IRCWCC  RULES

 

PART  V - CAMPAIGN

 

 

 

A.        SUMMARY

 
            1.         The purpose of Campaign is to recreate scenarios reminiscent of those conditions which naval powers faced during the time period from 1905 to 1946 when they attempted to attack or defend strategic land objectives.  The safe passage of convoys and the control of surrounding waters in a war zone were often the crucial factors in the successful outcome of a campaign in war time.  Campaign tries to simulate those crucial times of difficult supply and sea control in a game which is easy to play and highly enjoyable for all involved.  The conditions being replicated during Campaign include the maintenance of water borne supply lines while at the same time trying to deny those lines to enemy forces.  The fleets battle for control of the sea lanes and receive points for successful convoy missions, and the protection of troops and supplies on land.

 

            2.         Campaign is a game based on points.  The fleet with the most points at the end is the winner.

 

            3.         The numbers of Campaign Battles, their duration (length of time) and when the battles will take place shall be decided by the Captains present at the Sunday Captain’s meeting before NATS.

 

 

B.        PREPARATION

 

            1.         Standard setup

 

                        a.         Each fleet shall have two bases at the beginning of Campaign: one home base, and one forward base. 

 

                        b.         Forward bases for opposing fleets shall be located at least 50 feet apart.  The home base of each fleet shall be located on the opposite side of the enemy's forward base, but in a position so that the distance each fleet must traverse between home and forward bases is equal.  The supply routes shall thereby cross each other, making highly contested waters surrounding the forward bases.

 

                        c.         Two marker buoys ("Hayes buoys") shall be placed approximately 50 feet out from each home base.  A line drawn between the Hayes buoys and running parallel to the shore shall establish the maximum distance a convoy ship may travel from shore.



            2.         Alternate setup

 

                        a.         In ponds which are too small or not otherwise conducive to “two base” combat, a single base shall be set up for each fleet and shall serve as both forward and home base.

 

                        b.         Convoy ships shall be launched at the single base, circle a buoy or obstacle located somewhere distant from the base, and go back to the start point (marking their entry to the “forward” base).

 

            3.         Base construction

 

                        a.         Home bases and forward bases shall have 10 to 12 feet of shore line marked off by stakes.  An equal distance perpendicular to and extending off shore shall also be marked off by stakes in order to form a square harbor at the base.

 

                        b.         A bombardment target frame upon which simulated supply and troop targets can be positioned shall be located at each forward base.  The bombardment target frames shall be 15' x 1' x 1" boards floating in the water adjacent to but not in front of each forward base.

 

                        c.         A physical boundary shall be set up in the water to keep combat ships at least two (2) feet away from the bombardment target frame.  This boundary shall be constructed low enough so that it does not prevent the shooting of simulated supply and troop targets by attacking combat ships.  

 

                        d.         Ten “supply depot” targets and 10 “troop battalion” targets shall be placed on each target frame at the beginning of Campaign.  These targets shall be equipped with small magnets to hold them in place but which permit them to be knocked over by ships’ BB cannons.  The depot targets shall be made of 1”round dowel or 1”square stock.  Depot targets shall be 3” tall and troop battalions shall be 2” tall.

 

 

 

C.        CONVOY SHIP CONSTRUCTION

 

            1.         A convoy ship may be any ship built or specifically refitted to transport supplies or troops.

 

            2.         Only convoy ships which were launched starting in 1905 through 1946, inclusive, and were completed, are approved for IRCWCC Campaign.

 

            3.         Convoy ships shall be built in compliance with IRCWCC Construction Rules (see Part II ).

 

            4.         The maximum speed of convoy ships shall be 34 seconds per 100 feet at full speed.

 

            5.         Convoy ships shall not carry any offensive units (cannons) or defensive units (pumps).  

 

            6.         The maximum rudder area for a convoy ship shall be determined by the following table:

 

Length of Combat  ship

 

Size of Rudder

19.9" or under

 

1.0 sq. in.

20” to 34.9"

 

1.5 sq. in.

35” to 59.9"

 

2.25 sq. in.

60" and over

 

3.0 sq. in.

 

 

 

D.        CONVOY SHIPS AND THEIR DUTIES

 

            1.         A convoy run shall be attempted by each fleet at least once in every 10 minute period of Campaign.  Otherwise, the opposing fleet shall be awarded 500 points.

            2.         Each convoy ship shall be given a 30 second grace period upon leaving its base to allow it to clear the shoreline.  No combat ship may fire upon or impede its progress for 30 seconds.

 

            3.         There is no limit to the number of convoy runs which can be made during Campaign. 

 

            4.         If one fleet has significantly more combat ships than the other, a transfer of combat ships to the undermanned fleet may be directed by the Contest Director in the interest of fair play.  Such action is not mandatory.

