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American-Mexican War OnLine
Placed Alongside The Enemy
AMWOL Variant
Rule Book
Last modified July 25,
2022
This document provides a basic overview to the rules of
Placed Alongside the Enemy (PATE), the naval combat module
of the American-Mexican War OnLine (AMWOL). A player who
has read and understood these rules should be able to
command ships in PATE. 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. PATE takes place on
two maps, one showing Pacific
waters (the California and Mexican coasts) and one
showing American
waters (the Caribbean Sea and the western Atlantic
ocean).
1.2. Each map is divided into two types
of smaller area, ports and sea areas. A port contains the
harbor of a port city and the coastal waters surrounding it
(waters that are near land and closer to this port than any
other). A port is divided into two tactical areas, the
harbor and the coastal waters. A sea area contains open
ocean not near any port city. A sea area contains a number
of smaller tactical areas which do not correspond to any
particular part of the map. Any ship at sea is located in
either a port or a sea area, and in a smaller tactical area;
either the harbor or coastal waters if the ship is in a
port, or one particular tactical area if the ship is in a
sea area.
1.3. Each port is connected to exactly
one sea area, in a specific direction. For example, Veracruz
is connected to the South Gulf Coast sea area, exiting to
the east; Baltimore is connected to the Mid-Atlantic Coast
sea area, exiting to the east; Yerba Buena is connected to
the Alta California Coast sea area, exiting to the west.
When sailing out of a port, a ship must sail to the
connected sea area, and in order to sail into a port, the
ship must be located in the connected sea area. Example:
Corpus Christi is connected to the West Gulf Coast sea area.
A ship sailing out of Corpus Christi cannot sail directly
into the South Gulf Coast sea area or the East Gulf Coast
sea area; it must first sail to the West Gulf Coast sea
area, then to another sea area.
1.4. 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. List of
sea areas. Each port has a name; when referring to
ports in orders, use the name (check spelling carefully).
Each port belongs to one of the two AMWOL nations (United
States or Mexico) and is controlled by one AMWOL state. Each
port also has an exit direction and a defensive rating. The
strength of shore batteries defending the port, if any, is
proportional to the defensive rating of the port. The winds
in each port are the same as the winds in the sea area to
which the port is connected. List
of ports. Information about ports can also be obtained
by clicking on the port in a PATE map.
1.5. There are two types of ports:
on-GITM-map and off-GITM-map. On-GITM-map ports are also
cities on the GITM land warfare map. Units and supplies may
be moved by water in PATE, then placed back into GITM at an
on-GITM-map port. Off-GITM-map ports are not on the GITM
land warfare map. Units and supplies in off-GITM-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 GITM. All Mexican, Californian, and Texan ports are
on-GITM-map; all other American ports are on-GITM-map except
for Mobile and New Orleans, which are on-GITM-map.
1.6. The Atlantic waters map and the
Pacific waters map are not connected directly. Ships leaving
the Atlantic or Pacific map sailing south enter the ocean,
and remain there for 10-12 turns while rounding Cape Horn
before arriving on the other map. While rounding the Cape
ships do not report, nor can they receive new orders, until
they arrive at their destination.
1.7. Sea areas and ports
which contain one or more ships are marked with ship icons.
Blue ships represent ships of the player's state and
actively-allied states, red flags represent hostile ships,
and gray flags represent neutral ships. A square may be
marked with more than one ship if it contains ships of more
than one of these categories, and a black ship indicates all
three types are present. The presence of frigates in a sea
area is noted separately as well.
Sample Sea Area map - Northern Caribbean
Winds are moderate from the west
American sloops at sea
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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 three
kind of naval vessels in PATE; frigates, sloops, and
transports. Frigates and sloops are represented as
individual ships; transports are combined into transport
groups, and do not appear on the map as individual ships.
Throughout the rules, the term "ships" refers only to
frigates and sloops, not to transports. (There is also a
fourth possible type of vessel, the ship of the line, but
it is not used in AMWOL games.)
