|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I.
Safety
A. A barrel safety pin must be inserted
crosswise through the barrel of each firing cannon prior to lifting a ship from
the water. The barrel safety pins must
be permanently attached to the barrel or to a point on the ship within 6 inches
of each cannon. Except for battling, the
only time barrel safety pins may be removed from the barrel is during the
process of tweaking the cannon. Safety
penalty points will be assessed for violation (for penalty
see section on scoring). B. Firing BB cannons shall not be elevated above
the horizontal. C. The wearing of safety glasses with side shields
is required by all participants and spectators when in the marked pit area,
when battling, and when observing combat events. Safety glasses are especially important when
retrieving a ship from the water, when near the water's edge, and when inserting
barrel safety pins. A safety penalty
will be assigned to captains in violation. D. While a battle is in progress no one shall
sit, kneel, or lie on the ground within 50 feet of the water's edge. E. If anyone enters the water to recover a ship,
all firing of cannons (both by ships on the water and on shore) will cease and
all ship motion will stop (unless allowed by the CD) until that person is again
on shore. Ships near the captain who is retrieving his ship may be moved away
for safety reasons. Ships which are off their five minute rule,
or checking moss may also come to shore. F. An R/C "Frequency Tree" will be
used at all sanctioned events to control transmitter use. This "Frequency Tree" will have
some means of attaching a marker to every transmitter currently in use showing
the radio frequency being used. A radio
transmitter shall only be operated when the marker is attached to the
transmitter. A safety penalty will be
assigned to captains in violation. It is
the responsibility of the Contest Director of a sanctioned event to provide the
"Frequency Tree". 1. All radios must be narrow band, excluding
those on the ham and 27 MHz bands. 2. The 27 MHz band may be used for warships,
except during Campaign, when the 27MHz band is set aside for the use of convoy
ships, with frequencies A1 through A3 reserved for Axis convoy ships, and A4
through A6 reserved for Allied convoy ships. 3. For the National Championships, the 75MHz radio
channels should be divided with the Allied fleet ships using Even
numbered channels and Axis fleet ships using Odd numbered channels. a. The MWC Vice President has the final
authority for assignment of Nats channels. b. In
the event that deviation is needed from this general arrangement, the Vice
President should assign frequencies so that no cross-fleet conflicts exist. G. All ships must have a pressure relief
mechanism between the propellant tanks and cannon valves consisting of at least
two (2) inches of plastic tubing (250 maximum PSI) or a manufactured pressure
relief value set at 250 PSI. H. The following rules shall apply to the use of
CO2: 1. All CO2 tanks used on-board
ships and as land-based storage containers must be commercially manufactured
and certified for use with CO2 and may not be modified in any manner. 2. All CO2 systems must have a
manufactured pressure regulator set to no more than 150 psi. The pressure regulator must be connected to
the tank using only manufactured hoses or unions
rated for CO2. The regulator serves to
divide the system into a high-pressure side, consisting of the CO2 tank and
pressure relief valve, and a low-pressure side, consisting of a distribution
manifold, poppet valves or solenoids, and conventional R/C BB cannons. Items on the low-pressure side of the regulator
NEED NOT be manufactured or certified. 3. All refillable CO2 systems
must have a manufactured pressure relief valve (e.g.. rupture disk or
equivalent) located somewhere on the high-pressure side. 4. All CO2 systems must have a
10/32 threaded hole on the low-pressure side that allows the CD to measure the
pressure being delivered to the cannons.
5. The CD, or a person appointed
by the CD, is responsible for certifying that all CO2 systems adhere to the
construction rules. Systems that are in
violation may not be used during the event.
6. The CD, or a person appointed
by the CD, is responsible for measuring the pressure of the low-pressure side
of the CO2 system whenever it is deemed necessary or when requested by another
captain. A system that exceeds the
maximum allowed pressure will have its regulator adjusted immediately and a
safety chit will be written. If a
captain's ship(s) exceeds the maximum pressure more than once in an event, then
that captain will be banned from participating during the remainder of the
event and the captain's name will be forwarded to the Board of Directors for
further review. 7. The Board of Directors has
the authority to review all violations of CO2 construction or procedural
rules. If they feel that a captain has
shown a pattern of CO2 rule violations, then they have the authority to ban the
captain from participating in all MWC events, for as long as they deem
necessary. Furthermore, the Board of
Directors may review the actions of a CD with regard to the CO2 rules if
requested by a captain in writing. A CD
who did not properly adhere to the CO2 rules may be banned from acting as a CD
in future MWC events,
for as long as the Board of Directors deems necessary. Such actions require only a simple majority
vote on behalf of the Board of Directors. II.
Construction
& Class Rules
A.
Construction Specifications
1. All ships must
comply with the following test to be able to participate in R/C Warship
Combat. a) The ship is placed on its side. One end of a 3/16"
by 30" or
greater brass tube is placed against the ship's hull skin an equal distance
between two ribs (however, the hull skin shall penetrate anywhere between the
two ribs). Insert a 12" x 1/8"
solid brass rod into the brass tube, rd location and release should be achieved
with a cross pin (do not spray any lubricant in the tube or on the rod). Letting the rod fall through the tube and
striking the hull skin should result in penetration of the ship's hull
skin. Maximum hull strength shall not
exceed an 18" drop. It is
recommended that a ship be built to 12" of drop to allow for battle
repairs and hardening with age. b) Hull skin must penetrate in 3 out of 5
locations on first drop. c) Superstructure
surfaces may be constructed of any material. At a given point along a ship, any
portion above the weather deck is considered superstructure. d) Hull hardness testing (as described in
paragraph a. above)
shall be by challenge only except at the National Championship. The challenger (except if Contest Director at
a MWC sanctioned event) shall submit to the same test at the time of
challenge. e) All ships shall be hull hardness tested on
the first day on the National Championship.
2. The total hull length that can be solid material shall not exceed 15% of the overall length of the hull. This includes ribs, solid material at bow and stern, and fillets. Measurement shall be made along the longitudinal centerline of the model (farthest point forward to farthest point aft of hard area). a) A rib or keel shall be defined as any solid
material attached to the hull skin, which is perpendicular to the plane of the
waterline, and whose function is defining the shape of the hull. b) Ribs and keel can be no thicker than
3/8" thick material. c) Minimum spacing between ribs shall be no less
than 1" from rib centers. d) Solid material in the bow may extend no more
than 2” aft following the contour of the bow.
(See Diagram A.) e) Solid material in the stern can extend no
more than 1" forward, following the contour of the stern.
