Here are the rules:
Intro This campaign will run from October to the end of December, and will be free to play for anyone interested. Each player chooses a nation, and builds a fleet according to the rules below. In addition, each player will name their primary commodore, who will gain various extra abilities throughout the course of the campaign – and please, use realistic and serious names for commodores, I don't want to see Rear Admiral Ilikebutts or Fleet Commander ****yourself. Although your commodore may be defeated, his ship sunk, or prized, or teleported to oblivion, it is always assumed that your commodore escapes relatively unscathed, and thus cannot be killed or removed from the game (although if a player wishes, they can choose a new commodore, who will symbolically replace their predecessor, but will retain all the same abilities, and will be unchanged in terms of game rules). The campaign will gather on Friday evenings to play, but feel free to schedule games when/wherever is most convenient for the players in question, so long as I am sent the relevant information (see below). Challenges Games are determined by players “Challenging” opponents for control of zones on the map, and declaring themselves as attacking that zone. If the attacked zone is currently controlled by another player, then the challenge must be accepted by that defending player, who becomes the National Defender; if the attacked zone is currently controlled by no one, then the challenge may be accepted by any player, who becomes the Neutral Defender. In either case, the attacker becomes the Challenger. Each player makes one challenge per week, but can be a defender any number of time. The two players agree upon a point value for the game, within the boundaries of this chart: Month Minimum Maximum October 500 800 November 800 1200 December 1000 2000 Whenever a player is a National Defender or a Challenger, they must use their named commodore, and have access to any and all upgrades that commodore has gained. When a player is a Neutral Defender, they must instead use a regular commodore from their nation, and do not benefit from any of the upgrades they have gained. Although discouraged, if a player is unable to answer a challenge (due to conflicting time schedules, local emergencies, etc.), they may instead allow another player to act as a Neutral Defender in their absence. Master Fleet and Fleet Construction Each player makes a Master Fleet of 5000 points, using normal rules, with naval as the core. In addition, each player will use the standard General 16-card TAC deck (without Tally Ho or Operation Shadow Hunter). This will represent the total forces that player has been allocated by their nation in pursuit of their world wide objectives, and is a finite resource. It is from this Master Fleet that the models will be taken from game to game; a player may only make a list for a game consisting entirely of models from their Master Fleet. This includes any upgrades to models, including crew, which must be taken identically as they appear in the Master Fleet. TAC cards are chosen, as per normal rules, from a player's deck, and may be used in any number of games (they are not a finite resource). All lists made during the campaign must be naval core. Any models that are lost during the course of any game in which a player is either the Challenger or the National Defender, will be removed from their Master Fleet, and will be unavailable for use in any future game. If a player is a Neutral Defender, then it is assumed their fleet represents the resistance of smaller global powers instead of their own fleet, and so suffer no effect for losing models. Models that are prized or salvaged from the enemy at the end of the game are still removed from the Master Fleet, but do grant the player who controls them at the end of the game 50% of the model's point value (rounding up) as Build Points to be used that turn. This represents ships that are too foreign or badly damaged to be of intended use, but still provide resources in the form of salvaged materials. Due to attrition over the campaign, it is quite likely that a player may find one or most aspects of their Master Fleet critically damaged, and thus make them unable to field a normally legal list (such as losing all medium sized models, and being unable to field the basic requirement for them). In such a case, that player must attempt to make their list as legal as possible (all other restrictions apply as normal), but are not penalized for not taking their normal requirements. If not enough models are present in the Master Fleet to allow a player to take a legal squadron of a given model, then the same rule applies: that player does their best to make the list legal, but will not be penalized if they are unable to fulfill normal requirements. Painting There is no painting requirement to play in the campaign, but any player