2.2. Each ship has a state, a type,
and a number. FR indicates frigates and SL indicates
sloops; thus, US1FR is the first American frigate and
MX23SL is the twenty-third Mexican sloop. Ships also have
names, which are chosen 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 rigging. 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 PATE, but
may be used in future expansions.) Hull and rigging 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 Minister 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: David Connor
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Deputy: Robert Stockton
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Location: Off Mazatlan |
Base: Yerba Buena
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Quality: Very Good |
Experience: 11 |
Morale: 2 |
Stores: 11 |
Crew: 150 |
Marines: 20
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Hull Damage: 0 |
Rigging Damage: 2 |
Attached Ships
US6SL, US9SL, US10SL, US11SL |
Ships Visible
Allied ships: US1FL, US6SL, US9SL, US10SL, US11SL at
sea
Enemy ships: MX2FR, MX3FR, MX4FR, MX10SL, MX11SL,
MX12SL, MX13SL, MX14SL, MX15SL, MX16SL, MX17SL,
MX18SL, MX19SL, MX20SL, MX21SL, MX22SL, MX23SL,
MX24SL, MX25SL, MX26SL, MX27SL, MX28SL, MX29SL,
MX30SL, MX31SL at sea |
Land Units Visible
MX2IN |
2.4. Transports
groups have states, numbers, and the type TR; thus,
NE4TR is the fourth Neapolitan transport group.
Transport groups are rated for the same items as ships
are, excluding Marines, and are also rated for capacity.
Capacity indicates the amount of troops and GITM
supplies 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: Cape Horn (sailing to
Southwest Atlantic) |
Base: Acapulco
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Quality: Fair |
Experience: 3 |
Morale: 2 |
Stores: 11 |
Crew: 500 |
Capacity: 5000 |
Hull Damage: 0 |
Rigging Damage: 0 |
Carrrying:
MX16IN, 15 supplies |
Ships Visible
MX2FL |
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 500. To divide a transport group or combine two
or more, contact the GA and request the action (later
there will be a web page to 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 destory 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 SLs
and FRs. 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 (40 for frigates) as a result of a
transfer, unless the ship is immediately scuttled. SLs are
limited to 150 crew and 20 Marines, and FRs to 250 crew
and 25 Marines. TRs 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. PATE is played
as a sequence of turns. PATE turns run at the same time as
the GITM 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 rigging 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 rigging 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 24 stores (the maximum they
can carry) if the port city has stores available to load.
A transport can carry additional stores; each additional
store uses 20 spaces of capacity. A port cannot
reprovision more ships than 2 times its yard 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. Ships that
use their last remaining store, or have no stores aboard,
suffer crew loss and 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. There is no way to transfer
stores from one ship to another. (Note: the term
"supplies" refers exclusively to supplies for land units
in GITM.)
3.5.
The Naval Minister can order stores moved from
one port or inland city to another if the ports
(cities) are within
10 strategic squares of one another and in contact
with one another. Two ports are in contact with one another if two units in
those cities would be in contact (see GITM 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. Ports can received stores
only if they have yard capacity; ports with zero yard
capacity (all in the Caribbean) may not receive
stores. 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 GITM (see rules section 9 below).
3.7. In the combat phase, battles take
place. Ships in ports may move into the harbor, or out to
the coastal waters, 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-GITM-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
PATE 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 US2SL, then orders sent for US2SL are
copied to US5SL and US8SL. 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
MX2SL is attached to MX3SL, then MX1SL may not attach itself
to MX2SL. 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 a port to which the
ship/transport should move. They can also specify movement
to any port with an enemy ship instead of naming a specific
port. If there are enemy ships in more than one adjacent
port, one of the enemy ships is selected at random and the
moving ship goes to its port. Players can specify at what
time the ship should move to port, and whether the
ship/transport should enter the port's harbor or remain in
its coastal waters. If a ship wishes to move to the harbor
or coastal waters of its current location, the port name
must be included in the order form; a ship ordered to enter
harbor or sail to coastal waters with no port specified will
not move. 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 itwill 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, and to aim at enemy
rigging or enemy hulls. If they fight a battle in a port,
they can choose whether they wish to fight in their current
location or, if they can evade any battle in their current
tactical location, move to the other tactical location in
the port (harbor or coastal waters) and fight there. They
can also choose, if they retreat from a battle in coastal
waters, to attempt to go to harbor or to open sea (success
is not guaranteed).
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 GITM.
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 manuever for leeward gauge, will engage line
ahead, will not break enemy lines, and will fire at enemy
rigging.
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 port (even if one is in the harbor
and the other is in the coastal waters) or if they are in
the same tactical location of the same sea area. Ships and
transport groups in the same sea area but different
tactical locations are not in contact. 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. Sloops can also detect enemy
ships or transport groups in the same sea area but not in
contact with the sloop. Sloops detecting enemy ships in
this way do not report the exact number and identity of
the enemy ships/transports they detect at sea, but
approximate information will be available by clicking on
the appropriate icon on the sea area map in the position
report. If a sloop is at sea, then it may detect all enemy
ships in that sea area and may also detect enemy ships in
ports connected to that sea area. Sloops are less likely
to detect enemy ships if they are accompanying an allied
frigate. [More Details]
5.3. Ships located in an on-GITM-map
port (either harbor or coastal waters) will automatically
report the identities of GITM units in that port's tactical
square, and have a chance to report the identities of GITM
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-GITM-map ports will report the
presence of ships and frigates in those ports to the Naval
Minister with a one-turn delay.
