g. Charleston SC)
or off-map (e.g. Ship Island LA) go in the harbor order box.
Moves to all river squares, including river mouths and
inland river ports, go in the river order box. They can be
given either as strategic squares or as port names (e.g. you
can order a ship to K3-S4 or to Baltimore). There are seven
ocean harbors that are also river mouths: Galveston TX,
Beaufort SC, New Bern NC, Plymouth NC, Hampton VA, Brooklyn
NY, and New York NY. Moves to them may be ordered in either
the harbor order box or the river order box. However, you
cannot order a move to a river port (e.g. New Orleans) in
the harbor order box, and you cannot order a move to an
ocean port (e.g. Charleston SC) in the river box or by its
strat square coordinates, unless you are going to one of the
seven harbors that are also river mouths. A ship that makes
a sea area move cannot make a river move on the same turn,
except that it can enter a river mouth in preparation for
sailing upriver the following turn. All other combinations
of moves are permitted; a ship can order as many moves as
the order form holds and all will be used if possible.
6.2. Ships and transports in sea areas
may move to another sea area only if it is adjacent to their
current sea area. They can move to coastal waters if the
coastal waters are connected to their current sea area, and
they can move to harbors or river mouths if they are
connected to a coastal waters which is connected to their
current sea area. In the latter cases, the ship does not
need to order a move to the coastal waters; the ship will
automatically move through the coastal waters en route to
the harbor or river mouth. They can also sail to river
squares that are 10 or fewer squares upriver from a
connected river mouth. Example: A ship in Georgia Coast sea
area can move to Mid-Atlantic Coast, Bermuda Triangle, or
Bahamas sea areas, but not to Western Atlantic. It can move
to Savannah coastal waters, or to the mouth of the Savannah
river at I2-X4, or to I0-X1 which is five squares up the
Savannah River, or to the harbor of Beaufort. But it cannot
move to Hatteras Inlet because that river mouth is connected
to the Mid-Atlantic Coast sea area, not Georgia Coast.
6.3. Ships in coastal waters wishing to
sail to open sea may only be ordered to move to the sea are
connected to that coastal waters, except as in 6.8 below.
They can also sail to any river mouth or harbor that is
connected to the sea area. They can also sail to river
squares that are 10 or fewer river squares upriver from a
connected river mouth.
6.4. Ships in harbors or river mouths
may only sail to the coastal waters to which the harbor or
river mouth is connected, or to the sea area to which the
coastal waters is connected, or in the case of a river
mouth, to an upriver river square. Ships in harbors or river
mouths wishing to sail to a different river mouth or harbor
that is connected to the same coastal waters must order a
move to the coastal waters, then to the destination. The
move to the coastal waters must be explicitly ordered. When
ships in river mouths or harbors order a move to a sea area,
they do not need to order a move to the coastal water; the
ship will automatically move through the coastal waters en
route to the sea area.
6.5. Ships that are in river squares and
within 10 squares (inclusive) of the mouth of the river, may
sail to the coastal waters or sea to which the river mouth
is attached, subject to the same rules as if they were in
the river mouth strat square. It is not necessary for ships
within 10 squares of the mouth of the river to order a
movement to the river mouth if they wish to sail to coastal
waters or sea; further, since river movement is done after
ocean movement, if a ship does order a move to the river
mouth, it will be carried out at the end of turn (if
possible at that time) causing the ship to return to the
mouth of the river on which it began the turn. Ships that
are within 10 squares of the river mouth, but not in the
river mouth square, may not join combats in the river mouth
strat square or the coastal waters in the way that they
could if they were in the river mouth strat square itself
(see rule 7.1 below). Ships that are 11 or more squares away
from the river mouth may not sail to the coastal waters or
sea, but must make a river move to the river mouth (or
within 10 squares of it) and then move to the coastal waters
or sea the following turn.
6.6. Ships in river squares, including
river mouths, which have not made a sea area move earlier in
the turn, can sail up to 20 squares per turn along the
river, but their movement is halted if they encounter enemy
ships or shore batteries during the move. Ships that have
made one sea area move earlier in the turn can sail up to 10
squares; ships that have made two sea area moves cannot sail
on the rivers at all, except to enter the river mouth. Ships
that have orders to halt on detecting an enemy unit or an
enemy pontoon bridge are limited to only 8 squares per turn
along the river (even if they have already made one sea area
move).
