• Orders
  • Overview
  • Battle Rules
  • Rules

Round 6 – Move

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SEXASAUR
5 months ago

F1 to P10

JizzleDoge
5 months ago

F1 -> O11
F2 -> Nauru
F3 -> Nauru through J10
F6 -> J8

FluffNorris
5 months ago

Fleet 2
-> 1 U-boat, 1 Destroyer to L14
-> Remaining to M13
Fleet 3 -> C8
Fleet 4 -> destroyer to Fleet 1, U-boat to K10 via K11
Fleet 5 -> C10
Fleet 6 -> C10

Finn
5 months ago

Stay

megashrive
5 months ago

3 to f9

SUPPLY 0

Fleet 1
2 U-boats, 2 Battleship, 1 Heavy Cruiser, 1 Light Cruiser, 7 Destroyers

Fleet 2

Fleet 3
1 U-boat, 1 Battleship, 2 Heavy Cruisers, 1 Destroyer

Fleet 4

Fleet 5

Fleet 6

SUPPLY 0

Fleet 1
2 U-boats, 3 Battleships, 4 Heavy Cruisers, 7 Destroyers

Fleet 2

Fleet 3

Fleet 4

Fleet 5

Fleet 6

SUPPLY 1

Fleet 1
3 U-boats, 3 Battleship, 2 Heavy Cruisers, 6 Destroyers

Fleet 2
1 Battleship

Fleet 3
2 U-boats

Fleet 4
1 U-boat, 1 Battleship

Fleet 5

Fleet 6

SUPPLY 0

Fleet 1
2 Light Carriers, 1 Battleship, 2 Light Cruisers, 6 Destroyers

Fleet 2
1 U-boat, 1 Heavy Cruiser, 2 Light Cruiser, 2 Destroyers

Fleet 3
1 Aircraft Carrier, 1 Light Carrier, 1 Destroyer

Fleet 4

Fleet 5
1 Light Carrier, 1 Light Cruiser

Fleet 6
1 Light Carrier, 2 Light Cruisers, 3 Destroyers

SUPPLY 0

Fleet 1
1 Light Carrier, 1 Battleship, 1 Heavy Cruiser, 1 Light Cruiser, 3 Destroyers

Fleet 2
1 U-boat, 1 Carrier, 1 Light Cruisers, 2 Destroyers

Fleet 3
2 Light Carriers, 2 Light Cruisers, 2 Destroyers

Fleet 4
1 U-boat, 1 Destroyer

Fleet 5
1 Heavy Cruiser, 1 Destroyer

Fleet 6
1 Light Cruiser, 3 Destroyers

SUPPLY 4

Fleet 1
1 Battleship, 1 Battle Cruiser, 2 Heavy Cruisers, 2 Destroyers

Fleet 2

Fleet 3

Fleet 4

Fleet 5

Fleet 6

Battle rules

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battle rules-03

The turret icon on the middle of a ship’s card indicates how many sides the dice has and how many of them to be used when attacking. If the attack on the dice roll is higher than or equal to the defence of a targeted ship, it will sink that ship. The defence is the shield icon on the left of the card. The barrel icon on the right is the cost.

battle rules-02
battle rules-04

A battle is played in loops of battle rounds. Each battle round, ships fire in order of tier (the number indicated in the ship’s picture) until all tiers have fired and the next battle round begins. All ships of the same tier will fire simultaneously and each ship can target independently. For instance battleships (tier 3) will go third, both players will choose their targets and roll at the same time. If the opponent targets your battleship and you target theirs, it is possible for both side’s battleships to be sunk as a result. In other words, you only count the casualties on both sides after both sides have rolled for that tier.

battle rules-05
battle rules-06

Ships target independently, for example, you may choose for one u-boat to target a carrier and the other a battleship. However, even though a u-boat rolls with 2 dice, both these dice will only count towards a single ship. The only exception is the aircraft carrier which can target different ships with each die. When rolling for destroyers, if there are 2 sixes among the dice rolled, this can be counted as a 10 to destroy targets with more than 6 defence.

U-boats are unique in that they stay submerged until they fire (firing is optional). While they are submerged they have a defence of 10. Although they are the first to fire in a battle round (tier 1), once they have fired they will become unsubmerged with a defence of 5 until all other tier levels have their turn and a new battle round starts.

battle rules-07

In battle a fleet is divided into 2 groups: the battle group and the carrier group. Battleships, battle cruisers and heavy cruisers are always in the battle group and cannot form part of the carrier group, likewise carriers cannot form part of the battle group. Destroyers and light cruisers can be placed in either group and in any arrangement that you choose (before the battle starts). You can move those ships between the battle group and carrier group during battle, however, doing so prevents them for firing for that battle round and the ships do not move group until the end of the round. U-boats are not in either group, they can target any ship and be targeted by any ship.

  1. A battle group can only engage the opponent’s carrier group after their battle group has been destroyed. 

  2. Carriers can target any ship within any group and can only be targeted by u-boats and carriers, unless the battle group has been destroyed in accordance with rule 1.

  3. Other ships in the carrier group can only defend, i.e. target ships that have targeted the carrier group, except enemy carriers in accordance with the rule 2.

If you have lost your battle group you cannot reform a new battle group from your carrier group.

