Changes to NWOL and
the NWOL rulebooks
implemented before (or during) NWOL-4
Last updated 7/27/11
This web page contains a list of all
changes to the NWOL rules (including rules of the modules) between
NWOL-3 and NWOL-4, or during the course of NWOL-4 in the case of
clarifications and delayed updates. The rulebooks will be updated as
time permits;
meantime, refer to this page for a definitive list of changes.
Non-rules changes:
1. PATE damage formula modified to produce more realistic results.
2. PATE escape chance formula modified to produce more realistic
results, including dependence on broken lines.
3. Winning side of a naval battle always has at least one ship unsunk
(no more Bonhomme Richard outcomes).
4. Major revisions to evasion and pursuit rules to produce clearer and
more realistic behaviors.
5. Storm formulas modified to produce more storms, more blowing out to
sea, and fewer founderings of unhulldamaged ships.
6. Austrian Netherlands removed from Holland, added to Germany.
7. Colony of Belem (Portuguese) added to Caribbean map.
8. Starting scores set equal to 1/2 of starting season income, rather
than 500*number of cities and colonies.
9. NWOL rule 1.6 renumbered 1.4 and other rules numbers adjusted
accordingly.
New rules added/existing rules
modified:
NWOL Main Rules
1.7. Permanent ownership of a city in Germany or Italy can be acquired
by a different frag of that nation if it holds the city for 15 turns or
one peace/truce season.
3.1. All winter seasons are now peace or truce seasons, not campaign
seasons, depending on whether anyone is at war or not. The first season
of the game is always a fall season, so the second turn is a winter
season, and the sixth, and so forth.
3.3. New rule describing build and deployment turns. (No changes, just
more information.)
3.3. Initial amphibious phase now comes before combat, not afterwards
(changes Wartime Turn Sequence).
4.2. Losses from units shattering or surrendering in battle count for
laurel and casualty victory points. (Has been this way for a while, but
the rules now mention it explicitly.)
GITM Rules
8.6. Fast units only move first tactically if strength is 500 or above
for LC and MC, 100 or above for LA.
8.6. Movement is by initiative number, with fast units getting numbers
1-2 and other units getting 3-5. Units getting comms from FR1AQ tend to
get lower numbers.
9.6. Units get a strength bonus of 20% for drawing communications from
FR1AQ (also on strength modifiers chart).
12.2. Shattered units can fall back towards TRs on the beach if (only
if) no city is available.
PATE Rules
4.7. New combat attitude option: Run Past. Similar to Accept, except
that ships with this combat option will escape from battle at their
first opportunity. [This is mostly useful for running into and out of
blockaded ports.]
4.7. New combat order: Coastal retreat. Ships in battles in coastal
waters may choose to retreat to harbor or to sea, or to take the best
available retreat direction.
5.4. Automatic naval detection. This has always been in the code but
wasn't in the rules - now it is.
6.3. Ships moving through chokepoint points will now be halted if enemy
ships are present in the coastal waters.
6.12. Transport groups cannot move on peace/truce turns (including
deploy turns).
7.1. Ships in Run Past combat mode move around ports before combat if
possible, like ships in Accept and Evade modes (and unlike ships in
Engage mode).
7.1. Frigates fight SLs when combat is in coastal waters and winds are
onshore. This has been in the code for a while but not in the rules
until now.
7.2. {Merged into rule 7.5; it was duplicative. Old rule 7.3 renumbered
to 7.2, and so on.}
7.6. Ships in Run Past have combat strength reduced by 2/3.
7.7. Ships in Run Past have damage reduced by 1/3, chance of capture
reduced by 75%. Ships with specific retreat orders (either harbor or
sea area) have
their chance of capture increased by 20% (ie, from 20% to 25%). Chance
to capture enemy ships depends on the ratio of number of combatants;
the more outnumbered, the higher chance to be captured. Ships
losing battles in harbors, with hostile ships in the coastal
waters, are always captured if not sunk.{Retreat information split off
to new rule 7.8.}
7.8. Ships with orders to retreat to the sea will always succeed if
they
started the turn at sea, if they started in harbor, they have a chance
to succeed (40%, plus 30% if in Run Past combat mode, plus a small
quality modifier). Ships with orders to retreat to harbor may or may
not succeed. If they started at sea, the chance is 40% plus 30% for Run
Past mode plus the quality modifier; if they started in harbor, 60%
plus 20% for Run Past plus the quality modifier. Ships with orders to
go to the best location will always go to sea if they started at sea
and have a 35% chance to go to harbor (no modifications) if they
started in harbor. Retreat rolls are made ship-by-ship for battles at
close quarters; in battles at range, the fleet will normally (though
not always) all get back to harbor or all be forced to sea, except that
ships with Run Past orders may go one place and ships with other combat
orders another place.
9.2. Garrison combat strengths modified; cavalry now counts
0.5*strength in all cases, and artillery units count -90% unless there
are at least 800 infantry per battery present.
9.4. When loading/unloading takes place in a harbor, transports may
move and units may march normally; they must hold still the whole turn
only when loading/unloading is done from coastal waters.
9.4. Previous change to this rule applies only in ally-controlled
harbors, not in neutral or hostile harbors.
RAR Rules
The changes to many rules that diplomatic activity is posted to the
Guild website, not emailed to the GA and affected states, have been
made permanent (rather than being special rules for NWOL-3).
SOW Rules
3.1. Frigates now take 250 crew, not 225, and the crew/Marines on newly
built ships are stated explicitly.
3.3. The TR limit per port is now 2000 times the economic level of the
city (thus, between 2000 and 10,000), not 8000.
4.3. Building units in frag nations depends on permanent ownership, not
on original ownership.
4.8. Units may reinforce only if they have a line of contact to a
home-city. The line can go through allied cities and from any
unblockaded port to any other unblockaded port, but not over a beach
landing.
4.8. Rebuild costs are now 20 for batteries. For artillery units, men
and batteries are now broken out separately, 5 for 100 men (except 10
for LA) and 20 for the battery (except 25 for HA, 45 for SA).
4.9. Units may transfer men (which was possible before but not
mentioned in the rulebook; the rules for this are unchanged).
4.10. Ships may transfer men (which was possible before but not
mentioned in the rulebook; the rules for this are unchanged).
4.11. Units may merge (which was possible before but not mentioned in
the rulebook; the rules for this are unchanged).
4.13. TRs with units aboard may not be disbanded.
Table of Build Costs: Costs to add batteries to infantry and cavalry
units are now 20.