6.7. Ships in harbor or river mouth may not
sail to a coastal waters when hostile groups of ships are in
the harbor/river mouth or the coastal waters, except at the
start of the combat phase (see rule 7.1); this requires them
to fight to exit the harbor or river mouth if the hostile
ships wish to give battle. Similarly, ships in coastal
waters may not enter a harbor or river mouth if hostile
ships are present, except at the start of the combat phase.
Ships in coastal waters may sail to the attached sea area,
but may not sail to a harbor or river mouth if hostile enemy
ships are present (either in the coastal waters or the
harbor or river mouth) except at the start of the combat
phase; this prevents entering the harbor without offering
battle to a hostile ship off the coast if there is one, and
gives ship commanders the opportunity to see enemy ships in
a harbor if any before entering it.
6.8. Two coastal waters are located on a
strait on the borders between two sea areas. Gibraltar is on
the border between SOA and WMD, and Bolougne is on the
border between ECH and NOS. This affects movement in two
ways. First, ships in either of the sea areas adjoining the
coastal waters may sail directly to the coastal waters, not
just ships in the sea area to which the coastal waters is
connected, and ships in the coastal waters may sail to
either sea area. Example: ships in Gibraltar coastal waters
(or harbor) may sail to either SOA or WMD, and ships in
either SOA or WMD may sail to Gibraltar. (Note that
Gibraltar is not connected to SOA; it remains connected to
WMD only for purposes of weather, sighting, etc.) Second,
ships moving from one of those sea areas to the other must
pass through coastal waters, where they may be detected
and/or pursued; e.g., ships moving between SOA and WMD must
pass through Gibraltar coastal waters (but not harbor). It
is not necessary to specify the coastal waters in the ship's
movement orders; when a ship in SOA is ordered to move to
WMD, it will automatically be moved through Gibraltar
coastal waters.
6.9. Two river mouths are connections between
two coastal waters. Croatan Sound connects to both Pamlico
Sound and Albemarle Sound, and Hatteras Inlet connects to
both Pamlico Sound and Outer Banks. Ships in those river
mouths can sail to either of the connected coastal waters
and ships in either of the coastal waters can sail to the
two river mouths. A ship wishing to reach the Atlantic from
Plymouth NC must sail to Albemarle Sound coastal waters,
then to Croatan Sound river mouth, then to Pamlico Sound
coastal waters, then to Hatteras Inlet river mouth, then to
Outer Banks coastal waters, and finally to the Mid-Atlantic
sea area. This will take multiple turns.
6.10. Ships sailing from Upper
Chesapeake coastal waters to the Mid-Atlantic Coast must
pass through Lower Chesapeake coastal waters, and can be
halted by hostile warships in Lower Chesapeake, cancelling
the rest of their movement. Ships sailing from Upper
Chesapeake harbors or river mouths to Lower Chesapeake
coastal waters must pass through Upper Chesapeake coastal
waters and can be halted by hostile warships there.
6.11. Movement is carried out in the
following sequence. During combat, ships and transport
groups can move within a port to join a battle in progress
in that port; either from the harbor/river mouth to the
coastal waters, or vice-versa. (See rule 7.1 for details.)
First, ships and transports in harbors and river mouths can
sail to coastal waters, or vice-versa (if they have not
already done so during combat). Second, ships and transports
in sea areas with orders to move to coastal waters connected
to their current sea area may do so. Ships cannot sail
directly from one coastal waters to another, except between
Upper and Lower Chesapeake (see rule 6.10 above). To sail
from one coastal waters to another on the same sea area,
first sail to the sea area, then sail to the new coastal
waters. Third, ships and transports sail to their first sea
area. Fourth, winds shift and storms may occur (see rule 8.1
below). Fifth, ships and transports which moved enter ports
connected to their new sea areas. Sixth, ships and
transports sail to their second sea area. Seventh, ships
completing an Atlantic transit arrive on the map. Eighth,
ships moving along rivers move. Last, ships and transports
which moved to a second sea area in the sixth step may enter
harbors, river mouths, or coastal waters connected to their
new sea areas, and ships which moved less than 10 river
squares to a river mouth may enter coastal waters to which
the river mouth is attached.
