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“THERE’S SOMETHING
WRONG WITH OUR
BLOODY FISH TODAY”
Wargaming the “Cod Wars”
By David Manley
Mention the phrase “Cod Wars" in a British chippie these days and
you'll probably be met with Blank stares, but in the mid 1970s
everyone who enjoyed abit of cod wrapped in newspaper and served
up with apile of greasy chips was glued to events inthe North Atlante
In 1976 Britain went to “war” forthe third ime against Teeland over the
issue of fishing rights and economic contro of the sea, Nght after night
viewers of the BBC and ITV news programmes sav footage of RN
‘higates batting it out with te smal, stocky and well built gunboats of
the Icelandic Coast Guard, Eventually, as inthe previous two “wars” a
‘iplomatic solution was found which suited some parties on both sides
and upset a few olhers (mostly in Britain and the rest of Europe)
However, this is jumping the gun a litle, so let's begin with an
overview of the Cod Wass,
THE FIRST COD WAR
The first “was” occurred in mid to late 1958, AC tis time 2 nation’s
territorial waters extended a mere four miles. British trawlers routinely
fished up to the four mile limit, In 1958 Iceland unilaterally extended
their limit to 12 miles. Iceland depends on its fishing industry more
than just about any other country in the world Keland bas few natural
resourees, no timber, no fuel, litte agricultural potential, and no
mineral deposits. As a result her economy is uniquely dependent on
fishing for survival and for exports to fund the imports needed forthe
‘other parts ofthe economy, accounting for about 90% of Ieeland’'s otal
‘exports in each year between 1881 and 1976, Therefore, it was argued,
Iceland had an overwhelming need to ensure the survival of the fish
stocks in its area
However, the Icelandic government took the view that foreign
‘shermea, from the Faroe Islands, Belgium, West Germany and Great
Britain were causing an over-exploitation of the fish stocks around
‘Iceland. The tonnage of fish catches hod been decreasing since a peak
in the 1950's, even though improvements in the design and operation
of trawlers allowed greater catches, The size and age of the cod caught
hha also steadily decreased, so there were fewer cod spavining, asain
reducing the stocks of cod which decressod by a third dusing the
1970s. Iceland insisted that catches would have tobe reduced in order
fo preserve cod stocks. As Iceland's econome survival depended on
fishing, it argued that other nations should bear the reduction of
catches, Great Britain und the other fishing nations had different views.
While they agreed thatthe number of cod had been decreasing, they
\were not convinced excessive fishing was the cause. Nor did they agree
that there should be limits on catches. This position remained
‘essentially unchanged through the thee “wars”
‘THE SECOND COD WAR
‘The second dispute ran from September 1972 1 October 1973. This
time Iecland extended its fishing limits from 12 to 50 miles. This
Aispute was concluded with an agreement bevween the 0 countries
that limited British fishing to certain areas inside the 50-mile limit and
imposed a 130,000 ton limit on the amount of fish tat could be ca
bby British trawlers. This agreement was valid fortwo years and expired
fon 13 November 1975, The Third “Cod War* started almost
immediately and was the most violent of the three.
THE THIRD COD WAR,
‘The Third Cod War was fought out herween November 1975 and June
1976, and threatened to cause a rift in NATO, With the expiry of the
1973 agreement Iceland once again declared an expansion over is area
‘of economic control, From 50 rniles to 200 miles, Britain and the other
Fishing nations of the EEC argued thal, whilst the international
community was moving towards an agreed 200 snile limit, Leeland
no right to unilaterally enforce the limit, The stage was set forthe third,
an most “lively” of the three Cod Wats, in which the Royal Navy
ought to defend the interests of fishermen from several European
nations as well a those of Britain,
During this conflict, British and other European trawlers had their
nets cut by Icelandic Coast Guard vessels and there were numerous
ramming aitacks between Icelandic ships, trawlers and British frigates,
‘The conflict led Iceland to threaten to close the NATO base at Keflavik,
‘which would have threatened NATO's ability to defend the Atlantic
from Soviet attck,
‘The conflict lasted for seven months. Iceland employed six Coast
‘Guard ships and two Polish-built stern trawlers, converted or Coss
Guard work, to enforce her control over fishing tights In response, the
Royal Navy deployed over 20 frigates, although only between six and
nine were deployed at any one time. Britain also employed seven
auxiliaries, nine support tugs and thee Fishery’ support ships o protec
the trawlers,
Few shots were fired, and those that were served mainly as “warning
shots” to persuade trawlers 10 heave to for inspection and probable
arrest, or 0 deter the British escort tups from interfering with the
‘business of the Coastguard, Several ships were rammed daring the
conilict and damage was inflicted, some of it quite serious (HMS
Diomede was rammed several times by the ICGV Baldur, whilst the
Teelandic gunboat Arvakur Was cornered and “beaten up" by trawlers
and ocean going tugs operating in support of the British trawler fleets)
However, very few injuries were sustained and there was only one
accidental death, on the Coast Guard vessel Aegir, when an Igelandic
engineer, holding a welding torch which he had just been using for
repairs, was electrocuted when a wave came inboard Despize medical
assistance he died of his injures. Despite the aceidental nature of the
incident the Icelandic government blamed the British for eausing the
\wave that killed the engineer (despite no British ships being close tothe
Acegir atthe time).
