Strategic Campaign Rules for Avalanche Press' Great War at Sea: 1898 1898 Strategic Campaign Game Version 7.20.02 Rules by James Williams jwilliams1454@hotmail.com 1.0 Introduction 2.0 Strategic Movement 2.1 Trans Ocean Movement 2.2 Continental Movement 3.0 Victory Conditions 3.1 Shore Bombardment 3.2 Transport Ships 4.0 Neutral Commitment and Repair 5.0 Order of Battle 5.1 US Order of Battle 5.11 US Initial Set Up 5.12 Additional US Units 5.2 Spain Order of Battle 5.21 Spain Initial Set Up 5.22 Additional Spanish Units 1.0 Introduction Game begins on the first turn of 29 April 1898 and continues through the end of August (4 months). In addition to the Operational Map of the Caribbean you will need an Operational Map of Philippines (either from US Navy Plan Orange or the one designed for this series), an Operational Map of Spain (if you want to use the Western Mediteranean Map from Great War at Sea Vol.1 instead of the one designed for this series you will need to substitute the port of Barcelona for Cadiz and the Baleric Islands for the Canary Islands in these rules), and a Strategic Map. Maps are available at http://www.geocities.com/jwilliams1454/1898.htm 2.0 Strategic Movement 2.1 TransOcean Movement One Way only New York/Chesapeke Bay to Spain 95 turns + 2d6 Puerto Rico to Spain 100 turns + 2d6 Cape Verde to Puerto Rico 72 turns + 1d6 Two way Spain to Philippines (Suez crossing) 54 days + 1d6 San Francisco to Puerto Rico 56 days + 3d6 San Francisco to Manilla 59 days + 1d6 Fuel Consuption: (must leave with full coaling and at least 1 Collier/5 ships) Roll 1d6: 1-2 2 coal boxes remaing in all ships 3-4 3 coal boxes remaing in all ships 5-6 4 coal boxes remaing in all ships 2.2 Continental Movement Two way Canary Islands to Cape Verde 25 turns San Juan to Chesapeke Bay 38 turns San Juan to New York 44 turns Key West to New York 38 turns Key West to Chesapeke Bay 32 turns Chesapeke Bay to New York 6 turns Fuel Consumption: 1/12 coal box per turn (usual fuel consuption) 3.0 Victory Conditions 3.1 Shore bombardment Spain 35 VP for Miami & Key West 20 VP for New York & Chesapeke Bay 2 VP/hex South Florida Coastal United States 2 VP/hex coastal Spain Merchant Ships 1 VP per Merchant Ship 3.2 Transport Ships Spain 4 VP per Transport Sunk 50 VP No US Troop Landing in Cuba 30 VP No US Troop Landing in Cavite 20 VP No US Troop Landing in Puerto Rico 10 VP No US Troop Landing in Canary Islands United States 3 VP per Transport Landed in Santiago (i22), Havana, Cienfuegos 3 VP per Transport Landed in San Juan (e40) 2 VP per Transport Landed in Cavite 1 VP per Transport Landed in Canary Islands 4.0 Neutral Commitment and Repair On the 1st and 15 of each month (May, June, July, August) at the beginning of the first turn players receive repair allotments and roll for Neutral Commitment. Apply results on (3d6)-3 days. Repair allotments can be used at any time until the next allotment is received. They cannot be saved or accumulated. The Spanish player receives an allotment of 3 units. The US player receives an allotment of 4 units. Ship cannot be repaired on any turn that they are in battle or pursuit. Neutral Commitment is handled as in the 1898 campaign game except modifiers for US or Spanish victories are ignored. In addition to rolling for Denmark, Dominican Republic, Haiti, Mexico and Venezula; rolls are also made for Great Britain, Germany and Spain. For Great Britain, ignore a roll of 2-4. On a roll of 10-12 Great Britain will close ports to Spain (Jamaica & Suez canal). Once closed no Spanish ships may travel through the Suez Canal (ie., from Spain to Philippines). For Germany, ignore a roll of 10-12. On a roll of 3-4 use the -1 modifier on all future die rolls for Germany. On 2 Germany enters the war on the side of Spain and contributes the following ships within 3 hexes of Cavite: IC01, C01, C02, C03, C04, GB01. For Spain, ignore a roll of 10-12. On a roll of 3-4 use the -1 modifier on all future die rolls for Spain. On 2 Spain recieves the following ships in Cadiz: AC04, AC05, C06, AC09. 