3. The
following are defined as: a) Weather
Deck: The uppermost deck exposed to the weather that has the forward most gun
of the highest caliber mounted on the ship. On a ship without guns, it is the uppermost
deck exposed to the weather at the bow of the ship. The weather deck may be no
more than 3/8" thick. There
may be only one weather deck at any given section along the hull. In the case
of aircraft carriers, the hanger deck is considered the weather deck.
b) Gunwale: The edge of the deck
that the gun in question is sitting on. i.e. The
gunwale for the casemate guns is the edge of the deck that the casemate guns
are sitting on. The top or side of a bulge is not the
gunwale. The following diagrams are an example of a Nagato
Class battleship in the bulged and not bulged version and a general example of
gunwales.
Nagato (Bulged) Nagato (Not Bulged)
c) Deck Step: The point on a ship
where the weather deck is allowed to step down to the next lower deck. A “deck
step” can occur for two reasons: 1) When the weather deck of the
ship continues but moves inwards from the next lower deck’s gunwale more than
½” and does not at any point come back to ½” or less from that gunwale with
respect to viewing a ship from bow to stern. 2) The weather deck ceases, but
there are lower decks that continue with respect to viewing a ship from bow to
stern. If the inset that leads to the
step deck does not incorporate any casemates between where it begins and where
it goes >1/2" inset, then the step may move to the beginning of the
inset rather than at the >1/2" mark.
d) Casemate: An armored enclosure
for guns on a warship. This consists of the cupola and armored areas
surrounding the cupola on the same deck. e) Cupola: The armored housing
where a casemate gun is mounted. f) Deck Rim: The uppermost outer
edge of the weather deck. g) Casemate Deck: The deck that casemate
guns are sitting on. 4. Impenetrable material may be used as hull skin, but must be at least 1" below the waterline or more than 45 degrees down the turn of the bilge. (See diagram B) The hull skin immediately around the prop and rudder shaft exits may be impenetrable material; it must not, however, interfere with the inherent penetrability of the hull. 5. Internal "armor"
may be used to prevent bb's from damaging internal
components or exiting the other side of the hull, as long as it does not
violate rule II.A.4. (Note that
internal armor is typically a sheet of plastic, plywood, or other impenetrable
material mounted about 1/2" behind the hull skin, to prevent bb's from
causing internal damage while still allowing them to penetrate the hull.) 6. No water belts, double hull
areas, watertight compartments, or other construction advantages may be taken
that are attempts to defeat the scope of construction intent. a) A watertight box(es) may be used for the
purpose of protecting electronic equipment.
This box(es) shall
not have sufficient buoyancy to prevent the model from sinking (for the
purposes of defining this paragraph only, sinking is defined as a model that
will completely submerge). b) No interior box(es), bulkheads, or other
interior construction shall subdivide the hull into separate compartments or
that will affect the penetrability of the hull skin to bb entries. c) Solid material may be used as
“water channeling” as long as it does not interfere with the inherent
penetrability or sinkability of the ship. Water
channeling may not extend above 1” below the waterline (or equivalent) hard
area. 7. A stringer shall be defined as any solid
material that hull skin is attached to that forms the shape of the hull and is
not classed as a rib. a) No stringers shall be used unless the shape
of the hull dictates. Hull features that
dictate the use of a stringer are: bulges, casement guns, knuckles, or armor
belts. The stringer may not extend more
than one rib beyond where that hull feature is prominent. b) The surface of the stringer which is against
the penetrable area of the hull skin shall be no thicker than 1/8"
material but may be any width. c) The total
vertical hard area cannot exceed ½” between any two ribs in the penetrable area
of the hull. i.e. A ship with both a casemate deck and
a defined armor bulge or belt may use two stringers provided that the weather
deck is no more than ¼” so that the combined vertical hard area between the
ribs is no more than ½”. d) Appendix A shall contain examples of classes and their
maximum deck and stringer hard area. In cases where there are questions,
the drawing shall be final. 8. Penetrable hull areas shall be non
self-sealing. 9. Any form of positive hull pressurization is
illegal. 10. On ships which have casemate mounted cannons, the cupolas
may be constructed of impenetrable material. A 1/8" wide strip on
each side of the cupola may also be made impenetrable. If the flat area
between cupolas is inset more than 1/2" from the edge of the gunwale the
entire casemate (cupolas and all flat areas inset greater than 1/2") may
be made impenetrable. a) Measurement of the inset of
casemates is determined by scale plans, not actual built measurements. In the case of a discrepancy between plans, the plans in
question should be submitted to the Board of Directors and the Casemate
Committee for review and a final decision. This
is to keep captains from modifying the location of casemates to allow making
the casemates hard.
11. Maximum model weight shall not exceed the scale model
weight (as listed in the ship list) + 10%. 12. Max model weight for Class 2 and lower using CO2 is
calculated by (full disp +10%) + 25% or (full disp + 10%) + one (1) pound, whichever is
greater. The ship must have a minimum of ½” freeboard at its lowest point. Hull
depth may be adjusted as required. B.
Scale
1. Hull shape shall be relatively scale,
non-scale additions to the hull that increase drag are not allowed. 2. Any ship laid down
after January 1, 1991 shall be built to 1/144 scale. Allowable error will be
+/- 1/8" for the beam and +/- 1/2" for the length, or +/- 2% of
prototype dimensions, whichever is greater. Ships which were legally built in
1/150 scale will be "grandfathered" if they battled in a sanctioned
battle prior to December 31, 1990. This "grandfathered" period
expires on 12/31/2012. After 12/31/2012, all ships must be 1/144 scale. a. <deleted
in 2010> b. <deleted
in 2010> 3. The center of the marked waterline of the
model must be within 1/8" of the actual floating waterline of the
model. On ship Classes 7 through 2 a ship
model may have 1/4" wide tape or equivalent painted waterline and ships
Classes 1 and 1/2 may have a 1/8" wide tape or equivalent painted
waterline or a scale width waterline may be used on any class ship. 4)
The ship shall be equipped with a scale number of shafts. Each ship must have a
scale number of props. Non-powered props must be the same size or smaller than
the powered props. i) Some examples of prohibited devices are: cups, domes,
hinged disks, hinged flaps, etc. ii) Props
used only to reverse the ship may be smaller, have fewer blades, and less pitch
than the props used for forward propulsion. e) No more than two drag disks are allowed on any ship. f) Drag disks on powered shafts shall be placed so they are
in front (closer to the bow) of the prop. 5. Barrels must be installed in all turrets. 6. To legally enter a sanctioned event, all
ships must have all superstructure parts in place which exceed one cubic inch
in volume. C.