‘After a particularly violent period in 1976, the confict came to the
attention of the UN Security Council, but no action was taken, The
"Nontic Council issued a statement of support for Iceland. NATO, and
the USA. became involved, de tothe threatened closure ofthe NATO
‘base at Keflavik, The US offered to mediate, but it was NATO
intercession coupled with Britain's eventual acceptance ofthe 200 mile
limit (which incidentally served to set the scene for Britain's oil oor
of the 1980s) that helped to end the conic.
With mediation by the Secetary-General of NATO, Pk Joseph Lins,
Tecland and Great Britain came to an agreement on 2 June 1976, This
agreement limited the Britsh to 24 trawlers allowed inside the 200
ine limit a any one time. The amount of cod that Grea Britain could
legally catch was fimited to 50,000 tons per year. There were four
‘conservation areas that were completely Closed 1 ll Briish fishing. In
addition, Icelandic patrol vessels were allowed to halt and inspect
trawlers suspected of violating the agreement. The duration of the
‘agreement was six months, aes which Britain's rights to fish inside the
200-mile limit ceased completely. The agreement with Iceland caused
bout 1,500 British fishermen to become unemployed, along with an
estimated 7,500 people on shore in supporting industries,
WARGAMING THE COD WAR
AL frst sight the Cod Wars seem to be a rather uninteresting subject for
sn avid wargamer to pursue. Afler all, no ships were sunk and no-one
‘vas killed in action, However, the wars of the 1970s were somethinRecon 2003
Saturtiay Dec. 6th 2003
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10,00 am-4.00 pm £2 waged, £1 concessions
A day of games of all types for all ages...
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‘of a defining moment and for a while held the attention of the world =
after al the plucky Teelandie trawlers were up against the might ofthe
Royal Navy and 10 the easual viewer it was amazing that the ICGVs
‘were “defeating” the RIV in the perpetual batle of “dodgers” that took
place on the fishing grounds!
Despite the fallacious nature of this view the idea of wargaming a
period where the aim is NOT to get anyone hurt whilst achieving one’s
objectives was one that appealed to me. The project languished until
‘2000 when Mack Barker an a naval wargaming day atthe Royal Navy
Muscorn. I helped out by encouraging NWS members to put on games
from different periods, but drew the “short straw in that I opted t0
‘contvibute a modeen game. This somed like the ideal opportunity and,
alter series of playtests with the MOD club at Abbey Wood 1 had
Aeveloped a set of fast play rues suitable for a participation game. The
rest of the article covers the rules and data forthe ships concemed. It's
ot a completely finished work - the intention is to develop the rules
farther and to stage the game again around the shows in the not-ioo
distant foture, and also to develop the campaign rules for use atthe
NWS. However, inthe meantime T hope you enjoy them and tht they
will encourage you wo look at your modem naval miniatures in & new
light
‘COD WAR - TACTICAL RULES
‘The rules were written with 1/1200 seale models in mind, Double all
distances i 1600 scale models are used, 1/3000 scale miniatures could
be used, but the visual appeal ofthe larger models will be lost and, after
all, the key feature of the events of the Cod Wars was VERY close
‘The ules work best if one player controls only a single ship. If the
appeal of driving a tswler forthe eame is limited it s suggested that
the RN players control no more than one warship and one trawler. A
typical scenario would include one or two warships, two to four
Ainsty
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Worley Books Wargames Foundry
‘Traders attending include
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B&B Mins/Hovels
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Ever Victorious Mins. Grubby Tanks
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trawlers and one or «vo Icelandic gunboats. These are bother
‘opportunities for scenarios» soe he end of the rules.
