Sunday, October 23, 2011

Hidden Ships in Modern Naval Battles


A defining characteristic of naval campaigns is uncertainty about what lies over the horizon. These rules introduce this element of uncertainty into Modern Naval Battles and I recommended using these for the scenarios I published previously.

Representing hidden ships and submarines this we introduce radar and sonar blips into the game. Blips represent the uncertainty of identifying the identity, size and composition of enemy fleets at a distance. 

For one reinforcement point each (representing the cost of E.C.M.), a player can buy two radar or sonar blips and place them as hidden cards in the second or third rows at the start of the game. If bought as a reinforcement, the blip cannot be placed in the first row.

Each radar blip is either a ship (not submarine) represented by placing the card face-down or a dummy card using  a ship card from another navy. 

If a concealed ship takes an action, or moves to the first row or enemy successfully attacks (see below) the radar blip, the card is turned over, if the card is a dummy it is immediately removed.

Submarines have sonar blips instead of radar blips, these operate in the same way, but cannot be spotted by adjacent ships or submarines in their first row. Submarines that "go active" immediately become visible to the enemy.

The enemy can launch missile, torpedo, bomber strikes or airstrikes attacks against a radar blip or ASW attacks on a sonar blip if in range, but due to the uncertainty about the enemy's exact position, they may miss. To see if the attack fails to locate the target, first see if the attack is successful (if applicable). If the attack was successful, the radar blip gets an Evasive capability of '6' if two rows away from the firing ship, or '3' if a sonar blip, or a radar blip further away from the firer. 

If the radar or sonar blip successfully evades the attack, it remains hidden. If the evade fails, then the blip is revealed to be either a dummy and is removed, or  a ship or submarine which takes then takes any damage from the attack.

A player can, of course also play defensive cards (i.e. Intel, Near Miss or Screening Ship) on any radar or sonar blip under attack. Also if a ship has intrinsic Evasive capability this can be applied to any successful attacks.

Additionally, an intel card may be used to spot any enemy radar blip.

Scenarios for Modern Naval Battles

We play Modern Naval Battles: Global Edition by Dan Verssen (http://www.dvg.com/), and we play it quite a lot. In fact I even have my name on the recently released ship expansion set. We also usually play it with 1:700 scale miniatures instead of cards (but that is another story).

My 1:700 Japanese Fleet
One of the things I remember from my childhood was playing a game called Seastrike. Seastrike was at its best when you used scenarios. This meant that you had no idea what you opponent was up to, which made asymmetric warfare possible and exciting. I wanted to add this excitement to Modern Naval Battles because the standard 25 point game can get a little dull in the middle. Also, as my friend David Making points out, the Modern Naval Battles fleets are not fairly balanced, and as in real life, asymmetric warfare gives the weaker fleets a chance. 

I have come up with a set of six scenarios, intended to be used with Modern Naval Battles.

To make these scenario's work, means the addition of one house rule. That is that all reinforcements purchased after the setup phase of the game (including cards) cost double their reinforcement value. This stops skirmish flotillas growing into full scale battle fleets.

I also recommend playing my hidden vessels rule (published here, but if you are not using these, ignore all references to blips and hidden ships below).


Six Scenarios for Modern Naval Battles
Each player secretly chooses a scenario. Check at the end of each turn to see if a player has won or lost by meeting the conditions of victory or defeat. If more than one player wins or loses in the same turn, then the result is a draw. Regardless of the scenario, a side that has no ships or submarines on the table at any time, immediately looses.

Setup
Each side can sets up ships, aircraft and submarines one at a time. Ships can be placed in any row in the players own half of the table. 

1. Skirmish
"Commander probe the enemy fleet and discover their strengths and weaknesses."
 Points $12
Victory: Keep at least one ship on table for 6 turns. Blips do not count as ships.
Defeat: losing more than $15 of friendly forces.

2. Symbolic
"Commander, our government demands a political statement. Using the forces at your disposal, sink an enemy vessel worthy of a news story."
Points: $15
Victory: At any time after the end of turn two, sink one of the largest visible ship in the enemy fleet, or any ship larger than 6 hull. Blips do not count as ships. If there are no visible ships, destroy a submarine.
Defeat: Don't loose more than $15 of friendly forces.

3. Convoy
"Commander, our fleet needs to be resupplied. Get that supply ship through at all costs commander."
Points $18
Victory: Keep a single non-combatant supply vessel afloat for 7 turns.
Defeat: Supply vessel sunk

4. Control
"Commander, your orders are to sweep the enemy from the seas."
Points: $20
Victory: Sink all or $20 points or more of enemy shipping or submarines.
Defeat: Losing $20 points of friendly forces.

5. Interdiction
"Commander, patrol this stretch of water and ensure freedom of movement for our forces."
Points $25
Victory: Stop enemy from meeting victory conditions for 8 turns.
Defeat: Enemy meets victory conditions. if the enemy also on an interdiction mission, then if lost more points at the end of the 8th turn.

6. Invasion
"Commander, cover the landing beaches until we can land 18 squads of marines on the enemy coast."
Points $30
Purchase 'non-combatant' assault landing ships for 4 reinforcement points each. A landing beach is positioned on the table's centre line.
Victory: Land 18 squads of infantry on the enemy coast. Each landing ship can land 3 squads in one turn if in the first row (adjacent to the landing beach), 2 if in the second row, and only 1 if in the third row.

Happy Gaming