6.12. Ships and transports may not be
able to sail as ordered, depending on their engines and any
damage they have suffered. Ships that move in the first
movement phase have a chance of ending their movement and
being unable to move again in the second phase. [More
Details] Ships may not move from harbor to coastal
waters within a port, or vice versa, if enemy ships are
present, except in the movement before combat.
6.13. Actively allied ships and
transports groups in the same location will move together,
unless they have Sail Alone orders, and will have a single
roll for their ability to sail due to wind and damage. The
chance of moving will be equal to the chance of the ship
with the lowest movement chance in the group , so either all
will move or all will not (this prevents damaged ships from
being left behind by undamaged ones). They will move
together regardless of whether they are attached for the
purpose of sharing orders, or not; attachment does not
affect movement of ships in any way. Ships with Sail Alone
orders will always move by themselves (but in case of
contacting groups of ships, may evade or pursue together
with other ships; see rule 6.16 below). Ships that are at
sea that have Sail Alone orders, but no movement orders at
all (not even an order to sail to their current sea area)
will disperse to separate tactical areas at the beginning of
the turn (but may encounter new ships when they do, in which
case their evade/pursuit orders will be used).
6.14. Ships and transport groups which
move to a harbor or river mouth will automatically move to
the coastal waters of the harbor or river mouth; this move
does not need to be ordered. Ships and transport groups
which move to a new sea area will be placed in a randomly
selected tactical area in that sea area. If other ships or
transport groups are in the same tactical area, the moving
ships will encounter them, otherwise they will not.
6.15. Ships and transport groups which
encounter other ships or transport groups while moving may
join the ships they encounter or not. If the ships
encountered are allied or neutral, then the moving ships
will join them if the Join Allies box on the order form is
checked, otherwise not. If the ships encountered are
hostile, then the moving ships will avoid them if their
Contact order is Evade, otherwise not. [More
Details]
When two allied groups of ships join, they will sail
together. When two hostile groups join, one will be to
windward and one to leeward. If the moving ships arrive from
windward or leeward, they will take that position; if they
arrive from across the wind, then they will maneuver for
position. If one group has requested windward and the other
group leeward, they will take their desired positions; if
not, the position of each group is random. If two groups are
already present and a third group joins, it will approach
from windward or leeward as above, then join an allied group
if the first group in the direction from which they approach
(windward or leeward) is allied.
6.16. If a ship or transport group with
a contact order of Pursuit sees an enemy ship or transport
group in the same tactical location sail, it will abandon
its own sailing orders (if any) and pursue the departing
enemy ship. All pursuing ships will move together; their
move will succeed if the move of the pursued ships succeeds,
and will fail if the movement of the pursued ships fails. If
the pursued ships enter a harbor, the pursuing ships will
not do so, but will remain in the coastal waters of the
port. Pursuing ships can also select not to pursue into the
coastal waters of ports, but abandon the pursuit remain in
the open sea. Ships that encounter one another on rivers
cannot evade the contact at all. Ships moving on river
pursuit will not halt for enemy units or enemy PBs even if
they have orders to do so - the order to pursue takes
precedence over those orders.
6.17. Ships and transport groups can
cross the Atlantic, but do not send orders to move into it.
Instead, they send orders to move to any sea area on the
appropriate edge of one map, then any sea area on the
appropriate edge of the other map. Example: A ship in Lisboa
can cross the Atlantic by ordering a movement to the Iberian
Coast, then to the Southwest Atlantic. (The ship may not
make its second move under rule 6.12; if not, you need to
resubmit the order to move to the Southwest Atlantic on the
following turn.) The crossing will take 3-4 turns, not
including the turn on which the ship enters the Atlantic.
Ships do not know how long it will take to cross until they
arrive. Groups of ships that enter the Atlantic together
will remain together during the crossing, but will not
encounter enemy ships while crossing. Ships crossing the
Atlantic Ocean cannot receive new orders until they reach
the other map; during the crossing they will refuse to
accept new orders.
6.18. During deployment
turns, oceangoing warships can move to any sea area or
coastal waters they desire - there is no restriction on
distance. They cannot be placed in enemy-controlled harbors.
