Solitaire
Great War at Sea
January 2014
Much of what follows is the same as with
the Second
World War at Sea solitaire rules. The main differences
are that the fleet movement tables have been
recalibrated to reflect the slower speeds
of pre-World War II ships. Also, the air mission
tables have been deleted since GWAS air units
have limited capabilities, and each turn’s
air missions should therefore be obvious.
Setup
Fleets and Air Units: GWAS solitaire
setup is much the same as with a two-player
game. Determine the best battle plan for each
side and divide ships between fleets accordingly
based on scenario limits. Place all fleet
counters in use on the map with their numbered
side up for easy reference. Flip them to their
generic sides whenever they're spotted by
enemy units, and then flip them back to their
numbered sides when they evade contact. Airships
and aircraft start at the ports designated
in the scenario instructions.
Submarines
and Motor Torpedo Boats: Subs can go on
the map, since you know where both sides'
subs are. Use the numbered sub counters from
Plan Gold to designate the locations
for each sides' subs. If you’re running
a scenario with more subs than Plan Gold
has counters for, use these free
solitaire counter downloads (subs are
the skinny ones), which are numbered to help
you keep track of how many subs are in the
patrol zone. Motor Torpedo Boats should also
go on the map, and you can use spare multiship
counters for them, or the free counter downloads
(MTBs are the thick ones, which are also numbered
to show how many MTBs are in the zone). Place
them on the map on each day's first night
turn, and remove them on each day's first
daylight turn.
Minefields: If a scenario allows players
to place minefields before game-start, don’t
place them until you have preplotted the movements
of bombardment, transport and escort fleets
for both sides. Then make a list of all zone-boundaries
at which each mine-capable side would consider
placing mines. Then number these zones, and
for each side roll randomly a number of times
equal to the number of minefields available.
Place a minefield in each zone whose number
you roll. If you roll the same zone's number
multiple times, place multiple minefields
there subject to limits in the scenario instructions.
Make a note of which boundaries contain minefields,
or if you’re using a sheet of plexiglas
to cover the map, you can draw the minefields
on the zone boundaries using an erasable pen.
Fleet Movement
Preplot the movement of all bombardment,
transport and escort fleets normally. Then
designate which fleets will have intercept
missions.
During each turn, skip the Orders Phase (4.2),
and roll for each intercept fleet on the Fleet
Speed and Direction tables (below) during
the Move Fleets Phase (4.3). You don’t
need to roll on the Speed Table for fleets
that are making best speed for the enemy.
Similarly, you don’t need to roll on
the Direction Table for an intercept fleet
that's making for port via the shortest possible
route (“abort” missions are preplotted).
Each result on the Direction Table tells
whether you can move a fleet in the “desired
direction.” The “desired direction”
is the actual direction the fleet would like
to move at the instant it's moving.
For example, if a fleet wants to move directly
northwest from its current location this turn,
a result of "desired direction"
allows you to move the fleet directly northwest
at whatever speed the Speed Table says. If
the fleet is trying to end up in or move through
a specific zone or zones for the purpose of
contacting or avoiding an enemy fleet, a "desired
direction" result allows it to do so
as long as the zone or zones are within the
fleet's movement range this turn.
A result of "left of" or "right
of" desired direction means the fleet
can't enter the zone(s) it wants to, and follows
a path from its starting hex that aims left
or right of the target zone at an angle of
less than 90 degrees.
A result of "left and away" or
"right and away" from desired direction
means the fleet moves away from its desired
direction of travel at an angle greater than
90 degrees. "Directly away from desired
direction" is self-explanatory.
When a fleet with a speed greater than 1
is moving in close proximity to enemy fleets,
it may be necessary to roll on the Direction
Table for each zone the fleet enters. Do so
or not as the situation dictates. In addition,
you should alternate moving both sides' fleets
when they're in close proximity to each other
so it's easy to keep track of fleets that
cross each others' paths. Roll for contact
as normal.
Aircraft
No special solitaire rules are required for
aircraft. Perform air missions for each side
normally during the Air Operations Phase of
each turn (20.0 – 21.0).
Airship Movement
Most airships have a higher movement allowance than most fleets.
Airships have their own speed table (see below),
but use the same direction table as fleets.
Once an airship ends its movement in the same
zone as a fleet it wants to shadow, it can
move with it for as long as desire and endurance
allow (22.43).
Combat
No special rules are required for solitaire
air and naval combat in GWAS.
That's it! Everything else is the same as
normal GWAS play. Use the movement tables
below, and have fun playing GWAS solitaire!
Movement Tables
The random speed and direction tables require
the use of either a 20-sided die. If you don't
have a 20-sided die, use a 10-sided die rolled together
with an ordinary six-sided die. A roll of
1-3 on the six-sider indicates 1-10 on the
10-sider; a roll of 4-6 on the six-sider indicates
11-20 on the 10-sider (i.e., add 10 to the
10-sider’s result).
Roll on the Speed and Direction tables each
turn for each intercept fleet and airship,
rolling separately on each table. Do not roll
for fleets which are heading for port at a
fixed speed (to conserve fuel or get there
quickly) by the most direct route possible.
Do not roll on the Speed Table for fleets
that are making best speed for the enemy,
or which are not concerned about fuel consumption.
If the Direction Table yields a result that
would cause a fleet to run aground, reroll.
When rolling for direction for fleets with
a speed of 2 or more in close quarters with
enemy fleets, it may be necessary to roll
for each zone entered. Do so or not at your
discretion.
Speed Tables
Fleet Speed |
1 – 10 |
Full speed |
11 – 18 |
One zone |
19 – 20 |
No movement |
|
Airship Speed |
1 – 10 |
Full speed |
11 – 15 |
Two zones |
16 – 18 |
One zone |
19 – 20 |
No movement |
Direction
Table |
1 – 7 |
Desired direction |
8 – 11 |
Left of desired direction |
12 – 15 |
Right of desired direction |
16 – 17 |
Left and away from desired direction |
18 – 19 |
Right and away from desired direction |
20 |
Directly away from desired direction |
|