 

            5.         Convoy ships shall sail on the water for a minimum period of 5 minutes while transiting from their home base to their forward base, and the same period while returning from their forward base to their home base.  Captains shall time their ships.

 

            6.         Convoy ships shall enter a base only as a result of one of the following:

 

                        a.         Entering a friendly port at the end of a 5 minute running period on the water.

 

                        b.         Sustaining declared ram damage, or being sunk due to ram damage.

                        c.         Being sunk by cannon fire.

 

                        d.         Being declared scuttled. 


                        e.         Being pushed or towed into a friendly port by a friendly ship at the end of a 5 minute running period on the water.

 

 

 

E.         ATTACKS ON CONVOY SHIPS

            1.         Convoy ships may be attacked in accordance with one of two alternative rules. 

 

                        a.         The "no touch rule" - No combat ship may touch or be touched by a convoy ship during the convoy ship’s transit.  If the ships do touch during a Campaign the combat ship shall immediately be sailed to shore and then begin a 30 second "time out" period, after which time it may reenter Campaign.  Note: a convoy ship may actively "hunt" a combat ship to affect the "touch," thereby sending the combat ship out of the battle for a 30 second penalty period.  There shall be no limit on the number of combat ships which may attack a convoy ship or any other restrictions.

 

                        b.         The “single attacker rule" - Only one combat ship attacker is allowed within 10 feet of the convoy ship at a time and NO defending combat ships shall be within 10 feet of the convoy ship at any time. Other combat ships can attack with long range cannons from outside the 10 foot circle provided there is never more than one combat ship within the 10 foot circle.

 

            2.         Prior to the start of Campaign, a vote shall be taken among all captains present to determine which rule shall be used.

 

 

F.         COMBAT SHIPS AND THEIR DUTIES

            1.         Each combat ship shall begin Campaign with all operational cannons fully loaded with BB's and a fresh set of batteries.

 

            2.         Each Captain may utilize two (2) combat ships during a Campaign.  One (the “primary”) may be any combat ship in Classes 1 through 7.  Another (the “secondary”) may be any combat ship in Classes 1 through 3.

 


            3.         A Captain’s primary ship may be replaced by that Captain’s secondary ship if the primary ship has been sunk or has properly left the battle pursuant to the 5 minute rule or 2 minute rule, provided, however, that the Captain is permitted to rearm under the rules. 

 

            4.         Combat ships may begin Campaign at any location on the water, and may then undertake any combat missions assigned, such as sea patrol, forward base protection, bombardments, convoy interception and convoy escort.

 

            5.         Combat ships launched after the game has begun must be launched at a base (forward or home) and can then undertake any of the aforementioned missions. However, such combat ships shall have a grace period of only the customary time to gain “sea room" before being fired upon.

 

            6.         All combat ships not sunk during battle may reenter the battle at will during a campaign. 

 

            7.         A combat ship in Class 4 or above may rearm only if there are supply depots still standing on its fleet’s bombardment target at the time it comes ashore.  Class 3 ships and below may rearm regardless of the status of their fleet’s supply depots.

 

 

G.        APPLICABLE RULES 

 

            1.         All IRCWCC rules apply to Campaign unless specifically modified by the Campaign Rules in this Part.

 

            2.         Exceptions and modifications

 

                        a.         The 5 minute rule - Combat ships shall sail immediately to either their fleet’s home or forward base after their 5 minutes (or 2 minutes) have expired, shall not linger or take part in any fleet actions along the way, and shall not be removed from the water except at their fleet’s home or forward base. 

 

                        b.         Sinks - Combat ships that sink before being touched by hand inside the safe harbor are considered to be combat sunk. Combat ships that are removed from the water before the end of the Campaign before reaching their fleet’s home or forward base are considered to be combat sunk.

 

                        c.         Ram damage and penalties

 

                                    1)    If a convoy ship is rammed its captain shall call ram and stop his timer. This shall not interfere with any other action being timed in the Campaign.

 

                                    2)    Both ships involved in the ram shall come to shore. The convoy ship shall then be checked for ram damage. If there is no ram damage to the convoy ship then both parties shall return to sea.  If ram damage is found in the hull of the convoy ship which affects the convoy ship's serviceability or its watertight integrity the following penalties shall be imposed:

 

                                                i)   The convoy mission is deemed fully completed and the proper points shall be awarded, and

 

                                                ii)   Ram damage to convoy ship hulls shall result in double penalty points being assessed.

 

                                    3)    The ramming ship must remain off the water until the damaged convoy ship is seaworthy.  The captain of the ramming ship may assist in any repairs to the damaged convoy ship to make the convoy ship seaworthy as quickly as possible.