‘The rues suit a table at least six feet by four feet a smaller table
is used then T suggest using ceatimetres instead of inches. All die rolls
use one oc two 6-sded dice (refered to as 46),
‘SHIPS
Ships are essentially grouped into four classes; Warships, Small
‘Warships (the only Small Warship deployed was HMS Exmouth, «
trials vessel fited with gas turbines), Jeelandic Coast Guard Vessels
(referred to hereafter as ICGV) and Trawlrs (which can be side
trawlers oF theless common ster crawlers)
‘COMMUNICATIONS
If two or more players on a side are attempting to co-ordinate their
activities they must speak clearly to each other, giving the opposition a
chance to beat them (communication between ships in these close
Situations tended to be via VHE in the clear, which anyone with a
receiver could hear). Pre-zame “team talks” to agree tactics ae OK
but not once the action has start
Players may also declare their intentions tothe opposition in tems of
the following signals:
+ Turning wo Port
+ Turning to Starboard
+ Going astern
‘These signals were typically given using the ship’s siren (eg, three
blasts means “Lam going astern”), Ifa player declares an intention in44
this manner his vessel MUST comply with that intention in the
movement for that tum (lo do otherwise would be a serious
contravention of the maritime “aules of the road” and was definitely
bad form!)
MOVEMENT
Ships move at one inch per knot of speed. Ships may inezease oF
decrease speed as follows:
Propulsion Acceleration Deceleration
Diesels 3 knots 3 knows
Steam Turbines 2 knots 3 knots
Gas Turbines 5 knots 5 knots
Ships may move aster at up to five knots, but must decelerate toa sop
and spend one turn stationary when changing from ahead to astern or
vice versa. Trawlers must continue to make headway tal times whilst
nets are deployed,
Orders for movement must be writen in advance using a
recognisable notation. For example a ship doing 20 knots might be
ere ths:
5, Pi4)3,2
meaning ahead five inches, trn to Port using turing circle 4, wening
three inebes around the eile, then po alead wo inches. Orders are
‘written in secret and are writen individually - no collusion between
players is allowed during order writing (soe above)
‘TURNING
‘Ships turn by moving around turning cirees. Different turing circles
‘are used depending on the manoeuvrability of the vessel:
Shipturn Gircle Radius
2 knots >I2 knots
‘Trawler co 5° (also if trawling)
Ieav a e
‘Small Warship a o
CHMS Bunouthy
Warship ey
‘TRAWLING
‘Trawlers will be scoring points all the time they have their nets
deployed. On the arrival of sn ICGV trawler skippers will decide
whether 0 continue trawling, orto pall up their nets. Recovering nets
takes ten tum for side trawlers, seven turns for stem trawlers,
Deplaying nets takes the same numberof tums. The nets ae vulnerable
‘throughout recovery, and stop scoring points after Five turns. Trawlers
are limited to eight Knots whilst nets are deployed.
Cutting a Trawl
an ICGV moves within a box two inches wide and three inches deep
‘eoteed on the sten ofa ster trawler, or within one inch of the side of
‘side tales, there is a chance the tal will be cut, Roll « d6 for
Distance I" Ya ae 3
Roll 26 36 46 36 6
Warships, other travers and tugs may also cut trawls if they move 109
lose. If they move within the sae limits for [CGV roll onthe above
table, but subtract two for warships, four fr ether vessels.
Damage to Anti-Net Devices
‘The ICGV’s anti-net devices were simple improvisations and were not
immune to accidental damage. If an ICGY attempts to eut a trawlers
nets roll another 246 after the net cutting attempt has been resolved, On
‘rol of 12 the net cutter has been snagged and los.
Collisions
[tthe bow ofa ship model (or the stern if moving astern) makes contact
ith any part of another vessel collision has taken place. Collisions
can cause anything from minor damage (scratches to paintwork) and
deflecting the other ship from its couse, right up to major damage and
‘even sinking
Roll a d6 for each ship on the tables below depending on what ship
is causing the ram and the ship they have hit. Ifthe angle between the
ramming. ship and the target is within 43" of perpendicalat add two (0
the die roll f the ramming ship is travelling at mare than 20 knots add
toto the die roll
Table 1. ICGY Rams Warship
‘Trawler Rams ICGV
‘Trawler Rams Warship
Die Rol Rammed Vesse! ‘Ramming Vessel
1 NE NE
2 NE 146,
3 Tum Tum
4 Tum 146, Turn
5 Lt 246, Turn
6 Li Tum 106, Turn, Lt
7 Med, Turn 246, Tur, Med
& Heavy, Turn Heavy, Stop
‘Table. ‘Warship Rams ICGV
ICGY Rams Trawler :
Die Roll Rammed Vessel ‘Ramming Vessel
1 ‘Tum NE
2 ‘Turn, Light 146
3 Tum, Light 1a6, Turn
4 ‘Tum, Med 106, Tum
5 Turn, Med “1d6, Turn, Light
6 Tum, Heavy 146, Med, Turn
7 Tum, Heavy, Withdraw 246, Med, Turn
a Sinking Med, Stop
‘Table3. ICGY Rams Tug
‘Tug Rams [CGV
Warship Rams Warship