who fields a completely painted fleet will be permitted to use 20 VPs worth of TAC cards without giving their opponent the points (though they may still be countered as normal). Build Points The only way a player may add to their Master Fleet is through spending Build Points. A player gains build points at the end of a week (Friday, at 11:59 PM) through territories they control, models they have prized/salvaged during that week's games, or other effects. The total Build Points a player has represents the total number of points that player may immediately spend to add models to their Master Fleet, and are used to pay for the point values of models and their upgrades. If a player's Master Fleet is incapable of creating legal lists for games due to model losses (to use to above example: having lost all medium models), then they are required to do their best to fulfill that requirement; however, if they do not have the points to legally resolve the problem, they may instead spend their Build Points on other models. If attrition has rendered a squadron to below its minimum squadron size, a player is not required to buy models to satisfy this requirement – though they may choose to do so. Build Points may not be accumulated over successive turns: they reset from week to week, so players may not “bank” or store them up in any way. You may only spend what you have for that turn. Weekly Updates At the beginning of the campaign, I require all participating players to email me their Master Fleet (discussed below). After each game, each player sends me a list of models that were destroyed, prized, and salvaged, as well as what zone or harbour was in contention, and who won the game. I will update the map accordingly, and put out weekly announcements to everyone that will (hopefully) keep things entertaining and thematic. During these updates will be information about rules that may affect all games for a given week (*hint hint typhoon hint*). Map Each player begins the campaign with a single Sea Zone and a National Harbour in their control. All unclaimed Sea Zones are considered neutral, including unclaimed harbours, which will be noted as Neutral Harbours. Each Sea Zone and harbour is worth an amount of Build Points, as follows: Type Build Point Value Sea Zone 25 Neutral Harbour 50 National Harbour 100 Sea Zones will each have descriptions instructing players about specific terrain to be used for any games played at that zone. Harbours are more valuable, and are all also more easily defensible. Any player defending a Neutral Harbour (regardless of whether or not that player is the Neutral Defender of the National Defender) is given 150 points on top of whatever points have been agreed upon for that game, with which they may only buy fortifications. Any player defending a National Harbour is given 250 points on top of whatever points have been agreed upon for that game, with which they may only buy fortifications. Players may choose to spend more points from their lists on fortifications on top of these points, as per normal rules. Commodores As your commodore partakes in the struggle for the south Pacific, they will learn from their encounters with the enemy, and will advance as naval commanders. At the end of each week, as long as you participated in at least one game, you are permitted to choose one of the following tables (Gunnery, Navigation, or Command), and roll 1d6, permanently gaining that upgrade for your named commodore (these abilities are personal, and so will not affect your games when your named commodore is not being used). For every victory you achieved during that week, as either Challenger or National Defender, you are permitted one more roll on a table of your choice (it need not be the same table), and when all dice are rolled, you may select a single one from those rolled. In the case of a player rolling a result they already possess, then that player may instead freely choose any other upgrade they don't already have from that same table. In the event of a draw, both players are considered to have won for purposes of rolling on the Commodore Advancement Tables, but no territory will change hands (though ships lost stay lost). Gunnery Advances 1. Excellent Gunnery: You have a knack for precision firing solution at just the right moment. Your Commodore gains the following Doctrine Ability: Once per game, a model within 8” of the Commodore may ignore the penalty for a model being Partially Blocked . 2. Special Ammo: By talking to the right people at the right price, you have acquired a single salvo's worth of special ammunition. Your Commodore gains the following Doctrine Ability: Once per game your Commodore's Vessel may add one Special Munition to a single attack volley: Corrosive, Incendiary, or Piercing. 