Rudder Specifications
1. The ship shall be equipped
with a scale number of rudders. Only
rudders shall be used to turn ships (no "turning motors" or other
systems may be used to assist in turning). Rudders may not have horizontal features
such as wings, etc. a. Turning
motors can be defined as any of the following: Turning off/on
motors only when the ship is turning. Running any drive
motor(s) in reverse when the other drive motor(s) are running
forward. Running
any drive motor(s) with significant RPM differences between them. Side of
ship thrusters are turning systems. 2. The maximum total movable
rudder area (measured by cross-section) allowed shall be by model class as
follows:
3. Ships with two or more
rudders, or greater than 700 feet length overall, may have 50% more total
rudder area than allowed above. If the
additional rudder area is utilized, all rudders must function. 4. If a ship has a scale rudder
or rudders which have more rudder area than allowed above, then that ship may
have the scale rudder area if it can be substantiated, and if said rudder is
the scale shape. Said ship must be
submitted to the Board of Directors for a ruling as to its allowed rudder area. 5. All 1/150th scale
ships that are legally eligible to battle in MWC events are allowed a maximum
rudder area of eight percent (8%) less by class as specified for 1/144th
scale ships. D.
Reverse
1. All model ships must be
able to change from forward to reverse motion by radio control. E.
Cannons
1. A cannon shall be defined as an offensive
unit and shall not fire any projectile other than a bb (.177" diameter
steel shot). 2. Maximum cannon firing pressure shall not
exceed 150 p.s.i. Use of Chlorofluorocarbons (CFCs) or other
ozone depleting chemicals as propellant is prohibited. 3. All cannons must be equipped to fire single
shot, except cannons which are allowed to spurt. a) A single shot cannon is defined as one which
fires one bb for each transmitter control movement from neutral to a fire
position and return to neutral. 4. For test purposes a single shot cannon will
be allowed a 20% variance in the ratio of stick movement to bbs
fired. Example: for 30 stick movements
the cannon may fire anywhere from 24 to 36 bbs and
still be legal. The Contest Director
shall determine compliance both with shore testing and firing characteristics
during battle. a) Single shot cannon testing shall be by
challenge only. The challenger's cannons
will be tested at the same time as the challenged cannons. 5. Cannons must be placed in turrets or
casemates occupied by the main battery of the ship modeled. Main battery cannons in a turret must exit
the turret from the face of the turret.
The turret barbette must be of scale size and shape; it cannot be
modified to increase the down angle of the cannon. The turret must sit flat on the
barbette. No cannons may be mounted near
the waterline or below the waterline. a) Ships in class 4,5,6
& 7 with their main armaments located all forward of their superstructure,
may use an aft secondary battery to mount a single stern cannon. b) Barbettes must be scale shape
(i.e. round) and size, both in diameter and height. c)
Barbettes may not be notched to allow the barrel a greater down angle. d)
Barbettes must be in the scale locations. 6. Cannons may be mounted in the superstructure
if the main turrets (or secondary turrets, if 5.a. above applies) are
physically too small to house the cannon. 7. The maximum length of the cannon barrel
shall be limited to: a) "O"-ring cannon: 5" from
"O"-ring. b)
"Restrictor tube" cannon: 6" from the outlet side of the
restrictor tube. 8. Automatic-tracking and automatic-ranging
systems for the cannons are illegal. 9. All spurt cannons must have an O-ring or
restrictor tube and their barrel i.d. must be no more than
.190" at the muzzle. F. Additional
Weapons
Since the goal of the hobby is to conduct safe surface naval
battles, other weapons such as mines, torpedoes, ram bow usage, depth charges,
rockets, fire, acids, bases, etc., are not allowed. G.
Pumps
1. A pump shall be defined as one or one half
defensive unit and shall not be of a positive displacement design. 2. A one unit pump shall have one round
1/8" inside diameter discharge port; a half unit pump shall have one round
3/32" inside diameter discharge port.
The port diameter must be measurable from the outside of the ship. A one unit pump may not be subdivided into
two 1/2 unit pumps. 3. A pump motor shall be no larger than the
largest propulsion motor in the model. 4. All pumps must be electric, and composed of
one motor and one pump rotor. 5. A pump shall have only one intake. 6 <Item deleted in 2003>(see
Sect. K, Submarines) H.
Warship Classes
1. Unless a ship has been specifically exempted
in subparagraph a. (below
the table), the characteristics listed in the following table take precedence
over any values listed in the MWC Ship List.
Only ships which were launched between 1905 and 1946 inclusive and were
completed will be legal to model (refer to MWC Ship List for legal ships). Listed below are the authorized classes and
the offensive/defensive units allowed:
a) Exemptions from the table above include the
following: 1) <Item deleted in 2007>. 2) <Item deleted in 2007>. 3) <Item deleted in 2001.> b) The
classification of cruisers built after 1922 will follow the definition of
Article 15 of the London Naval Treaty as paraphrased below: The cruiser category is divided into two
sub-categories, as follows 2. All displacement values shown above are
standard displacement. 3. All displacement tonnages listed above are
in English tons (long tons) of 2240 pounds each. 4. All ships are classified according to their
original AS BUILT specifications; reconstructions at a later date will not
affect the class of the ship or the number of units it receives, with the following
exceptions: ·
Conversion of completed ships into full aircraft
carriers can be rated at their original configuration AND for their original
reconstruction into an aircraft carrier. ·
Japan’s Mogami class
light cruisers will also have a listing for their conversion to eight inch
gunned heavy cruisers and will keep their AS BUILT units. ·
Great Britain’s Furious will be classed as an
aircraft carrier. 5. A one unit cannon carries a load of 50 bbs fired singleshot, or 15 bbs if spurted. A 1/2 unit cannon carries 25 bbs fired singleshot, or 10 bbs if spurted. A 1/2 unit cannon magazine may be
added to a 1 unit cannon magazine, making a 1 1/2 unit cannon with 75 bbs. Cannon units may not be subdivided into smaller
cannon units (a 1 unit cannon may not be made into two 1/2 unit cannons).
A ship may mount only a single ½ unit cannon in its offensive armament.