ICGY Rams CGV
Die Roll Rammed Vessel ‘Ramming Vesset
1 NE NE
2 Tum 106
3 Tum Tum
4 u 1d6, Torn
5 Li Tum 246, Turn
6 Med, Turn -1d6, Turn, Lt
1 Heavy, Turn 146, Turn, Med
8 Heavy, Tuen, Withdeaw Heavy, Stop
Damage Definito
NE Noeffoct
Light Reduee maximum speed by 1d6 knots
‘Medium Reduce maximum speed by 1d6 knots, inerease to next
taming eirle (max S
Heavy Reduce maximum speed by 246 knots, inerease to next
tuming circle (max 5")Withdraw Ship must withdraw from the area to make urgent repairs
Sinking Fatal damage, ship stops and is ina sinking condition
‘Tam Vesse is tured away from the direction of impact, judged
by relative position of models (i in doubt position two
spare models close by, push the ramming vessel forwards
tnd note in which direction the target vessel tums,
Rolladé: —1-2:- tum 30°
34s -turm 45°
5-6:- turn 60"
AAs well as the mandatory “Withdraw” damage a vesse] will withdraw
when its accumulated damage reaches the following level
8) Three Medium hits
b)—Twoheavy hits
©) One Heavy bits plus two Medium its
‘Vessels may also withdea atthe controling players discretion
Evasive Action
If collision occurs either side may announce that they wil try 1 tke
evasive action. Both may atempt o evade, Players who are artemping
to evade roll db and are successful on a roll of five or more. If they
fare successful the ship is moved back four inches along its course (or
to the start of movement if this is less than four inches), The vessel is
then moved four inches (or the distance just moved back) tuming bard
{to port or starboard soa to avoid the other vessel, Al other movement
forthe ship is eancolled and any unused movement becomes a move
straight ahead. For example, a ship moving at 12 knots risks a serious
impact after moving five inches, It makes its evasion roll and! moves
four inches back, then four inches forward again, tuning hard to avoid
the other ship. Having completed this evasive movement the ship has
‘only moved five inches of its twelve inches move - the extra seven
inches is moved straight ahead.
ADDITIONAL RULES
1) Fire Hoses
Fire hoses havea range of si inches. They may only be used by British
‘tugs, and may only be used once ina game (having been used the ICGY
skippers take precautions against heir use). Select dhe target vessel and
roll ad6:
3 Noelfect (other than to p*s off the opposition)
1
4 Bridge it - no change of speed or healing next um
5 Erngine room vents hit, engines stall. Roll again ~
1-3 reduce speed by 1a
4-6 engines stall, vessel decelerates 0 9 halt, roll $+ on d6 10
restart
2) Side ‘Trawlers (Optional Rule)
Side trawlers must not travel at more than two knots when recoverin
their nets. They may come to a complete stop, at which point the nets
‘drop beneath the trawler. Tis makes it harder forthe ICGVs to cut
trawls -aply a-2 modifier to the die roll when’ making an attempt
3) “Morale”
‘There are no morale rules us such, butte Icelandic player wil ave to
roll to maintain commitment during attempts to eu trawls or interfere
‘with British activities, After each Icelandic attempt to cut nets (ether
successful or no) and after each collision coll a d6 (modified zs shown
below) Ifthe score is seven or mote the ICGV decides to up sticks and
withdraw:
Modifiers
+1 each unsuccessful attempt to cut traw's,
41 for each ime the ICGV has been rarumed by a British tug
+1 ICGV has suffered Medium damage or worse.
4s
<_ POINTS SCORING (WHO WINS)
‘A standard game wil sce three trawlers and two warships pitted against
wo ICGVS.
ach game lasts for 20 tums. Trawlers score | point pec tun in which
they were trawling (Le. aot recovering nets or after successfully
recovering them). Points are calculated when the trawle’s nets are
successfully recovered , ofa the end ofthe game for those trawlers that
still have their nets deployed, Trawlers that lose their nets score no
points,
Points ae also scofed for the following events:
[Net eut 10 points
RN vessel forced to withdraw -10 points
ICGV foreed to withdraw +10 points
‘Trawler foreed to withdraw -15 points
Ship sunk - if a ship is sunk the opposing side automatically gain the
steatest level of victory possible. Ian ICGV is sunk all points scored
by the British player ar lost. Ifa trawler or other British vesslis sunk
the British automatically score points as if ll travers had achieved the
largest possible catch,
“The British win i they score 30 points or more, otherwise victory goes
to Ieeland.
“MINI CAMPAIGN”
In the mini campaign there are three operational areas. The British
players have five warships and nine trawlers whieh are assigned as
desired to each avea (with the only rule being that there must bea least
two trawlers in each area, One warship may be substituted for two
support tes
“The Icelandic players have five CGV which again ae allocated to
the three areas. A least one ICG must be assigned to each area.»