They can be placed in river squares only if those squares
are navigable to them and controlled by their own side, and
accessible from their starting location without sailing
through an enemy-controlled river square. Rivergoing
warships must be placed in a river (or harbor or coastal
waters) that is controlled by their side and accessible from
their starting location without sailing through a sea area
or enemy-controlled river square. Examples: A Union RG in
the Ohio River may redeploy to the Missouri River since it
can move there along Union-controlled river. A Confederate
RG on the Cumberland River cannot redeploy to the Tennessee
River because this would require sailing through the
Union-controlled Ohio River. A Confederate RG on the Brazos
River may redeploy to Galveston harbor or the Trinity River
since both are connected to the same coastal waters
(Galveston) but it may not redeploy to the Sabine River or
the harbor of Matamoros since those would require sailing
through the WGC sea area to a different coastal waters. A
Union SL in East Gulf Coast sea area cannot be reployed to
St. Louis because this would require moving through the
Confederate-controlled part of the Mississippi. Transport
groups cannot be ordered to deploy. If in a
friendly-controlled port (either coastal waters or harbor)
they stay where they are; if at sea or in a non-friendly
controlled port, they return to their base port if it is
friendly, if not they disband.
7.1. Whenever two
groups of ships are in contact at the start of a combat
phase, they may engage in battle. [ More
Details ] If some of the the ships are in a harbor or
river mouth, and some are in the connected coastal waters,
then they may move to join each other (if they can evade any
battle in their current location: see rule 6.11). A ship is
in a battle from which it can depart to exit or enter the
harbor before combat (for example, a frigate in a harbor is
opposed only by an enemy TR which cannot block its departure
from the harbor battle, or a ship on a side which outnumbers
its opponents more than 2 to 1) can choose whether to fight
in its current tactical location (harbor or river mouth or
coastal waters) or move to the other tactical location
before fighting, if the wind permits. Ships in the harbor or
river mouth have priority to come out of the harbor to
fight; if the ships in the harbor wish to come out, and have
favorable winds and can evade any battle in the harbor, they
do so. After they move, the ships in the coastal waters may
enter the harbor or river mouth if they wish to do so, and
if the wind is favorable and they can evade any battle that
exists in the coastal waters, including one brought on by
ships in the harbor/river mouth coming out. If the battle
takes place in the harbor or river mouth, then shore
batteries in the strategic square where the harbor or river
mouth are located will take part in the battle if any ship
in the battle is allied to the side which controls the shore
batteries.
7.2. Ships in battle may choose to fire
at enemy propulsion or at enemy hulls. Firing at enemy
propulsion will cause a higher proportion of damage to the
enemy propulsion, which increases the chance of taking
prizes but reduces total fire effect; firing at enemy hulls
increases the chance of sinking enemy ships.
7.3. At the start of battle, unless the
battle takes place in a harbor or river mouth, each ship or
transport group may attempt to evade the battle, and will do
so if its combat orders are Evade.
- If all ships on both sides attempt to evade the
battle, then no ship moves and the battle is over.
- If all ships on one side, but not all ships on the
other, attempt to evade the battle, then the side that
is entirely fleeing has a chance to escape. Either all
ships will escape or none will. Escape chances will
depend on ship types in a way that is not yet
determined. Individual ships evading battle on the side
that is not entirely evading battle will always succeed
in evading in this case.
- If at least one ship is attempting to evade the
battle, but at least one ship on each side is not, then
the evading ships will succeed as long as the number of
warships on their side that are not evading is at least
half the number of enemy warships that are not evading.
Otherwise each ship makes a separate attempt to escape
using the same chances that apply when the whole side is
attempting to escape. The ships that are not evading
will engage in battle, along with any ships which fail
to escape.
- If the battle is fought in a harbor or river mouth,
then evading the battle is impossible. (Actually evading
upriver maybe should be possible? But not yet.)
- Transports that do not evade battle will not be
damaged if their side has at least double the number of
warships in the battle that the opposing side has.
In all cases, ships evading battle cannot be pursued - if
they successfully evade then they have gotten away from
pursuers. Ships that evade from sea area battles will move
to a different tactical location in the same sea area. Ships
that evade from coastal waters battles will move to the
connected sea area (ships in choke point coastal waters
cannot choose which sea area to evade to). Ships that evade
battle will have their first naval movement phase move
postponed until the second phase, unless it is a move to the
connected sea area in which case it will be cancelled as the
evasion will have achieved it. Also their coastal
waters/harbor/river mouth moves will be delayed until the
start of naval movement phase 2 if they were ordered for
earlier in the turn. Ships that evade
river battles will be moved 4-5 squares in the direction
from which they came, and their subsequent river movement
will be cancelled. Any friendly ships they
encounter during their retreat will be caught up in the
retreat, and will also move back to the same square as
the retreating ships, and have their subsequent river
movement cancelled.