In Ship Classes 3 and above, any legal 1/2 units must be used as a cannon with 75 bbs in the
magazine. Only Class ½, 1, 2 and 3 ships
with all cannons in the bow and/or stern quadrants may be armed with spurt
cannons. a) Predreadnoughts
(PDN) greater than 12,000 tons standard (as built), and Class 3 Cruisers
of greater than 12,000 tons standard (as built) and 625 feet in length may use
their extra half unit as either a cannon or a pump. b) All Class 2 and smaller ships are allowed to split
off a separate half unit to use for a single pump. For example, a 2-unit ship
could have a 1/2 unit pump, a 1 unit cannon, and another 1/2 unit cannon; or a
1 unit ship could have a 1/2 unit pump and 1/2 unit cannon. 6. Bow and stern firing cannons on all classes
of ships cannot be angled more than 15 degrees either side of the longitudinal
centerline of the model. 7. Class
3 Pre-Dreadnoughts with a beam equal to or greater than 73 feet as well as all
other Class 4, 5, 6, 7, & 8 warships may have sidemounted
cannons (any cannon which is angled more than 15 degrees from the longitudinal centerline of the model). Warships in
these classes are allowed sidemounts as follows: c) Ships over 720':
These ships may carry a maximum of three sidemount
cannons with a maximum of two firing cannons covering a specific side. When two
cannons are firing into the same quadrant, they must be in separate turrets.
All quadrants may be covered. 9. The ratio of offensive and defensive units
is the choice of the captain but may not be changed during the course of a
battle. Offensive unit positioning may
be changed between sorties of a battle.
Any offensive units carried on board a ship in excess of the selected
offensive/defensive ration must be pinned. I.
Speed
1. Unless a ship has been specifically exempted
in subparagraph a. (below
the table), the characteristics listed in the following table take precedence
over any values listed in the MWC Ship List.
The model's maximum speed shall be determined from the table below:
2. Speed testing will be by challenge only and
may be conducted immediately before a sortie begins or immediately after a
sortie has been fought. The ship being
challenged may not be opened or modified in any manner before the test is
performed. The test will be conducted
using the batteries that exist in the ship at the time the ship is
challenged. Pumps may be turned on only
if the ship is in danger of sinking during the speed test (or if the pump is
always on or automatic). 3. Testing will be over a measured course from
a running start. The challenged ship
will be piloted by the challenger and the challenger's ship will be piloted by
the captain he challenged. The timing
will be done by the Contest Director or by someone appointed by him. The actual length of the course for measuring
speed can be any distance with the above-listed speeds being a rate rather than
an absolute. 4. No change in the resistance in the throttle
section of a ship is allowed between sorties. 5. A ship may not exceed its maximum allowable
speed in any direction of movement, either forward, left or right turn, or
reverse. 6. A timed throttle system that enables a ship
to exceed its maximum allowable speed for any portion of the measured course is
an illegal system. 7. A throttle system which uses a “feedback”
type sensor to apply greater thrust when the ship is not at maximum speed is an
illegal system. J. Violations
1. A violation shall be defined as any ship
that is not constructed in accordance with any one or a combination of the
preceding construction rules. 2. Any ship suspected of being in violation of
any rule shall be brought to the attention of the Contest Director. The Contest Director or someone appointed by
him will immediately investigate the suspected violation and/or apply the
appropriate test. 3. A Citation of Non-Compliance will be issued
to any captain whose ship has been determined to be in violation of one or more
construction rules. All Citations of
Non-Compliance will be submitted to the MWC Secretary and kept on record. A copy of all outstanding citations will be
mailed to the Contest Directors of all future MWC sanctioned events. The ship receiving the citation shall not
compete in any future MWC
sanctioned event until it has been inspected and/or tested by a
Contest Director and found to be in compliance with the rule(s) which were
violated. This Contest Director shall
then inform the MWC Secretary that the ship is now in compliance and the
outstanding citation will be stricken from the record. 4. If a ship is in violation, a secret ballot
will be taken among all participating captains (both sides) to decide if the
violating ship can compete without correcting the violation. A 2/3rds approval vote is required for the
ship to compete. a) If a battle is in progress, this vote will
occur prior to the next sortie.
Otherwise, the vote will be taken prior to each subsequent battle as
long as the ship is still in violation. b) This voting will only be allowed during the
sanctioned event in which the violation was discovered. K. Submarines
1. All rules pertaining to the construction,
operation, and scoring of surface ships within the rules apply to submarines
unless specified. 2. A submergible submarine may have a pump if
the pump can only be used to pump water into and out of an enclosed ballast
tank. In no way may the pump be used for damage control. 3. Submarines are not considered sunk by decks
awash or resting on the bottom, but by their failure to surface when requested
by a CD. 4. All penetrable area on a submergible
submarine that participates in fleet battle is considered "below the
waterline" area for scoring. 5. On submarines, impenetrable material may be
used as hull skin, but be at least 1" below the waterline, more than 45
degrees below the turn of the bilge, or more than 45 degrees above the turn of
the hull. 6. A submarine must have at least 1/2" of
penetrable area amidships. 7. A submarine does not need at least 1/2"
at its lowest point. III. Battling
A.
Battle Summary
A battle is conducted in the following manner: Two fleets are mutually decided upon, each fleet consisting
of one or more ships. These ships are
launched at the appointed time. When all
participants have announced that they are ready to battle the Contest Director
(or someone appointed by him) announces, "LET THE BATTLE BEGIN". Combat is engaged according to the rules in
section B, "BATTLE CONDUCT".
After all ships have completed the "Five Minute Rule" time
period and have been removed from the water, that sortie is declared over. At this time combat damage is assessed and
recorded on the COMBAT DAMAGE REPORT form.
If there are additional sorties to be fought in this battle, the ships'
cannons are then reloaded with bbs and/or
propellant. At the appointed time the
ships are then re-launched for the next sortie.
At the end of the last sortie the battle is declared over, combat damage
is assessed and tabulated, and a battle winner is declared. Combat damage may then be repaired and
batteries may be legally replaced in preparation for another battle. As an
alternative, combat damage may be assessed at the end of the battle, instead of
between sorties. See III.C.7.a. for more details. B.
Battle Conduct
1. A sortie is officially counted when a ship
is on the water at the time that battle is declared between two opposing sides. a) At events where split fleets are required
due to frequency conflicts, the admirals must split their fleets as evenly as
possible. On each side, split fleets must be within 2 ships/captains and 10
units. 2. A battle is a series of one or more
sorties. The number of
sorties to be agreed upon by both sides previous to the start of the first
sortie. 3. When a captain desires to withdraw from a
sortie, he announces to all participants that he is invoking the "Five
Minute Rule" for ships in Classes 7 through 2 or the "Two Minute
Rule" for ships in Classes 1 and 1/2. a) At the announcement of "Five Minute
Rule"/"Two Minute Rule", the ship must remain in the battle for
five/two minutes before being touched by the captain or removed from the water. b) A ship on "Five Minute
Rule"/"Two Minute Rule" may not fire upon opposing ships, but
may be fired upon by any other ship not already on the "Five Minute
Rule"/"Two Minutes Rule". c) A battler may not announce "Five
Minute/Two Minute" Rule while anyone is in the water. d) A ship off the "Two/Five Minute"
Rule must be brought to shore immediately and may not be fired upon. 4. <Item deleted in 2001.> 5. If a ship is out of control, a captain can
declare "Out of Control Five Minutes" for ships in Classes 7 through
2 or "Out of Control Two Minutes" for ships in Classes 1 and 1/2. a) A ship can be declared out of control when: ·
the ship loses either
forward or reverse controlled propulsion.
