ACCW Navy
Wargame Rules Starting Locations
This game uses a 25x25 grid. Commanders supply their own grid. A-Y going down the side, 1-25 along the top. The three types of ships are warships, repair ships, and ironclads. There will be one ironclad per side.

Turns
Turns are three days long. Commanders are requested to submit their orders at the beginning of the turn so the results will be sent to them sooner in their next turn. Turn extensions will be made when necessary. If the results can�t be sent to everyone in time extensions will be made.
Fog of War
In this wargame ships only know about their and their fellow commander�s sight range. Fellow commanders may send messages back and forth between one another. Commanders are responsible for their own grid. Scouting Reports may be sent as an order. The ship will remain in place for one turn and receive a 6 square radius for that turn instead of the normal 3 square. Commanders will be informed of any ships they see.
U.S Navy Ship Information
Every U.S. Navy ship will be classified with attack strength, defense points, defense percentage, speed, and range. Attack Strength determines how much damage the ship will do. To find the damage, multiply the attack strength by the defense percentage. That number is how many defense points it will remove from the enemy ship. Defense points are how much damage a ship can take before being destroyed. The defense percentage is always rounded off to the nearest 5%. The maximum defense points are always a multiple of 5. Range is the distance a ship can shoot. Speed is how many spaces it can move. Ship�s damage in speed and range after being attacked will be reported in results. They are repaired with a repair ship.
Repair ships
Each side has one repair ship. Repair ships repair 20% to one ship per turn. They must border the other ship. Both repair ships have equal statistics. They have no attack points,3 speed, and 100 defense points. Also, commanders of repair ships are also commanders of another ship.

Submitting Orders
State name of commander and ship above orders
Orders in parentheses
A ship with orders not submitted will not move
Orders
Fire- fires at target in front of your ship-state target Ex. Fire U.S.S. Washington
Sfire-fires at target on side of your ship-state target Ex. Sfire U.S.S. Washington
Afire-fires at target behind your ship-state target Ex. Afire U.S.S Washington
Move- state coordinates and path you will take Ex. Move A1,B1,B2,B3
Repair-Repair Ship begins repairing damaged bordering ship- State target�s name Ex. Repair U.S.S. Washington
Sc-Sends scouting report-state coordinates Ex. Sc A1

The beginning locations for all ships in the wargame.
U.S.S. Atlantica-A2
U.S.S. Hancock-A8
U.S.S. Repair Ship-A14
U.S.S. Washington-A19
U.S.S. Philadelphia-A24

C.S.S. Patrick Henry-Y3
C.S.S. Franklin-Y8
C.S.S. Repair Ship-Y15
C.S.S. Independence- Y21
C.S.S. Victory-Y25
Wargame Assignments
Some Confederate names could be more appropriate, but these are to be the names of you�re ships when the real war starts.

Commander Andy Hatcher-
Warship U.S.S Atlantica-
U.S.S. Repair Ship
Defense points 100
Attack strength 20
Range 3
Speed 5

Squad. Commander Christopher Olson-
Ironclad- U.S.S. Hancock
Defense points 180
Attack Strength 50
Range 3
Speed 3

Commander Bill Schmitt-
warship-U.S.S. Washington
Defense 120
Attack Strength 25
Range 4
Speed 3

Commander Yearian-
warship-U.S.S. Philadelphia
Defense 120
Attack Strength 25
Range 3
Speed 4



Squad. Commander Bill Luther
Ironclad-C.S.S. Patrick Henry
Defense 160
Attack 60
Range: 3
Speed: 2

Commander Ian Friedman-
warship-C.S.S. Franklin
Defense:140
Attack: 15
Range 3
Speed 3

Commander Brady Hutchison-
warship-C.S.S Independence
Defense: 100
Attack: 30
Speed 2
Range 3

Commander Richard Taylor-
warship-C.S.S.Victory-
C.S.S. Repair ship
Defense:120
Attack: 25
Speed:3
Range:3


 
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