‘Each area is fought out asa separate game. In order to win the British
rust score at feast 90 points, otherwise overall victory goes (0 the
Icelandic Coast Guard, Additional points and penalties for sinking the
‘opposition’s vessels stil apply
‘The only sure losers inthis game are the cod!!
(OTHER SCENARIOS
‘There were a few incidents worthy of not that did not include aternpts
to interfere with trawlers. Two ofthe most celebrated are covered inthe
following two scenarios.
atte of Seydistjord”, 11 December 1975
British
Lloydeman (Tug)
‘Star Aquarius (OSV)
Icelandic
ICGV Thor
Loydsman ha sffered a critical loss of fresh water and it was decided
to take on SO tonnes from the OSV Star Aquarius. This needed
steltered waters to complete, so the (wo ships sneaked into Seydisjord
to complete the transfer. Unfortunately they were surprised by the
Thor, which was determined to make an arrest
‘The game is played out on a six by four foot table. Both long sides
‘and one short sie represent the sides of the ford, The other short side
represents open se. The British ships start a the closed end of the
table, the ICGV enters from open sea. In order to win the Thor has to
arrest at least one British ship. This is achieved by forcing it to46
‘withdraw (hich in this game represents the crew deciding “i's a fair
cop” and heaving to). The British win if they get both ships into the
‘open sea,
Note - both British vessels escaped, and Thor suffered considerable
damage fom Lloydsman. Thor fired several “warning shots” from her
3” gun, one of which passed through one of Lloydsma’sfunnets! It
‘was during this encounter that the tact of using Fire hoses against the
ICGV's engine intakes was suggested, but failed.
“The Arvakur Incident
British
Scylla (Leander elas frigate)
Irishman (Tog)
Vivaria (Tralee)
ecland
ICGY Arvahur
(On I June 1973 the ICGV Arvakur was “set about” by the tug risloman
and the trawler Vivaria, whose nets the Arvaker had attempted to cut
Irishman ext off the Arvakur from ether travers and was assisted in
“hemming in the ICGY by Vivaria, which had recovered her nets.
Dring this incident the Arvakur was rammed five times and was
heavily damaged. One such ram occurred when Irislonan attempted 10
snag. and “capkure” the Arvatur's ani-net device - the atempt was
risjudged and irishman rammed the Icelandic vessel whilst going
aster, The Ieelandic government believe his was a deliberate attempt
to sink the ship, although this i unlikely o say'the leas
In this seenario the British have o force the Arvakur wo withdraw, or
have to damage her ant-net device within 20 tums, Arvakur stats the
‘game in the centre of the table, The British ships set up anywhere on
the table, no closer than 12" to the Icelandic vessel If Arvakur bas been.
{forced t9 withdraw or her anti-nel devie is daniaged inside 20 wens
the British win, otherwise st is an Icelandic victory. The British
automatically lose if Arvaku is sunk:
In order to damage the ant-net device the British must try to cross
Amakurr’s ser in the same way that an ICGV would attempt to eut 3
trawler's nets. Die rolls to snag and damage the anti-net device are the
same as for allerpts fo cut nets.
Models
The choice of 1/1200 as the scale for the game was deliberate, The
11200 collecting community i so vast that is is possible to buy just
bout any ship if you look hand enough. The British warships are easy
to obtain at reasonable price fom Skytrex. The tugs Laydsmant and.
Staresman, and the ICGV Thor and Tor were produced by Fleetline and
can be picked up fairly cheaply from 1/1200 dealers. Models of
‘trawlers come in all shapes, sizes and costs but again shoulda’t present
‘of much of a problem, Modelling the other ICGVs will almost certainly
require some conversion of existing commercial models or seratch-
building.