·
the ship loses
controlled steering. ·
the ship is
ACCIDENTALLY beached. b) A ship on "Out of Control Five
Minutes"/Out of Control Two Minutes" may fire on opposing ships and
may be fired on by any other ship not already on "Five Minute
Rule"/"Two Minute Rule". c) If control is regained of a ship on
"Out of Control Five Minutes"/"Out of Control Two Minutes"
the ship may, after announcing that control has been regained, return to full
battling status. Time accumulated on
"Out of Control Five Minutes"/"Out of Control Two Minutes"
is canceled on reentering the battle in full status. d) <Item deleted in 2003>(see
para. 17) 6. Between sorties water may be removed from a
ship's hull, and ram damage (as approved by the CD, opposing Admiral, or
ramming captain) may be repaired, but battle damage may not be repaired. 7. Between sorties no weights may be shifted
inside a hull. This is to prevent any
ship from gaining an advantage by changing the effective waterline. 8. There shall be no firing at another ship
from shore or firing from shore to water during a battle. 9. A ship that is declared sunk (see SCORING,
paragraph 6) may not fire on other ships. 10. A ship that has received no bb hits in the
hull during a battle but sinks will be declared an "Unseaworthy Sink"
and will be penalized (for penalties, see section on scoring). 11. A ship in Classes 8 through 4 must finish a
battle (two or more sorties) with the same set of batteries it started with. The exception to this rule is the radio
receiver batteries as long as the receiver batteries are not also used for
propulsion and/or pump power. Ships in
Classes 8 through 4 which change any batteries (other than receiver batteries)
will be penalized (for penalties, see section on scoring). A ship in Classes 3 through 1/2 may change
any or all batteries between sorties. 12. If a ship is not ready to battle at the
appointed time for a sortie to start, it may not participate in the remainder
of that battle. If both fleet admirals
agree, this ship may enter the battle at the beginning of a later sortie. 13. A ship that withdraws from a battle for any
reason other than ram damage will be penalized (for penalties, see section on
scoring). 14. A ship which enters battle with the barrel
safety pins still inserted in the barrels or the guns turned off (gas/electric)
may be brought to shore and have the pins removed or guns turned on, during the
first two minutes of the battle. The
ship may not be fired upon while returning to shore and until the captain
declares he is reentering the battle. 15. Any ship entering a sanctioned event must
have all superstructure damage patched and/or repaired prior to entering its
first battle of that event. 16. The assessment of battle damage/penalties
shall be done at the end of each sortie and recorded on the MWC
's COMBAT DAMAGE REPORT. A report
shall be filled out for each ship which participated in the battle. At the end of a battle, the completed COMBAT
DAMAGE REPORTS shall be turned in to the Contest Director. When assessing battle damage between sorties
an opposing captain must be present to verify battle damage/penalties. This opposing captain will initial the COMBAT
DAMAGE REPORT signifying his acceptance of the figures recorded for that
sortie. a) Any ship that fails to turn in a score
sheet at the end of a scored event will be penalized double sink points. 17. By a majority vote of the participating
captains, a “Thirty Second Moss” rule may be invoked for a combat event. The Thirty Second Moss rule is
defined as follows: a) When
a ship’s propulsion system is fouled by a foreign object, such as moss, fishing
line, etc., the captain may call “30 sec. Moss”. b) Upon
calling “30 sec. Moss”, the captain starts a 30 second timer and the ship
remains on the water as a target and able to return fire until the timer
expires. c) Upon
expiration of the timer, the captain may retrieve his ship and remove the
foreign object(s). After removal of the object(s), the ship must be placed
reasonably close to where it was retrieved. d) If
a ship was aground/beached when “30 sec. Moss” was
called, the ship must be returned to the same grounded/ beached state. The moss
rule is not a “get off the beach free card”. If moss rule is used to “unbeach” a ship, it will be considered a declared sink. 18. Electronic devices designed to enhance vision
beyond normal during combat are prohibited. C.
Battle Scoring
1. Battle damage
points are accrued by shooting holes in the opponent's ship. a) A bb
entry hole in the hull above the waterline will count 10 points. b) A bb entry or exit hole on the waterline
will count 25 points. c) A bb entry or exit hole below the waterline
will count 50 points. d) If a bb makes both entry and exit holes, the
highest scoring hole is counted and the remaining hole is not counted. e) If a bb hole lies in the hull above the
waterline but touching the vinyl waterline tape, it shall be counted as a
waterline hit. f) If a bb hole lies in the vinyl waterline tape
but touches the below-the-waterline area of the hull, it shall count as a
below-the-waterline hit. g) Points will not be awarded for
superstructure damage caused by bbs. 2. A bb hole shall
be defined as any damage which has a visible break in the hull. a) In the case of large holes, if there is
evidence that more than one bb caused the damage (i.e., rounded dimples around
the edge of the damage), then each bb shall be
assessed as a bb hole. b) Dents in legally solid areas of a model
shall not be assessed as a bb hole. 3. Battle sink
points shall be counted as follows:
If a ship's captain withdraws his ship from a
battle between sorties for any reason other than ram damage, the opposing fleet
or captain shall be awarded points equal to the withdrawn ship's battle sink
points. a) <Item deleted in 2007>. 4. Penalty points
will be assigned a ship's captain for the following infractions: a) Unseaworthy sink shall count one-half of the
ship's battle sink points by class. b) Changing any batteries (other than receiver
batteries) shall count one-half the ship's battle sink points by class. c) A captain who intentionally beaches his ship
to avoid sinking due to combat damage shall be penalized double the ship's
battle sink points by class. d) Safety penalty points (barrel safety pins,
safety glasses, frequency marker, etc.) will be assigned against specific
battlers (and not their team) during an event by the following ascending scale.
e) Penalty points for
speed violations will be assigned, against the individual and team, during an
event by the following scale.