3. Destroy Them!: You will accept nothing less than the complete destruction of the foe. Your Commodore gains the following Doctrine Ability: Once per game, any Squadron within 8” of the Commodore's Vessel may reroll ALL initial AD in Primary or Secondary gunnery volley. 4. Let Nothing Through: You have specially trained your defensive crews the importance of protecting their vessels. Your Commodore gains the following Doctrine Ability: Once per game, any Squadron within 8” of the Commodore's Vessel may reroll ALL initial Defensive Counter Attack Dice (CC or AA). 5. Detailed Manuals: You have ensured that your generator crews have received extra training in the operations of their strange devices. Your Commodore gains the following Doctrine Ability: Once per turn, you may reroll any die roll required by a friendly generator within 8” of your Commodore's Vessel. 6. Wolf Packs: You have dispatched teams of submarines to hunt down and harass enemy merchant fleet activities. If any player controls any Sea Zones or Harbours that are touching any Sea Zones or Harbours you control, then when they calculate Build Points, they reduce their total score by: October 25 November 50 December 75 Navigation Advances 1. Prototype Engines: Leveraging your contacts back home, you have outfitted your flagship with the latest engines you could find. Your Commodore's Vessel gains +1 Movement. This only affects the initial Commodore's Vessel; if your Commodore changes vessels through the course of a game, this ability is not conferred to the new vessel. 2. Accurate Charts: You possess the most accurate charts available, and know where it is safe to sail. Your Commodore gains the following Commodore Ability: instead of rolling a Treacherous Terrain Test, you may instead choose to automatically pass if within 8” of the Commodore's Vessel. This ability replaces the Commodore Ability which allows a player to reroll a Treacherous Terrain Test. 3. Full Power to Engines: Your engine crews are prepared to break their backs when you demand they put everything into one last push for their country. Your Commodore gains the following Doctrine Ability: Once per game, any Squadron within 8” of the Commodore's Vessel may gains +1d3” of movement (roll once for the entire squadron). 4. Spotter: Wary of the dangers of an ocean at war, you put your faith in ensuring you are always escorted by extra reconnaissance aircraft. When making a list, you gain one extra SAS that must be taken as a Reconnaissance Wing, in addition to your regular 10 SAS (and any granted by models you purchase). This wing does not count against the restriction of having only a single reconnaissance wing in your initial SAS. 5. Enhanced Rudder Controls: Your flagship has been fitted with state-of-the-art rudder systems, allowing for greater maneuverability than one might suspect. Your Commodore's Vessel uses a turning dial one size smaller than they would normally. This only affects the initial Commodore's Vessel; if your Commodore changes vessels through the course of a game, this ability is not conferred to the new vessel. 6. Destroyer Escorts: Wary of the potential dangers of being cut off, you have secured dedicated ships to protect your merchant fleet and ensure you get your supplies. When calculating Build Points, you gain a bonus to your total score according to the following chart. Also grants immunity to Wolf Packs. October 25 November 50 December 75 Command Advances 1. Discipline: The men who crew your vessels have been drilled hard, and fear failing you more than the dangers at sea. Your Commodore gains the following Commodore Ability: instead of rolling a Disorder Test, you may instead choose to automatically pass if within 8” of the Commodore's Vessel. This ability replaces the Commodore Ability which allows a player to reroll a Disorder Test. 2. Tactical Flexibility: You are an expert in ensuring you always have the options available, when you need them. You gain a permanent +1 to TAC hand size for any sized game your Named Commodore participates in. 3. Marine Shocktroopers: When the situation is dire, you send in the best your nation has to offer. Your Commodore gains the following Doctrine Ability: Once per game, your Commodore's Vessel may reroll ALL initial AD during a boarding action. 4. Experienced Engineers: When called for, your repair crews are second to none, and can quickly bring an end to even the most severe of damage. Your Commodore gains the following Commodore Ability: instead of rolling a Repair Test, you may instead choose to automatically pass if within 8” of the Commodore's Vessel. This ability replaces the Commodore Ability which allows a player to reroll a Repair Test. 5. Enhanced Radios: Your ship-to-ship communications have recently been upgraded. All your Commodore Abilities and Doctrines use 12” instead of 8”. 6. Strategic Coordination: You are sending out a near-constant stream of commands, guiding your fleet like a well oiled machine. Your Named Commodore may use one additional Doctrine OR Ability each turn.