Rules of War... for those who are interested.

Started by Carthaginian, May 13, 2012, 12:08:45 AM

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Carthaginian

Navalism is about fleets of warships... consequentially, it is also about war.

Because the average person has little time left over- after they get through slaving at the office, driving a truck, tending patients, working the assembly line or listening to a professor drone on all day- to command a battlefleet at sea, the ultimate goal is to make those wars as much a 'Gentleman's Disagreement' as possible. Thus, we strongly encourage the use of scripting your conflicts with your opponent. Reach a mutual agreement on ships you are willing to wager in battle, write an exciting story, and post it in your news threads. If you feel that there needs to be some chance or luck involved, you could use any of a number of Virtual Tabletops to roll dice to determine if a ship is damaged or sunk.

IF the battle is extremely important (something that could make or break a nation's battleline) or if a situation arises where two players simply cannot reach an agreement on results (even with moderator 'suggestion' involved), then the battle will be fought using Mongoose Press's Victory at Sea, Victory at Sea: Order of Battle and Victory at Sea: Age of Dreadnoughts rulesets. Your ships will be approximated within the system and the battle will be fought; the results of a moderator-run battle are final, irrevocable, and above contestation. The process for such a battle shall be as follows:
1.) sides will present overall goals of the battle: destroy/damage a specific ship(s), drive off the enemy, annihilation, etc.
2.) sides will present a fleet diagram showing each ship and its position in the fleet by name.
3.) sides will present the following information about their fleet: compass heading (N, S, E, W, SSE, WNW, etc) and speed.
4.) sides will wait for the After Action Report while tapping their fingers, pacing or nervously checking their smartphone... smoking while awaiting the AAR is period-appropriate, but may be frowned upon in our kinder, gentler world.
'Local Commanders' will attempt to carry out the initial orders of the 'Fleet Admirals' (this being you, the almighty R.E.M.F.) to the best of their abilities. If the original orders- at any time in the battle- become unachievable, then the Local Commanders will default to one of two actions: annihilation or escape. They will choose the more advantageous of the two, unless the owning player has given specific orders that one is to be preferred over the other.

BLOODY IMPORTANT NOTE: Contrary to popular belief 'Sacrifice yourself for the honor of you nation' is not a valid order under most circumstances! Any time a ship or fleet is ordered to 'Die In Place,' there is a very good chance (which varies depending upon circumstances) that there will be either an outright surrender or even a mutiny! The best that you can hope for in this situation is that the ships surrender and are held by your enemy, to be returned after negotiations at the end of the war. The absolute worst possibility is that, insulted by your casual disregard for their very valuable lives, the crews mutiny and try to reach a neutral port! Of course, there is the thin possibility that the crews will actually obey your command and fight each ship till the bitter end, then scuttle them to prevent capture... but they will have to have a damn good reason to do that!

ASIDE: Yes, I do have rules for some special things like Kamikaze, Kaiten and Shinyo... but you didn't actually hear that and should immediately forget it.
So 'ere's to you, Fuzzy-Wuzzy, at your 'ome in old Baghdad;
You're a pore benighted 'eathen but a first-class fightin' man;
We gives you your certificate, an' if you want it signed
We'll come an' 'ave a romp with you whenever you're inclined.