5.4. 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]
5.5. 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 three orders for
movement, two for sea areas and one for ports. The port
movement order can specify whether to move into the harbor
or to the coastal waters. A ship or transport group can
shift position within a port by sending an order to move
to the port it is currently in, to whichever portion it
wishes to move.
6.2. Ships and transports in sea areas
may move only to a sea area which is adjacent to their
current sea area, or to a port connected to their current
sea area. Example: A ship in the East Gulf Coast may move
to theWest Gulf Coast, Campeche Bank, or Bahamas. It may
not move to the South Gulf Coast or North Caribbean unless
it moves to an adjacent sea area first. It may move to
Mobile, which is connected to the East Gulf Coast, but not
to Galveston, which is connected to the West Gulf Coast.
6.3. Ships in port may only be ordered
to move to the sea are connected to that port. Ships in
harbor in a port may not leave the port when hostile
groups of ships are in the harbor or off the coast, except
at the start of the combat phase (see rule 7.1); this
requires them to fight to exit the harbor if the hostile
ships wish to give battle. Similarly, ships in coastal
waters may not enter the harbor of a port if hostile ships
are present, except at the start of the combat phase. (See
also wind conditions for sailing into and out of harbors
in rule 6.6 below). Ships off the coastal waters of a port
may sail to the attached sea area, but may not sail to the
harbor if hostile enemy ships are present (either in the
coastal waters or the harbor) 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.
6.4. 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 to the coastal
waters, or vice-versa. (See rule 7.1 for details.) First,
ships and transports in ports can shift position within
the port (if they have not already done so during combat).
Second, ships and transports in sea areas with orders to
move to ports connected to their current sea area may do
so. Ships cannot sail directly from one port to another.
To sail from one port to another port on the same sea
area, first sail to the sea area, then sail to the new
port. 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 a Cape Horn transit arrive on the map. Last,
ships and transports which moved to a second sea area in
the sixth step may enter ports connected to their new sea
areas.
6.5. Ships and transports may not be
able to sail as ordered, depending on the wind 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] In port
movement, ships may not enter or exit a harbor if they must
sail upwind into heavy winds, or if enemy ships are present
and they must sail upwind into winds of any strength, except
that groups containing frigates may move if only enemy
sloops and TRs are present. They also 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, except that groups containing frigates can move if
only enemy sloops and TRs are present.
6.6. 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 6.9 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).
6.7. Ships and transport groups which
move to a new port will be placed in the coastal waters of
the port, unless they have orders to enter the harbor and
enemy ships are not present. 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.
6.8. 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.
6.9. 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.
6.10. Ships and transport groups can
move between the Atlantic and Pacific by rounding Cape Horn,
but do not send orders to move to Cape Horn. 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 the Southwest Atlantic can
round Cape Horn by ordering a move to South Mexican Coast or
Eastern Pacific. (The ship, if ordered to the sea area on
the other map as its second move, may not make that second
move under rule 6.4; if not, you need to resubmit the order
on the following turn.) The crossing will take 10-12 turns,
not including the turn on which the ship enters the
Atlantic, except that transports or ships sailing with
transports require 12-14 turns to cross 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.
7.1. Whenever two
groups of ships are in contact at the start of a combat
phase, they may engage in battle. [ More Details ] Frigates and
sloops fight in the same battles. If there is a ship of the
line in the game (which will normally not be the case),
sloops and frigates fight in the same battle as ships of the
line only when the battle takes place in a harbor, or
when it takes place in coastal waters and the winds are
onshore, so that the frigates and sloops cannot run away
downwind. Frigates and sloops in sea areas, or in coastal
waters with winds that are not onshore, never engage in
combat against ships of the line. When transport groups,
sloops or frigates, and ships of the line are all present in
a battle situation, and the frigates and sloops are fighting
one battle and the ships of the line are fighting a separate
battle, the transport groups engage in battles only with the
ships of the line, unless the transports have engage orders
and the ships of the line on both sides do not. Enemy sloops
and frigates cannot force battle on transport groups that
are sailing with friendly ships of the line. If the ships
are in a port, and some are in the harbor and some in the
coastal waters, then they may move to join each other (if
they can evade any battle in their current location, and if
the wind permits them to move in or out of the port: see
rule 6.6). 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 coastal waters) or move to the other tactical
location before fighting, if the wind permits. Ships in the
harbor 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 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 coming out. If the battle takes places in the harbor,
then the shore batteries defending the harbor will take part
if any ship in the battle is allied to the side controlling
the port.