In larger scales the only model that is easily available is the old
Airfix Leander, which has been reissued several times. As far as T
Know, none of the other vessels involved are available as kits, so
seratch-building and extensive conversion will be the onder of the day
Ship Tables
Chass ‘Type Speed Ace Dee Turn radius
Aegit Od, Tyr = GV 4
Baldur Aratar Ver “CGV R83 4
Thor Ke of 33 4
Generic Small ravler Tawee 123 a
Generic Large Trawler Taw M23 4
Ewemon Ne OS 3 4
Hoydeman Smieman Tyg 1B 4
olicker Mob 8 3 4
Leander Type 2 Westip, 5
‘Typed, Types! = Wantip, «23 5
‘ype 12 Wertiy X23 5
Emnoiah Small Wanhip 84S 4
Icelandic Coast Guard Vessel Details, 1975-76
[Name Displacement Overall Length Speed Crew Armament
Br 1150 ons 2138 -2Okly 22 EST mun forward
Lat am at
Aegir 11308 219 2s 22ST mm frat
Tm a
tien 10001098 NOR SD LST mM orwatd
+ a
Tor 20.008 mot 18k 22ST mm forward
aT mm a
Albert 2001008 Lo 13s 1S 1-47 mm fora
‘Anoalar 3801008 len ies
Poe* — 1401005 200 8k 20-47 mm foward
Yer MO tons aon tks 20
*scen th ied by Coated 1975
*szen aver ied by Coastguard April 1976
REFERENCES,
What Price Cou? Norman Storey
Friends in Conflict,
Vanguard to Tridens, Pric Grove
Example Ship Record Shot for “Cod Ware”
re: ov
sex sone: 208
emacs: 3-4 «5 6 7
‘EE
I E
morEroA. J. Ambrose concludes
the series.
"he game commences with wind Force
threo, for tha frst game turn, and befare
thesecondgametuenihe umpirerolis wodice
Ihe rlie ex or mare, then the wine increases
byene for the next gameturn, thereby giving 2
Forea four wind for the secone turn, the
fceumulates trroughout the game, Ihe ros
ovorsixat hebeginningo!turne2 3,4, 52066
by game turn six the wind is blowing a Force
fina. (The maximum wind force 2 Force 12)
Should he ollless than sx. the windisreduces
by‘ene accumulativaly Irie rile the soe and
getsafigureof wo, the windreduces by wo in
that turn Ifhe ali 12, the wind increas By
two in that tra,
Every sb turns the umpire should also rol
fone die in order to determine wind direction. It
‘nets olledthewind is marth iftwo Hewes i
{threo is southoriy, and four, te easter It
he rolls a five, the wind turns clockwise a
point the wind is west and atieis rolled, the
‘wind forthenexisixOpsMovesissouthwest. I
herali 3eixthewind backs ant clockwise Malt
2 point. Ifthe wind is either at Force 12 oF O
when the die rolls, end a igure rasuite which
‘would ether inerease the figure from Force 12.
br decroaze the figure belove 0, than ne alter
Btion to wind results, and play being again for
Effects of wind
Incondtions of above Force Six novessole can
‘come alongside each other for refueling or
Supplies, ec. When the wind achieves Ferce
ght, all vessels not engaged in trawling have
{herr spanderecucad by 25% Inwindeat Force
eight or above atravile: may shoct her netsard
commence trawling, although avesselalready
{ishing may continue, When wings reach Force
ning. all tavilore must haul ther nets ane can
fot fish until the wind drops again to Force
Seven orbelow Allvessels' speeds arereduced
by halt
‘when winds of Force 10 exist, all vessels are
reduced to 2 quarter of their normel speed
‘When winds of Force 14 or overexistallvessels
must heave to, and no movement of any kind
{kes place, other than that crected by the
irection of wind. fe later
Damaged vessels, having sustaineddamage
‘of over 18% wil noed the attendance of 3
Salvage ug. ShouldwindsincreaseroForceten
‘oF over, and shouldthis not be possible, thant
Sond achieve a maximum of Fores 12 withthe
Yerse| ncthavingescuree atug sassstancefor
wo Ops. Moves, then the vessel is lost
altogether!
‘Any vessel not under power, or any vessel
hoverte in a atorm, will anit atthe rate four
nautical miles per hour, and wil rift in the
‘iroction of the wind pertaining timate. If
2 vessel, thereby drifts onto. lee shore, she is
‘hen lostl Unless salvage tug ean get 1 her
{and tow her off within one and a holf gore
turns. A vessel going ashora in this manner
receives 50% damage.
‘When two vessels are in collision, wo dice
‘re rolled by the umpire, and tho resultant
Score on the gies is halved, and the rammed
vessel receives that figure as a percentage of
Gamage. ti five Is rolled on the dice, the
rammed yeesel receives 5% camago,) The
‘vessel ramming receives 1% damage on each
‘occasion 2 ram takes place. However, the
Temming wessel is @fegate of minesweeper’
patral-boat, then half of the ram scares 280
tfected on itself For example, ifafrigaterams
fn leslandie gunboat, and the dice score is
fight, then @'% damage is occasioned to the
‘gunboat, but the frigate isalsodamagedte halt
Of that score herselt, Le. 4% damage to the
frigate i sustained
‘When vessel receives over 25% damage,
she must be towed ta her home base by &
proper tug. If she has received over 15%
Samage, her speed is reduced by half she
has received over 20% she is then forced to
return to the UK at aif speed
In order for an leelandic gunboat to cut ©
trawlers nets, she must inform her intentions.