f) At a sanctioned event, the contest director
in conjunction with the two fleet admirals, may assess
penalties for violations not specifically addressed by other rules or Bylaws. g) The Contest Director at his discretion may
test randomly for magazine loads. Just
prior to battle the Contest Director may test one or more ships on each
fleet. One cannon on each ship will be
tested. If more than 55 bbs (28 for a half unit and 82 for a one and a half unit)
are in the magazine, there will be a 1000 point penalty and the battler will
sit out the rest of the battle. 5. Any contact
between ships may result in a ram penalty assigned to the ramming captain. a) A damaging ram shall be defined as any
contact which causes damage affecting the ship's combat serviceability, the
hull's watertight integrity, and/or breakage or dislodging of superstructure
parts. b) Non-damaging rams shall have no penalties. c) The contest director will asses ram damage
penalties of 50 points for superstructure damage, 100 points for hull damage
above the waterline, and 200 points for hull damage below the waterline. d) A ram which causes a ship to sink shall
result in penalty points equal to the sunk ship's sink
points by class. e) A captain whose ship is rammed must
immediately bring his ship to shore for inspection of ram damage. This ship cannot be fired on while returning
to shore for inspection and until the captain declares he is reentering the
battle. If no damage to the ship's
watertight integrity or combat serviceability is found by the captain, he will
immediately return his ship to battle.
If damage to the hull is found and can be patched within five minutes,
the captain may reenter the sortie in progress after making necessary
repairs. If repairs to the hull cannot
be effected within five minutes, that ship is out of
the sortie but may reenter the battle in a later sortie. If repairs cannot be made in time to reenter
either the sortie in progress or any remaining sorties, there will be no
penalty for the rammed captain. f) If a captain refuses to immediately bring
his ship in for inspection after being rammed by another ship or inspects
and/or repairs his ship which later sinks as a result of the ram, this will not
count as a ram sink, but will count as a combat sink and the opposing fleet or
captain will be awarded full battle sink points. g) If a rammed ship goes out of control
immediately following a ram, the captain must immediately recover his ship for
inspection. At this point procedure
outlined in paragraph (e) above applies. h) A ship that has been sunk due to ram damage
may be repaired and returned to the sortie in progress (if repairs can be made
within five minutes) and/or any remaining sorties of the battle. Even if a ram sunk ship is repaired and
returned to battle, the ramming captain is still penalized during the sortie in
which the ram occurred. i) A ramming
captain shall have his ship removed from the water while the ram damage is
being repaired on the rammed ship. He
may reenter the sortie when the rammed ship repairs have been effected, providing damage is repaired within five
minutes. If the rammed ship cannot
reenter the sortie in progress because of the ram damage, then the ramming
captain shall also remain out of that sortie.
The fact that the rammed ship may not be able to enter any remaining
sorties in the battle will not prevent the ramming captain from entering any
remaining sorties in the battle. j) If a ship on the "Five Minute/Two
Minute rule" rams (or is rammed by) his own teammate, the captain on
"Five/Two" must stop his timer while the ram is checked. k) With
any damaging ram, all ships involved will stop their timers while the ram is
repaired. l)
A captain who has indicated
that his ship has been rammed, must touch it before returning it to battle. 6. A sink shall be declared when a ship has any portion of
the weather deck awash on both sides of the hull and is unable to recover,
or when part of the hull is resting on the lake bottom. This applies to sinking
from any and all causes (Note: the Contest Director, or someone appointed by
him, must rule on any ambiguous or questionable sinks; i.e., a ship which is
beached). A ship's captain may declare his ship scuttled at any time during a
battle. The opposing fleet of the captain shall be awarded points equal to
double the sink points of the scuttled ship. 7. Division of points at the end of a fleet
battle shall be determined using the following weighted system:
a) To determine the battle victor, compare the
number of points scored by each fleet minus any penalties assessed on that
fleet. The fleet with the highest final score is declared the winner of
the battle. For example, if the total damage done to the Allied fleet is
7900, while the total amount of damage done to the Axis fleet is 8000, the
Allies scored 8000 points, while the Axis scored 7900 point – so the Allies
would be declared the winner in this example. However, if the Allies had
a below the waterline ram penalty, they would be assessed a 200 point penalty.
So their final score would be 8000-200 = 7800. In this second example,
the Axis would be declared the winner with 7900 points to the Allies 7800
points. 8. The weight factor points of all ships in a
fleet are totaled and the combat damage point total of the opposing fleet is
divided by this number. This produces the damage award factor. To determine the
points awarded to a particular ship, the damage award factor is multiplied by
the ship's specific weight factor from the list above. This process is
completed at the end of the battle. Captains receive points only
for sorties in which they participated. a) If combat damage is assessed only at the end
of the battle rather than between every sortie, then a captain who did not
participate in a sortie will only receive points for the fraction of the battle
they participated in. For example, if a captain participated in only one of two
sorties, his weight factor will be halved, so that he receives 1/2 the points
that he would have if he had participated in both sorties. b) Individual penalties assigned to this ship
are deducted from that ship's battle points to produce the final score for the
captain of that ship. c) Individual sink points assigned to this
ship are deducted from that ship's individual battle points to produce the
final score for the captain of that ship. These sink points include any
and all modifiers as occurred in the battle, for example double for a declare, etc… d) In the event of multi-fleet battling total
points of all fleets are calculated before being divided among the
participating captains. For example, if a battle consists of Allied A vs Axis A and Allied B vs Axis B,
all Allied scores achieved by both A and B fleets will be added together to
determine before determining individual Allied captain scores, while both Axis
A and B fleets' scores will be added together to before determining individual
Axis captain scores. IV.
