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Cod Wars

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0% found this document useful (0 votes)
205 views7 pages

Cod Wars

Funny wargame!

Uploaded by

Jenna April
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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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 somethin Recon 2003 Saturtiay Dec. 6th 2003 Putisey Civic Hall 10,00 am-4.00 pm £2 waged, £1 concessions A day of games of all types for all ages... Competitions... New this year Hordes of the Things tournament Participation and Display games by clubs from all over the country... Bring & Buy... 60+ trade tables... Bar & Refreshments... 300 free Car Parking spaces. Contact Andrew Parkin - 17 Devon Grove, Ossett, West Yor ‘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 Baccus Coritant Fieldworks Kallistra Outpost Pendraken Stratagem Worley Books Wargames Foundry ‘Traders attending include ‘Amazon Miniatures B&B Mins/Hovels East Riding (Freikorps) Ever Victorious Mins. Grubby Tanks Nearly New Figures Magenta Books Shell Hole Scenics —-M.Y.Miniatures Stronghold Mins. Old Glory Corp. Wargames Emporium Tumbling Dice Under the Bed A.J. Dumelow Caliver Books Essex Mins. WES BQY. - tel:(01924) 276980 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 in 44 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 to 46 ‘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 morEro A. 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!! SOUTH BEDFORDSHIRE'S MILITARY MODELLING & GAMES SHOP WHATEVER YOUR INTEREST WE HAVE ‘SOMETHING FOR YOU. WARGAMING» MODELLING* BOARD GAMING ROLE PLAYING» FANTASY +SCLPI SEND SAE FOR LISTS THE GUARDROOM 38 WEST STREET DUNSTABLE. TEL: (0582) 606041

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