to the umpire and position herself so as to
tress directly astorn of a trawl
fishing, at 2 distance of no I
inches’ A vawler cannot wurn at an angle of
(greater than five degrees whilst fishing
Should the gunboat succeed in erossing this
close, then the Tranvier has lost er nets, and
‘must return to a UK port to renew them,
Manoeuvring
Obviously, nets can only be cut and collisions
‘cen only aocur when vassele are engaged in
tactical phases of play. Therefore, when in
taotial play, manoeuvring the name ofthe
{game. No player has priority of mavement over
‘nother, all moves in a tactical phase being
written and handed to the umpire before the
moves take place, Vessels turning do so at 2
MILITARY MODELLING
aldur, photographed from HMS Bachan
to mamowsne arin the Figatet ster 0. se
0° Bath ener, Pho MOD. Right, ig’
cost to thei apeed. A vessel turns in relation
‘her speed loss 28 follows: a vessel doing 2 ful
turn about. through 180 degrees, in one six
minute turh, makes no headway a al A shio
turning through 90 dogrees loses her speed Dy
half for thet sx minute turn. Consequenty. =
hip turning through 45 dogrees loses 25%
‘Speed, and through 135 degrees 75% of her
speed
addition 10 the various models used
players will ech require several ather sal
fRems of stationery, in order to keep track of
‘Values and logistics, ote. The majority ofthis
Tnformation storage asit were, iskeptona.care
called the "Ship's Date Card” (SDC) [eis upon
this card that all the information about th>
np, fs abilities, range, spevds, and logistics
fare noted, Players will require one card for
tech vestel use
Players who feel that they may wieh to
expand on the game will probably find
fexremely worthwhile to. visit their ca)
iationere and purchase a saall Kerdex se:
‘his consiste ofa plastic box, and o quantity o!
cards ofa size just abit larger han the average
post card. These sets ore involueble, as they
‘ul nold lithe SOCsand can be alphabetically
indexed to allow quick selection of the right
SDC and. in addision, help to Keep everything
tidy. They cost betweon £3-£5 forthe set and
te available trom mos! stationers.
In addition, players wil require a wax or
chinagranh peneitor tivo, anaplastic covers for
tho SDCé and the OPS Map, in ordor to allow
them tobe used many times over Also need
retwe dice, a goodrule ortape measure ands
ough nate pad which is used for passing
lorders and seeret notes tothe umpire, ete
Having got all the gear together, the next
stop ist make up a Ship's Data Card{S0C| or
‘each vessel. Fest. rule up the numberof carcs
freoded, fas shown in Fig, 2) one for e925
vessel usad. At this” stage, all the
‘wrting/typing and ruling is compiatodirocty
‘onto the card using ink as each card wil
remain useable Yor that particular vessel only
fand can be used again and again in mary
biferont games. Note thatthe cards ruled up
‘on both sides One side is used to note infor
‘mation that does not alter this data being th=
prototype specification of that particular
Wessel, and is usually called tho "back of the
Card or side B. The other side, sido A, contains
the sections which alter throughout the gam
‘When 2 card is completed for each vesse:
the player retains, andit stays with hevess=
fr life, boing useablo in many games it =
plastic caver is used The inciidual game
{information #9 recarded on the plastic cover
‘with 2 chinagraoh pencil end, consequently
rubbed out at the ond of the game.
The SDC shown in Fig.2s the standaréSOC
type 1, which is used for almost all navs
‘estos in this type of modern wargame a=
flthough it may st fret glance, seam so7=
‘what complicated, don't worry, as not all tne
{ectons of tare uredfor tia particular act->=
Each of your SDC’ should be completes =
fide B showing the full data onthe protoryoe
{for your model. This dete eon be obtaines >=
Verlous publications such a8 Jane's Fgh =
‘Shins, ete, The example SDC shown =
‘complated for an IKARA fitted, Leander Case
Frigate HMS Ajex, and. is fairly ===
‘explanatory with one orto exceptions io
box marked ‘circ you should complete =JUNE 1982
po | PS ATAX cate
Si ona cam yea
se] ee pe
Feed eone Ae.
iso “| Sa ae Peneaar E}
tae set es
Sc Sosa
Pas ape
i400 aed q fee
950 4119 3 Carer
eta oo"
So ees
2 Aree
"year ofthe prototype modelled, © g. 1978, (NB.
Ajax in 1944 was 2 cruiser, this year
Gesignates the particular ship and armament
‘arrieg, ete) nthe section rnedel bull” the
date of completion of the modal isentered The
Femaining detail on thi sideot the card covers
ail the protolype’s data and should be
completed wherever known. The gross ship's
factor and survivability boxes are eft blank as
they are not used in this game.