Awards
A. If rules other than the Official MWC
Construction, Battling and Safety Rules (in their entirety, with no additions
or deletions) are used at a sanctioned event, that event loses sanction and no
MWC awards and/or recognition will be given to any participants of that
event. B. The following
individual awards will be given for points scored at the National Championship:
1. High Points for each ship class a) At least three ships must participate in a
class for an award to be given. If less
than three ships in a class participate, they will be moved to the next higher
class for awards. b) During non-scheduled combat events, only the
points scored in excess of the opponent's points will be awarded to the
winner(s) of that event. c) The
captain who has accumulated the greatest number of points in his class in both
scheduled and non-scheduled combat events will be awarded the High Point award
for that class, with the following exception: d) The Captain who wins the Founder's Trophy is
ineligible for the High Point trophy. e) Ship classes 6, 7 and 8 will be considered
one class for awards only. 2. Best of Scale Warship a)
To be eligible for "Best of Scale" a ship must score at least
100 points (exclusive of penalties). 3. Rookie of the Year a) This will be a voted award given to the
outstanding battler whose combat debut was after the previous National
Championship. b) A panel composed of the Contest Director and
six experienced battlers appointed by him will vote for the "Rookie of the
Year." c) This award need not be given to the highest
scoring rookie or the rookie with the highest sortie average. c) Voting criteria may be based on such
factors as ship construction and appearance, captaining ability, sportsmanship,
equipment reliability, battle conduct, and any other factors the panel may deem
significant. 4. The Founders Trophy a) The captain with the highest overall point
total accumulated during the National Championship will be awarded this trophy. b) During non-scheduled combat events, only the
points scored in excess of the opponent's points will be awarded to the
winner(s) of that event. 5. Individual Combat Trophy a) Only the winner(s) of non-scheduled combat
events (one-on-one or group) will be awarded points. Only the points scored in excess of the
opponent's points will be awarded to the winner(s) of that event. (Example: if combatant A inflicts 800 points
in damage to combatant B's ship, while combatant B inflicts 500 points in
damage to combatant A's ship, then combatant A will be awarded 300 points
toward the individual Combat Trophy and combatant B will be awarded zero points
for this event.) b) The combatant who has accumulated the
greatest number of points (as defined in a.
above) in non-scheduled combat events will be
awarded the individual Combat Trophy. 6. Axis/Allied Victory Trophy a) This trophy is presented to the Admiral of
the victorious fleet at the National Championships by the defeated
Admiral. 7. The Best Dress Award a) The Captain that wears the best military
dress at the Awards Banquet (voted on by all members at the banquet) will win
the Best Dress and Most Spirit Award! This award is not for any battling, but
only for dress. b) No plaque award will be presented to the
winner, only the traveling trophy. It is the responsibility of the previous
year’s winner to ensure the trophy is forwarded to the next year’s Nats site. 8. The Bart Purvis Sportsman Trophy a) This trophy is given to the Captain who best
displays the sportsmanship qualities of the MWC. The winner is selected by the
Board of Directors and the Contest Director for the National Championship, or
the Contest Director for other sanctioned events. This trophy is named for Bart
Purvis who has best embodied the sportsmanship and gentlemanly qualities we
strive for since the founding of the MWC. 9. The Most Feared Captain Awards a) This trophy is given to the Captains of each
team who displayed the best battling qualities during the event. The winner is selected by a secret ballot
from the members of the opposing team.
Should a captain have switched teams during the event he may vote only
once but is free to select which team he will vote with. 10. Best of Scale Convoy a) The Best of Scale
Convoy ship trophy is given to the best of scale convoy ship that has attempted
at least one mission. 11. Life Line Award a) The best convoy ship captain trophy (Life
Line Award) will be given to the Captain who has completed the largest number
of successful missions. A successful
mission is one complete round trip voyage.
In the event of a tie, the captain completing the highest number of one
way trips is the winner. And if there is
still a tie, the captain with the least convoy ship sinks wins. C. Unofficial Awards
Other awards may be given at local
events (both sanctioned and unsanctioned) but any award other
than the ones listed above are not official MWC awards and the MWC
Secretary shall not keep records of these awards. Appendix A
The following are examples of
classes and their maximum deck and stringer hard area. In cases where
there are questions, the drawing shall be final.
Kongo Class (Kirishima)
HMS Queen Elizabeth
Class (Malaya)
IJN Nagato Class [Bluged]
HMS Iron Duke Class
SMS Von der Tann
HMS Tiger
SMS Baden Campaign
The purpose of Campaign is to recreate scenarios similar to
actual war time conditions which wartime powers of the time period 1905 to 1946
would have faced in naval warfare in attempting to acquire strategic
objectives. These conditions include the
maintaining of supply lines at sea while at the same time denying those to
their enemy forces. The safe passage of convoys and control of surrounding
waters in a war zone was very often the crucial factor in the successful
outcome of a campaign in war time. The purpose of Campaign is to emulate this
by emphasizing the supply and sea control areas in a way which is easy to play
and highly enjoyable to all involved.
The fleet that has control of the sea receives points for successful
convoy missions, and protecting troops and supplies while the side that does
not, loses. Both sides must try to gain control of the sea or lose the battle. I. Map & Targets
1.
Home bases and forward bases have 10 to 12 feet of shore line marked off
by stakes and an equal distance off shore again marked off by stakes. This will
form a square harbor at the bases. Ships may not be fired upon while they are
in this area, when they are launched or being retrieved. All ships are to be
thoroughly tested and prepared before leaving their port. Once a ship has exited the safe harbor area
it cannot enter one again until the end of its 5 or 2 minute rule. 2. A
bombardment target which has simulated supply and troop positions is located at
the forward bases. The bombardment target frames are 15' x 1' x 1" boards
floating in the water adjacent to but not in front of the forward base. There
are 10 supply depots represented by 1" x 3" magnetic targets, and 10
troop battalions represented by 1"x 2" magnetic knock down targets.
Supply depots and troop battalions can be destroyed by naval cannon fire. At
the beginning of Campaign, each forward base will have ten supply depots, and
ten troop battalions standing on the bombardment target. II. Warships, Missions and Conduct
A.
Each Captain may have 2 warships at the beginning of Campaign, a primary
warship and a secondary warship. The primary warship may be any warship in
classes 1/2 through 7. The secondary warship may be any warship in classes 1/2
through 3. B.
Each warship begins Campaign with all operational cannons fully loaded
with bbs and a fresh set of batteries. Primary ships
are allowed one sortie, except for classes 1/2 through 3 which may rearm,
change batteries, and re-enter battle at will during Campaign. A captain may change ships, without sinking,
as long as the 5 / 2 minute rule and rearming rules are followed. C.
Warships may begin Campaign battle at any location on the water, and can
then undertake any
combat missions assigned, such as sea patrol, forward base
protection, bombardments, convoy interception and convoy escort. Warships that do not begin Campaign battle on
the water must sortie from a base, and can then undertake any of the
aforementioned missions. D.
The standard "5 minute rule/ 2 minute rule" remains in effect
as in fleet battle with one exception; warships must sail to a port after their
5 minute rule has expired, but cannot fire and are still targets for cannon
fire. Warships that sink before being
touched (by human hands) inside the safe harbor are considered to be combat
sunk. Warships that exit the water
without reaching port are considered to be declared sunk. E.