 

                                    4)    The captain of the convoy ship shall restart the 5 minute timer 30 seconds after leaving shore, and may move in any direction desired.  The convoy ship shall not be a target for cannon fire for a period of 30 seconds after leaving the shore in order to give the convoy ship a chance to gain sea room.

                                    5)    The ramming ship shall remain at the shore until the end of the 30 second grace period. The captain of the ramming ship shall time the 30 second grace period.

 

                                    6)    If a convoy ship rams another ship, the convoy ship shall continue as usual and does not have to come off the water. 

 

                                    7)    If a convoy ship is rammed or ram sunk by a ship of its own fleet, the convoy ship’s mission ends in failure.  The opposing fleet shall be awarded double the amount of the completed run points which would have been earned by the convoy ship if it hadn’t been sunk.

 

            3.         The length of a Campaign is 1 hour.  This does not include extension periods. 

 

                        a.         Each fleet shall be granted one 5 minute extension period.  The extension shall be granted at the request of the fleet's admiral at any time before the end of Campaign. 

 

                        b.         The battle should begin on the hour or half hour to ease timing problems and the Fleet Admiral's and Contest Director's watches should be synchronized.


H.        OTHER BATTLE CONDUCT

 

            1.         Ships in the square marked “safe harbor” area may not be fired upon.

 

            2.         Ships may not be fired upon when they are being launched or retrieved.

 

            3.         All ships shall be thoroughly tested and prepared before leaving their ports.  Once a ship has exited the “safe harbor” area it cannot enter a harbor again until the end of a 5 minute rule or 2 minute rule.

 

            4.         No combat ship shall impede the progress of the convoy ship.  No combat ship may push a convoy ship unless the convoy ship is disabled.  A combat ship which does either of the foregoing shall be brought to shore at once and then begin a “time-out” period of 30 seconds, during which time shall take no part in the battle.  It shall not fire or be fired upon.  It shall not be declared to be “on five” and may not be removed from the water.

 

            5.         If a ship is sunk or is out of control its captain shall not retrieve it if a convoy mission is then in progress.  Sunken ships shall be retrieved after the convoy mission is complete.  No additional convoy missions shall be started until all sunken or disabled ships have been recovered.

 

            6.         The campaign timer shall be stopped whenever “Man in the water!” is declared until the Contest Director announces that action may resume.

 

 

I.          SHORE BOMBARDMENT

 

1.         Supply depot targets and troop battalion targets on the forward base target frame shall be engaged by enemy fleet BB cannon fire.  The supply depot and troop battalion targets shall be deemed destroyed if they are knocked over as a result of the BB fire.

 

2.         Supply depot targets knocked over as a result of a ship’s wake or ram may be reset by and at the discretion of the Contest Director.

 

 

J.         SHORE BATTERIES

 

            1.         Each forward base may have one shore battery.

            2.         Shore batteries shall be located on the forward base in the center of the target.

 

            3.         Each shore battery is allowed one cannon with a 75 round BB magazine.

           

            4.         Each battery must have a knock down target which shall disable the cannon if it is hit by cannon fire.

 

 

 

K.        SCORING

            1.         No points shall be awarded for convoy ship sinks. 

            2.         No points are awarded for battle damage to combat ships. 

 

            3.         Standard points shall be awarded for combat ship sinks.

 

            4.         Each fleet shall be awarded 125 points for each troop battalion or supply depot which is left standing at the end of the Campaign.

 

            5.         Points shall be awarded for each trip, either from the home base to the forward base, or vice versa, completed by a convoy ship in accordance with the following schedule:

 

 

Length of combat  ship

 

Points for completion of run

19.9” or under

 

50

20” to 34.9"

 

125

35” to 59.9"

 

250

60" and over

 

375

 

 

            6.         Each convoy ship captain is responsible for accurately recording a ship’s completed number of runs. 

 

            7.         A convoy ship declared sunk (or scuttled) shall result in 1000 points being awarded to the opposing fleet.

 

            8.         The Contest Director shall compile the fleet scores.  The fleet which accumulates the greater number of points is the winner.

 

            9.         If there is a tie in points, the fleet with the most convoy runs wins.

 

            10.       Individual points are not awarded in Campaign.

L.         AWARDS

            1.         Best of Scale Convoy - This award shall be given to the captain of the convoy ship displaying the best overall scale ship construction and appearance (as voted on by all members present at the time of voting).  To qualify, the ship must have attempted at least one (1) convoy mission.

 

            2.         Life Line Award - This award shall be given to the captain who has completed the greatest number of successful convoy missions.  In the case of a tie, the captain with the larger convoy ship is the winner.  In case there is still a tie, both captains shall receive the award.

 

--- End ---