7.4. Next, ships attempt to close
quarters. If all ships on both sides have chosen to fight at
close quarters, then they do so. If some ships on both sides
but not all on both sides have chosen to close, and the side
with fewer ships closing has at least half the number of the
side with more ships closing, then all ships that have
chosen to do so fight at close quarters, and those ships
that have not chosen to do so fight at range. If some or all
ships on one side have chosen to close, and fewer than half
the one side's number of closing ships have chosen to close
on the other side , then those ships that have chosen to
close have a chance to succeed in closing on the entire
enemy fleet. If they succeed, the ships that attempted to
close, and all ships on the other side, fight at close
quarters, and ships on the closing side which did not choose
to close, fight at range. If no ships on either side have
chosen to close, then all ships fight at range. In a battle
where one side has only naval batteries, ships always
succeed in closing if they attempt it. Ships that move to
close quarters lose 10% of their effective strength (because
they must initially engage bows-on to the enemy), are more
likely to damage enemy ships but are more likely to be
damaged themselves, and are more likely to take a prize or
be taken than ships which engage at range.
7.5. The combat strength of a ship is
135 for ironclads, 100 for river ironclads, 50 for frigates,
40 for sloops, and 25 for gunboats and river gunboats, and
is modified as follows. Ships with less than 70% crew lose
2.5% of combat strength for each 1% of crew below 70%,
falling to 0 at 30%. Ships at close quarters gain 15% if
they are equipped with a ram. Ships to windward gain +10%.
Strength is also modified for quality and experience (later
for morale also) and for pre-existing damage. Ships with
orders to run through an enemy fleet or past enemy batteries
have their strength reduced by 2/3, but the damage they take
is reduced by 1/3 (because they depart the battle early and
maneuver to do that, rather than to inflict maximum damage
on the enemy). If the battle takes place in a harbor or a
river strategic square, and naval batteries are present,
then each naval battery has strength equal to 80 times the
number of batteries in the unit. If the unit is located in
hill tactical terrain its strength is increased by 50%; if
on high hills, by 150%. All ships engaged in battle
gain 1 to 5 points of experience, depending on the odds in
the battle (more even odds give more points).
7.6. At the end of combat, all unsunk
ships on the losing side attempt to escape the battle. Those
that do not escape are taken as prizes by the winning side.
One ship on the winning side is randomly selected as captor;
the commander and deputy of the captor become the commander
and deputy of the prize, the prize receives a new ship ID
based on her new state (the lowest number available will be
used) and acquires the same attachment and orders as the
captor (thus if the captor sails away, the prize will sail
with it). Transports cannot be captured; if they fail their
escape attempt, they are sunk instead, even if they have
less than 5 hull damage. Escaping ships will move to a
different tactical location if the battle was fought at sea;
they will move to the connected sea if the battle was fought
in a port. Ships in choke points cannot choose which sea
area to escape to, but must go to the connected sea area.
Ships that escape from battle will have their first naval
movement phase move postponed until the second phase, unless
it is a move from a port to the connected sea area, in which
case it will be cancelled as the evasion will have achieved
it. Also their port moves will be delayed until the start of
naval movement phase 2 if they were ordered for earlier in
the turn. Ships that evade river battles,
or flee after losing them, will be moved 4-5 squares in
the direction from which they came, and their
subsequent river movement will be cancelled. Any friendly ships they
encounter during their retreat will be caught up in the
retreat, and will also move back to the same square as
the retreating ships, and have their subsequent river
movement cancelled. Escaping ships may
not be pursued. Ships that successfully run batteries, or
through enemy fleets, will be allowed to move 4-5 squares in
the direction of their run. Any enemy ships they encounter
will fall back before them; any additional batteries they
run past, they will also get past. (For this reason it is
wise to build battery positions at least 5 river squares
apart.)
7.7. Ships in harbors and river squares
can bombard land targets in the same strat square. Ships can
also give fire support into land combats. On any given turn
they may only do one or the other; if they send orders to do
both, they will do fire support but will not bombard.
