Players should have 500/750/1000 point fleet lists, with NAVAL as the core configuration. Standard deployment rules apply. (i.e. – Small/Medium/Large core squadrons, maximum percentages, addition of Land and/or Air units, etc.) Additionally, each player’s fleet must be from the same nation for all three rounds, but does not require each fleet to contain the same ships for each round. Massive class ships (i.e. dreadnoughts, carriers, etc.) are prohibited until the 1000 point round.
(500 points) Mission 1: Charting the Waters. A series of markers will be placed on the board. Player gains points for piloting over each marker in sequence. Additional points awarded for destroying/capturing enemy ships.
(750 points) Mission 2: Intelligence Gathering. A series of objects have been discovered in newly charted waters. A number of markers will be placed “face down” around the board. At the end of each round, the player with the highest point value worth of ships within 4 inches of each marker will gain 1 point. At the beginning of Round 3, all markers will be turned “face up” and subsequent scoring will be determined based on those point values. Additional points awarded for destroying/capturing enemy ships.
(1000 points) Mission 3: Hold your fire! / Weapons Free! All players begin play under orders to “Hold your fire!” – At the beginning of each round, each table rolls a number of dice equal to the current round number. On any result of a 6, the table condition changes to “Weapons free!” and remains as such for all subsequent rounds. (At the beginning of Round 4, all tables automatically turn to “Weapons Free!” condition.) During “Hold your fire!” rounds, if players choose to disobey orders and fire upon their opponent, they receive only 1 point for destroying/capturing an enemy vessel. During “Weapons Free!” rounds point totals are as follows: Small = 2 point, Medium = 4 points, Large = 6 points, and Massive = 10 points. (At the end of play, half points are scored for ships at or below 50% hp.)
Version 1.1 Rules (w/ some scenario specific “house rules”) Scheduled for three (3) Rounds (roughly two hours per round, short break between rounds) Dice rolling to begin no later than 11:45am