Shipyard

If a destroyer (tier 5) is present the battle group it will increase the defence of tier 4 & 3 ships by 1. 

Each destroyer in a carrier group adds 1 defence to the carriers up to a max of 10.

Destroyers roll a 6 sided dice against u-boats.

UNIT CARDS- v3-02
UNIT CARDS- v3-03

If a tier 4 ship is present the battle group it will increase the defence of battleships and battle cruisers by 1. 

Each light cruiser in the carrier fleet adds 2 defence to aircraft carriers up to a max of 10.

The light cruiser has a defence of 6 if destroyers are present in the same group.

Light cruisers roll a 6 sided dice against u-boats.

If a tier 4 ship is present the battle group it will increase the defence of battleships and battle cruisers by 1. 

The heavy cruiser has a defence of 6 if destroyers are present in the battle group.

Heavy cruisers roll a 6 sided dice against u-boats. They cannot form part of the carrier group.

UNIT CARDS- v4-03
UNIT CARDS- v5-04

As a tier 3 ship the battle cruiser gains a defensive bonus from lower tiers in the battle group. This can increase their defence up to 8. 

Battle cruisers roll a 6 sided dice against u-boats. They cannot form part of the carrier group.

As a tier 3 ship the battleship gains a defensive bonus from lower tiers in the battle group. This can increase their defence up to 10.

Battleships roll a 6 sided dice against u-boats. They cannot form part of the carrier group.

UNIT CARDS- v4-05
UNIT CARDS- v4-07

The light carrier starts with a defence of 5 but this can be boosted up to 10 with destroyer and light cruiser escorts.

Light carriers roll a 10 sided dice against any target.

The aircraft carrier starts with a defence of 6 but this can be boosted up to 10 with destroyer and light cruiser escorts.

Each carrier rolls two 10 sided dice which can target independently.

UNIT CARDS- v4-06
UNIT CARDS- v4-08

The u-boat has a defence of 10 while submerged. Firing the u-boat will make it unsubmerged thus reducing it’s defence to 5 for the remainder of the battle round.

The u-boat must rolls two 10 sided dice against the same target.

Tides of War

Tides of War is set during WW2. War is raging across the globe. Powers have begun looking towards the Pacific as a means to shift the tides. As Admiral of your nations navy you must decide how to accomplish supremacy over the Pacific.

“Whoever commands the sea commands the trade; whosoever commands the trade of the world commands the riches of the
world, and consequently the world itself.” (W. Raleigh c.1552 – 1618)

To win the game you must achieve total dominance or have every player agree you are the winner. You can make agreements with other players, but keep in mind that they are based on trust only.

Game setup

  • Each player starts with:
  • 5 supply points
  • 6 fleet markers
  • Starting ships: 1 battleship, 2 heavy cruisers and 6 destroyers

To start the game each player will choose a territory chain (linked together by the same colour on the map). Upon login you can immediately choose your starting territory by typing it as a comment in the orders section. It’s first come first serve, so get in there early for the best spot! Please note that you cannot choose the 3 2-island territory chains found in the middle of the map (fig.1). Once each player has chosen their spot, we will update the map and start the next round.

fig.1
fig.2
fig.3

In the next round each player receive the supply value of their entire territory chain (indicated by the number next to the chain on the map fig.2). You will then be able to deploy your starting ships onto any territory you control (fig.3). Again, place your orders as a comment in the orders section, which will be invisible to each other until revealed in the next round.

From here onwards the game will follow a loop of phases beginning with the move phase.

A round comprises of these phases:

  1. move phase
  2. battle phase
  3. supply and build phase

Move Phase

fig.4
fig.5

Move your Fleets up to 2 Ocean Hex Tiles away. You can transfer ships between fleets but remember that no ship can move more than 2 tiles (fig.4) and you must not exceed 6 fleets. You cannot move through land tiles unless there is an open sea path such as a strait (fig.5).

fig.6
fig.7

Opposing fleets that move onto the same tile must have a battle in the battle phase. If you move a fleet 1 tile or none, you will have option to ambush the adjacent fleet in the battle phase. (fig.6 & fig.7)

To capture territory fleets must move onto a territory Hex. Neutral territory can be captured by a fleet of any size, the territory will become yours at the end of this phase. If capturing an enemy controlled territory, your fleet must cost the same supply value as the territory chain you are capturing from (fig.8). If you are still on the territory by the end of the battle phase, the enemy loses control of the territory. You will fully capture the territory at the beginning of the next round.

fig.8
fig.9

Any opposing fleets whose paths must cross over the same tile on the way to their destination, will battle where they cross paths (fig.9). The winner will continue to their destination.

Battle phase

“Battle is an easy thing, what’s hard is the look on your woman’s face when you are a weakling!”

If you or you enemy’s fleets landed on the same territory or either of you have the opportunity to pounce on each other, then you will battle in this round. For more information on this phase visit the battle rules section. The moderator will organise with you and the opponent to play out the battle.

Supply and Build phase
Supplies will be allocated to each player based on the territory they control. +2 for each territory held as part of a complete chain, +1 for those not in a fully controlled territory chain. The moderators will update your total supply (shown in the overview section) at the beginning of this phase. You can use your supply in this phase to build and place ships on any territory that is part of a fully controlled chain. Comment your build orders in the orders section.