Bombardment happens during the bombardment phase of land
combat - fire support happens during land combat resolution.
These phases take place after naval combat but before naval
movement. Ships can only bombard or give fire support if no
enemy ships and no enemy NBs are in the same strat square
(no matter where the ships, NBs, or land targets are
located; you have to engage and destroy or drive off the
naval threat before you can bombard any point on land.) To
bombard, ships specify a tactical square to bombard and a
land tactical phase in which to bombard. Ships can only
bombard tactical squares adjacent to the river they are in
(if in a river) or on the coastline (if in a harbor). The
bombardment strength of ships is: 8640 for FR, 4230 for SL,
2880 for RI or IC, 2160 for GB or RG (compare to 2700 for a
300/3 LA brigade). To give fire support, ships specify a
support target, radius, and land tactical movement phase
range in the same way that land units give support orders.
Ships can only fire support into battles that are in
tactical squares adjacent to the river they are in (if in a
river) or on the coastline (if in a harbor). Tactical
squares which are corner-adjacent to a river (ocean)
tactical square are adjacent to the river (on the coast) for
the purpose of this rule. The location of the ship on the
tactical map does not matter. (Since land combat happens
after naval combat, ships may give fire support to land
battles if their side has driven off enemy ships, or reduced
enemy NBs, earlier in the turn.) If more than one battle is
inside the ship's fire support box, it will fire at the one
closest to its support target; if two battles are equally
close it will fire into the battle whose path to its support
target requires fewer diagonal moves. Ships may also destroy
bridges; see ROTD rules 12.2 and 12.6.
8.1. Between the first and second sea
area moves of ships and transport group, storms may occur.
The chance of storms is 2% in sea areas with light winds, 5%
with moderate winds, 10% with heavy winds. If there are
storms in a sea area, they are also in all ports connected
to that sea area.
8.2. Ships and transport groups in sea
areas caught in storms may suffer damage, and may founder;
the more damaged they are (including existing damage) the
more likely they are to founder. They may also be blown to a
new tactical area, or to the sea area downwind of the
present sea area. If land is downwind of the present sea
area, they may be blown on the rocks and sunk. Ships in
harbors may take rigging damage but will not take hull
damage, and the same is true for ships in coastal waters of
same-side or actively allied ports (they enter harbor to
ride out the storm). Ships in coastal waters, not of
same-side or actively allied ports, are affected in the same
way as ships in sea areas, except they may be blown to the
sea area connected to the port.
8.3. Ships that are blown to a new
tactical location or a new sea area by a storm will have
their movement orders for phase 2 cancelled, and will also
have orders to move to ports cancelled. If their contact
order is "Pursue" it will be changed to "Accept." This means
that ships in coastal waters of a port that are blown out to
sea by a storm will not return to that port before the next
turn.
9.1. Transport groups may carry ROTD
units and supplies, plus additional stores and crew. Each
transport group is rated for capacity. Infantry units take
up one point of capacity per man, as do army headquarters
units. Cavalry units take up three points of capacity per
man, artillery take up two points of capacity per man. If an
infantry or cavalry brigade has a battery attached, then 100
of its men count as artillerists. For example, an infantry
unit with 3000 men and no battery takes up 3000 points of
capacity, but one with 3000 men and 1 battery takes up 3100
points (2900 infantry plus 100 artillerists at 2 points
each). Corps headquarters take up 5 points per man plus 20
for each supply unit carried (supplies carried by other
units do not take up any space). Supplies carried aboard the
TR take up 20 points of capacity per unit, as do naval
stores in excess of 24. Additional crew (above 1 crew per 10
capacity) take up 1 point of capacity apiece.