7.2. Ships in battle may choose to
engage in line ahead or may choose to break the enemy's
line. Breaking the enemy's line leads to a more decisive
battle and increases the odds that the victor will capture
the loser's ships as prizes.
7.3. Ships in battle may choose to fire
at enemy rigging or at enemy hulls. Firing at enemy rigging
will cause a higher proportion of damage to the enemy
rigging increases the chance of taking prizes but reduces
total fire effect; firing at enemy hulls increases the
chance of sinking enemy ships.
7.4. At the start of battle, unless the
battle takes place in a harbor, 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. If the ships are to
windward, then escape is very unlikely; if the ships are
to leeward then escape is very likely unless the battle
is in coastal waters of a port and the winds are
onshore, in which case escape is unlikely. 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, then evading the
battle is impossible.
- 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 port moves will be
delayed until the start of naval movement phase 2 if they
were ordered for earlier in the turn.
7.5. 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. 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 slightly more likely to take
a prize or be taken than ships which engage in line ahead.
In a battle where one side has only shore batteries, the
other side fights at range. Quality and experience modifiers
are doubled when battles are fought at close quarters.
7.6. If ships have
successfully closed quarters, then the ships at close
quarters must decide whether to engage in line ahead, or to
attempt to break the enemy's line. If both sides maintain
line ahead, or both sides break line, then they succeed it
doing so. If one side attempts to maintain line ahead while
the other side attempts to break that line, then there are
three possible outcomes. The breaking fleet may lose
coordination during its approach and fight the enemy with
itssquadron divided. If so, the ships suffer a -25% strength
penalty. The chance of losing coordination is 30%, minus 10%
for every point of quality advantage the breaking fleet has
over the enemy fleet. If the breaking fleet maintains
coordination, then it attempts to break through. If its
succeed, it gets a strength bonus of +33%. The chance of
breaking through is 60%, plus12.5% for each point of quality
difference. If the breaking fleet maintains coordination but
fails to break through the enemy line, then there is no
penalty or bonus, and both fleets engage in line ahead at
close range.
7.7. The combat strength of a ship is
60 for frigates and 30 for sloops, 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 1 point of strength for each 20
Marines aboard. Ships to windward gain +10%. Strength is
also modified for quality and experience (later for morale
also) and for pre-existing damage. Ships with Run Past
orders have their strength reduced by 2/3, but the damage
they take is reduced by 1/3 (because they depart the battle
early and maneuever to do that, rather than to inflict
maximum damage on the enemy). If the battle takes place in a
harbor, and the shore batteries are allied with one side in
the battle, then each undamaged shore battery has strength
equal to 100 times the defense rating of the harbor, and
each damaged shore battery has strength equal to 50 times
the defense rating of the harbor. 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).
7.8. 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.
Escaping ships may not be pursued. 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.
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 GITM
units and supplies. 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 1500 men
and no battery takes up 1500 points of capacity, but one
with 1500 men and 1 battery takes up 1600 points (1400
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.
9.2. To load or unload units, the unit
must be coming from or going to a GITM location which is
accessible to the transport, or going to garrison duty in an
off-GITM-map port. A GITM 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-GITM-map harbor, the unit must be in the GITM tactical
square of the port city, or if no enemy units are present,
anywhere in the same GITM 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 GITM 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. 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. [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. GITM units loaded on
transports will be automatically inactivated; they will be
automatically activated when unloaded onto the GITM map, but
will remain inactive if unloaded into the garrison of an
off-GITM-map port. [ More Details ]
9.3. Transports carrying supplies can
unload the supplies into a port city 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 corps HQ, the corps HQ must be in a
position from which it could load onto the transport. The
number of supplies that may be unloaded to a 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 harbor, 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
harbor, 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-GITM-map
ports (US Atlantic ports) can have GITM units as
garrisons. Transports may unload GITM units into these
ports and they will automatically enter garrison duty.
Off-GITM-map ports do not have tactical maps, and GITM
units in garrisons remain inactive in GITM.
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 GITM 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),
800 per battery for heavy artillery, 600 per battery for
medium artillery, and 400 per battery for light artillery.
Batteries attached to infantry are medium, batteries
attached to cavalry are light. 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. |