All Model Warship Combat rules apply in Campaign unless altered by
Campaign Rules. III. Convoy Ships, Supply Missions, Shore Bombardment, and Other Battle
Conduct
A. A convoy ship can be any ship built or
specifically refitted to transport supplies or troops. These ships must have
been launched and completed between the years 1905 to 1946. The maximum speed
of convoy ships is 34 seconds per hundred feet at full speed. Convoy ships may
not carry any offensive or defensive unit armament. Convoy ship characteristics are defined in
the following table:
B. A forward convoy run must be attempted at
least once every 20 minute period of campaign; otherwise the opposing team will
be awarded points equal to the maximum sink points for a convoy ship. C. Each fleet is allowed to attempt 50
"points" worth of forward runs, as measured by the convoy ship’s
weight class. For example, a fleet may
attempt 50 forward runs with 15" convoy ships (at weight class 1), or 5
runs with 65" convoy ships (at weight class 10). Fleets may attempt convoy
runs over the 50 point limit. Runs over the 50 point limit will not count toward
that fleet’s point total. Any convoy ships that are sunk over the 50 point
limit will have their sink points counted in full. Ships will be counted in the
order they are launched. If a ship is launched that partially exceeds the 50
point limit its run points will be applied proportionally based on the
remaining 50 point limit. Example: A fleet has used 45 run points. It launches
a Class 10 ship, only half of the points for this ship will be awarded. Sink
points would still be counted at full value. D. Convoy ships must sail on the water for a
period of 5 minutes while transiting from the home base to the forward base or
returning. E. After leaving port a convoy ship has a 30
second grace period to gain sea room. Convoy ships will not be a target for
cannon fire during the 30 second grace period. The 30 second grace period and
the 5 minutes run concurrently. F. Convoy ships may only enter a base by one of
the following ways: 1. Enter a friendly port at the end of their 5
minute running period on the water. 2. Have declared ram damage or been sunk due to
ram damage. 3. Be sunk by cannon fire. 4. Be declared scuttled. Note: Declared scuttled (sunk) convoy ships count for double their
normal sink points. 5. Be pushed or towed into a friendly port by a
friendly ship at the end of their 5 minute time period. G. Convoy ships are targets for cannon fire
until they can enter a friendly port. Convoy ships that sink before being
touched (by human hands) inside the safe harbor are considered to be combat
sunk. Convoy ships
that exit the water without reaching port, or before their 5 minute timer has
expired are considered to be declared sunk. H. Once a ship makes a successful run to the
forward base, it can then have the water removed, and a return run can be attempted. A convoy ship must first make a successful
run to the forward base before it can make a return run to the home base. I. Convoys may be patched at the home base
provided they have: 1.
Completed a round trip mission. 2.
Been Declared sunk. 3.
Been Combat sunk. J. All convoy ships can be sunk twice by cannon
fire or declared sinking before they are removed from Campaign Battle. K. All Fleet Battle Ram Rules apply to convoy
ships with few exceptions. If a convoy ship is rammed its captain will call ram
and stop his timer. This does not interfere with any other event being timed in
the Campaign. Both ships involved in the ram will come to shore. The convoy
ship will then be checked for ram damage. If damage is found in the hull of the
convoy ship, in the location of the called ram, several penalties will occur as
follows. 1. If the convoy ship was en route to the
forward base from the home base when ram damaged, the convoy mission is
automatically completed and the convoy ship completes its transit mission back
to the home base. If the convoy ship was en route to the home base from the
forward base when ram damaged then that mission as well as a second free
mission is complete and all points are awarded. 2. Ram Damage Penalties on convoy ship hulls
count double. 3. The ramming ship must stay off the water
until the damaged convoy ship is seaworthy. The offending ships
captain may assist in any repairs to the damaged convoy ship to make it
seaworthy as quickly as possible. If there is no ram damage to the convoy ship
then both parties will return to sea. The convoy ship will reactivate his 5
minute timer after 30 seconds from leaving shore and may move in any direction
desired. The convoy ship will not be a target for cannon fire for a grace
period of 30 seconds after leaving the shore.
This will give the convoy ship a chance to gain sea room. The ramming
ship will remain at shore until the end of the 30 second grace period. The
offending ramming captain times the 30 second grace period. If a convoy ship
rams another ship the convoy ship continues as usual and does not have to come
off the water. If a ship in the same fleet as the convoy ship
ram damages or ram sinks their own convoy ship the convoy mission ends
in failure. The opposing fleet will receive double the value of the convoy ship
that was sunk. 4. Ram damage must be on the hull, either above
or below the waterline. Damage to the
superstructure or weight shifting does not constitute a damaging ram or give
the ship a free run. 5. If a convoy ship rams another ship, the
convoy ship continues on its mission as usual; however ram damage penalty
points are still counted, including the penalties listed above. L. No warship may impede the progress of the
convoy ship. No warship may push a
convoy ship with its bow or stern unless the convoy ship is disabled. If the
warship does the above it will come to shore at once for a period of 30 seconds
during which it is no longer part of the battle. It may not fire or be fired
upon. It cannot declare its 5 minute
rule and may not be taken out of the water. M. When a ship is sunk or out of control its
captain cannot retrieve it if a convoy mission is in progress. Sunken ships can
be retrieved after the convoy mission is complete. N. Supply depots and troop battalions on the
forward base may be destroyed by cannon fire. This is done by knocking down the
supply depot or the troop battalion targets. IV. Scoring
B. Each fleet is awarded points for each
battalion or supply depot at the end of the campaign battle as follows: 125 points for each of their troop battalions or supply depots
which are left standing. 125 points for each enemy troop
battalions or supply depots that have been knocked down. C.
Damage (holes) in warship hulls does not count in Campaign, unless
agreed to prior to the battle by both Admirals and the Contest Director. D.
If a strategic victory is declared due to a fleet having no warships on
the water, the winning fleet receives a point bonus according to the following
scale: Within
the first 20 minutes: 20,000 points Within
the second 20 minutes: 10,000 points Within
the last 20 minutes: 5,000 points a.
Any convoy ship on the water for the winning side when strategic victory
is declared shall be awarded points equal to a complete run. E.
The Contest Director will maintain and keep score on the score sheet. V. Battle's End,
Victory Conditions, and Awards
1.
If a fleet is no longer capable of maintaining a warship presence on the
water, a strategic victory is declared, and Campaign battle is ended. B.
Campaign is a game based on points. The fleet with the most points at
the end wins. If there is a tie, the fleet with the most round trip convoy runs
wins. To achieve victory, accurate records must be maintained. C.
Individual points are awarded as in a Fleet Battle based on the weight
factor of the Primary Warship which a Captain used during the battle. VI. Conclusion
Campaign provides an action-packed battle situation that
emphasizes variety of ships and strategy, and creates an environment similar to
period naval warfare. Every ship has a place in Campaign, especially small
ships, which can play an important part in the battle. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|