9.2. To load or unload units, the unit
must be coming from or going to a ROTD location which is
accessible to the transport, or going to garrison duty in an
off-ROTD-map port. A ROTD unit in a strategic square with
mountain or hill terrain may not load onto a transport, and
a unit on a transport may not unload into a strategic square
with hill or mountain terrain. To load onto a transport in
an on-ROTD-map harbor, the unit must be in the ROTD tactical
square of the port city, or if no enemy units are present,
anywhere in the same ROTD strategic square. To load onto or
unload from a transport in the coastal waters of an on-map
port, the unit must be in the ROTD strategic square of the
port, but not in the tac square of the city, or in any other
strategic square adjoining that port's coastal waters. If no
enemy unit is present it may also be in the tac square of
the city. To load onto a transport in a river strategic
square, the unit must be in a tactical square adjacent to
the riverbank, unless no enemy unit is present in the
strategic square, in which case it may be in any tactical
square. Units unloading from a transport in an on-map port's
harbor must unload into the city tactical square of the
port. (If the city contains hostile units the program may
not handle the unloading gracefully; please contact the GA
before attempting this.) Units unloading from a transport in
coastal waters of an on-map port must enter the strategic
square along an edge of the tactical map that is adjacent to
water on the strategic map. Units unloading from a transport
in a river strategic square must unload to a tactical square
adjacent to a river tactical square. [Map
showing
loading/unloading locations] Units may load from or
unload to off-map ports from either the harbor or the
coastal waters of the off-map port. ROTD units loaded on
transports will be automatically inactivated; they will be
automatically activated when unloaded onto the ROTD map, but
will remain inactive if unloaded into the garrison of an
off-ROTD-map port. [More
Details]
9.3. Transports carrying supplies can
unload the supplies into a port city, supply depot, or into
a corps headquarters unit. To load or unload supplies from a
city, the transport must be in the harbor of that city. The
transport can load or unload as many supplies as it can
carry into a city. The transport can move on the turn that
it unloads/loads supplies to/from a city. To load/unload
supplies into/from a supply depot or corps HQ, the corps HQ
or depot must be in a position from which it could load onto
the transport. The number of supplies that may be unloaded
to a depot or corps HQ is 1 per 500 capacity of the
transport group. The transport may not have movement orders
and the corps HQ may not have strategic movement orders
(including march to battle or pursuit orders). You can
unload supplies on the same turn you load units, or
vice-versa, but the form will not let you order both.
Contact the game administrator and request that the supplies
be loaded or unloaded manually; then send orders to unload
or load the units.
9.4. Loading and unloading of units and
supplies begins in the initial amphibious phase. At this
time units, supplies, and transport groups must be in a
valid location to commence loading or unloading. If the
transport group performing a load starts the turn in an
ally-controlled port (ocean or river), then the loading is
completed in the initial phase and the units/ships may move
and fight normally, except that units may not load in one
friendly harbor at the start of the turn and unload in a
different one at the end of the turn. Similarly, if a
transport group performing an unload ends the turn in an
ally-controlled port (ocean or river), then the unloading
can be completed in the final phase and the units may move
in tactical phase 5. Otherwise the loading/unloading takes
the entire turn. In this case, the units and transport
groups may not engage in combat or move, except that
unloading units may move in tactical phase 5; all other
orders to move will be cancelled, and if the unit engages in
combat or is forced to flee combat, the loading/unloading
itself will be cancelled. A transport group in the coastal
waters of an ally-controlled port may not move into the
harbor to complete its loading/unloading in the initial
phase; it does its loading/unloading from the coastal
waters, and any order it has sent to move into the harbor
will be cancelled.
10.1. Off-ROTD-map
ports that are not foreign (that is, Ship Island and Dry
Tortugas) can have ROTD units as garrisons. Transports may
unload ROTD units into these ports and they will
automatically enter garrison duty. Off-ROTD-map ports do
not have tactical maps, and ROTD units in garrisons remain
inactive in ROTD.
10.2. If hostile units land at a
garrisoned port, a battle will take place between the
garrison and the landing force. This battle is not fought
using the regular ROTD rules. Effective strengths are
equal to the unit's strength for infantry and light
infantry (less 100 for each battery attached), half
strength for cavalry (less 100 for each battery attached),
600 per battery for light artillery, and 400 per battery
for hore artillery. Batteries attached to infantry are
light, batteries attached to cavalry are horse. If a side
has fewer than 800 infantrymen present for each battery
(where a 3000/1 IN counts as 2900 infantry and 1 battery)
then artillery units (but not batteries attached to
infantry or cavalry units) are unsupported and get a -90%
modifier. Strength is modified for quality and for no
other modifier. The defending side receives a +33%
strength bonus for defensive terrain. If the defending
side loses, its units automatically surrender at the end
of the battle; if the attacking side loses, its units will
reboard its transports at the end of the battle if the
transports are still present, otherwise they will
surrender. If the attackers win the battle, they capture
the port; if hostile units land at an ungarrisoned port,
they capture it without loss. |