5.0 Order of Battle Before the game begins US B03 Oregon is available in San Francisco on 12 March and can begin Strategic movement at that time if desired. Game begins on 29 April with the following set up: 5.1 US Order of Battle 5.11 US Initial Set Up 1. Asian Squadron - Dewey: Philippine Map (oN3, jA8) C03, C06, PC02, C08, GB02, GB03, RC01 2. North Atlantic Squadron - Sampson: Caribbean Map (within 3 hexes of Havana) CD00, B01, B04, AC01, CD03, CD05, C09, CD05, C09, CD02, CD03, 1FTB, 1C 3. Flying Squadron - Schley: Strategic Map (Chesapeke Bay) B02, AC03, GB03, 1FTB, 1C This fleet may not move until "Release Roll" or Spain moves to Chesapeke or New York. "Release Roll" - starting on 13 May roll 1d6 each day: a result of "1" allows fleet to move from this location. Caribbean Map: 4. Any US coastal hex: CD04, 2FTB 5. within 3 hexes of E38 AMC01, AMC03 6. within 3 hexes of E28 C13, AMC02, AMC03 7. New York C12 8. M3 C07, DC01, 9. Key West GB06, 1FTB, 1C Cienfuegos blockade (H11) C11, GB07 Cardenas blockade (G10) GB05, GB08 Havana blockade (H7) 2AMC, 2AY 5.12 Additional US Units: Begining 1 June add one set to within 4 sea hexes of A9 on Caribbean map every 2d6 turns (roll for each): 1. 2AMC, 1AY 2. 3FTB, 2AY 3. 2AY 4. C01, PC04 5. GB09, C10, AMC 6. GB00, GB10, 2AY Once US has established of complete blockade of all ports in a strategic target (Puerto Rico, Philippines and Canary Islands) 3 convoys of transport ships become available for landings in that strategic target area: at 14 days + 2d6 3 Transports at 28 days + 2d6 3 Transports at 44 days + 2d6 3 Transports Once US has established of complete blockade of all ports in Cuba 1 convoy of transport ships becomes available for landing: at 14 days + 3d6 18 Tranports Each transport fleet originates in New York (for Canary Islands), Tampa (for Cuba and Puerto Rico) or San Francisco (for Philippines). Additional ships are available for transport to Philippines: 1st convoy includes C02, 2nd convoy includes CD04, 3rd convoy includes CD07. Colliers are not needed to accompany strategic movement of these transport convoys. (Optional Rule: At least half the ports in the destination region must still have blockades for the fleets to leave the originating port.) 5.2 Spain Order of Battle 5.21 Spain Initial Set Up 1. Montojo: Philippine Map in either Subic Bay (oZ7, jM12) or Cavite (oV9, jI14) C03, C05, C12, C15, C16, C18, C19, GB08 2. Cervera: Strategic Map (Cape Verde) ACO1, AC02, AC03, AC08, GB06, GB07, 3FDD 3. Camara: Spanish Map (Cadiz) B01, AC07, C07, C08, 3ATB, 2AMC, 4C This fleet may not move until "Release Roll" or US moves onto Spanish Map. "Release Roll" - starting on 13 May roll 1d6 each day: a result of "1" allows fleet to move from this location. 4. San Juan port garrison C14, GB02, 1FDD, 1ATB 5. Cadiz port garrison CD01, CD02, AMC01, AMC02 6. within 3 hexes of Spanish coast or Canary Islands: SS01 5.22 Additional Spanish Units: Begining 1 June add one set to port at Cadiz every 2d6 turns (roll for each): 1. C04 2. C06