‘Asregards sida Ao the SD card, completion
is lightly more complicatod; Firstly, wo shall
deal with the vessels logistics section.
in tho column headed fuel, tho vessel's
reducing range ot fuel supply is recorded. This
iScompleted as follows; rom side B, obtain the
vessel's maximum range: £9. for Ajax it S
531500 miles 3,500" is thon entered into the
Trat box of the fuel column. The maximum
range is then divide by ten; therefore 3500 =
‘350, then 350 fs subtracted from 3,600 and
the ansver 3,150 fe ontered in the second tual
box. another 360s deducted andthe answer 8
put in the third box and so on-untl the tonth
Box. whichis now marked ust 960. Thisrefers
tothe vessel’ remaining fuel, so there is now
‘only 350 miles range let
‘When the tenth box is eventually markedoft,
the vessel is lett with only 10 miles to travel
belore ner fuel expires. In addition, when this
stage ie ached the vescol must not procoed
at more than two knots top speed fer her last
TO miles of fue. The range's gradually marked
dif as the vessel travels, usually once each 10
game turns, oF a8 et ie usod.
The second column on the logistics scale,
marked Goneoral Suppliss, is eomplotad in the
Same manner as. for ‘uel. The vessels
‘maximum duration being matked in the fst
boxe. for a Leander Class frigate, two
manthe or 60 days, When divided by 10 this
Teaves sx, 50 six © subtracted ae with fel
Unt the tenth box, When the ninth box
finaly marked off during the game, the whele
ship's capabilites are reduced by 50% — this
includes’ speed, weapons efficiency, in fact
‘everything! When the tenth box marked aft,
the ship's abilities are reduced to 25% normal,
‘and when that disappears the ship steps, anc
is incapable of deing anything other than just
nif, The armaments’ columns arenot used in
this game, as the vessels are not allowed {©
Betually shoot st each other!
We now move anto the Damage Cont!
‘Section, whersin any damage ccvasioned (0
the vessel ia recorded. Each fox i allocated ®
pereentage figure for this game (see SOC}.
When 6% damage has bee inflicted on @ ship
all the bores, up 10 and including the box
Containing tho 5% figure, are crossed out and
thereafter considered unusable. andso an
Unt al the boxes are crossed aut and the
‘vessel sinks, ete Note that logistic’ boxes can
be lest resulting from damage too.
‘When a vestel has been damaged, the
sorsaei onto ot peter an ea
faults should this section not have. been
crossed out, Damage can be repaired al the
Tate of 1% per two one-hour game moves. I
half the damage control isknockedout fa. one
boo. then the damage can not be repaired 3
all, But no further damage takes effec. If both
‘damage contral boxes are knocked out, not
only ean no damage be repaired, butthe vessel
also sustains a further 19s damage each one
hour game move, as itis said that without
fepair parties, flooding of fire continues
tausing destruction, ete. When any box has
boon erassed of, the vessel no longer has the
use ofthat facity
Vessels with no damoge control must be
towed back to port for repair. prateraby by 3
Hina, AS)
Tua. When a salvage tug is alongside a ship,
‘without damage corral facilities working. the
tug on net _make repairs, but the vessel
Sustains no further damage unless of courseit
is rammed again.
‘The remainder ofthe SDC is at used in this
game ang, having finished that, you are now
“The SDCe are usually honded to the umpire
atthe commencement of the gama where he
checks them and then returns them to the
player, who keeps the card available for the
Umpiee. Iris the umpire whe actually makes all
the entries on the eards during the game
‘The movements areorderedby layers, each
vweting @ note of the orders a the beginning of
feach tuen and then handing them t0 the
‘umpire. No player has priority of movement
‘var another, andthe umpira'séecisionifinal
inal cases. On the operations map, fig. 1 you
will see that several courses havebeen plotted
in order to give you an example of movement
Note thot whan one or more ships. ore
travelling together they are not recoded
indopendantl, unless thoy should split up and
trovel in diferent erections or at different
speeds, Whon a course indicates tracks of
more than one ship, 2 nota is given to the
Umaire showing that the “plot as marked
felers oships.._ ete "Thiswllsavecontusion
‘whan tho vessels spit up
‘When staring a game for the frst time, itis
best to use only a few pieces for each player,
lant the techninues of manoeuvring, ete. are
fully undorstoos. Then adational models can
aradualy be baught into play as required. The
{game can obviously be expanded to include
Greater dogroos of logistics, woather, and
Indeee, other political considerations such 25
leeland sctuslly shooting st somebody
snayve? What would have happened then?
Steadiast Soldiers
RO DR PETA aia 10Y-s1ric couse
Sc NTE MORE
Zag WISIT!!
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