Rule the Waves
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RRUULLEE TTHHEE WWAAVVEESS GAME PLAY MANUAL AND NOTES Version 1.11 COPYRIGHT © 2015 Naval Warfare Simulations 1 TABLE OF CONTENTS For those who have not played our 'Steam and Iron' game ............................................ 3 Introduction to RULE THE WAVES .................................................................................... 3 Game Play ......................................................................................................................... 4 Selecting a nation................................................................................................... 4 Your fleet................................................................................................................ 4 The budget.............................................................................................................. 5 Areas and possessions............................................................................................ 5 Strategic deployment of ships................................................................................ 5 Movement............................................................................................................... 6 Blockade and movement......................................................................................... 6 Maintenance and readiness.................................................................................... 6 Training.................................................................................................................. 7 Mine warfare......................................................................................................... 7 Canals and other choke points............................................................................... 7 Research................................................................................................................. 7 Designing ships....................................................................................................... 8 Building ships.......................................................................................................... 9 Rebuilding Ships...................................................................................................... 9 Docks....................................................................................................................... 10 Submarines............................................................................................................. 10 Coastal artillery...................................................................................................... 11 Intelligence............................................................................................................. 11 Enemy ships............................................................................................................ 11 Tension levels......................................................................................................... 11 Events..................................................................................................................... 11 Prestige................................................................................................................... 12 Unrest level............................................................................................................. 12 Arms limitations treaties......................................................................................... 12 Allies........................................................................................................................ 12 Peace....................................................................................................................... 13 Surprise Attacks....................................................................................................... 13 National characteristics........................................................................................... 13 Blockade.................................................................................................................. 14 Battles...................................................................................................................... 14 Patrols...................................................................................................................... 15 Raiders..................................................................................................................... 15 Winning or losing a war........................................................................................... 16 2 Construction Choices .......................................................................................................... 16 Low freeboard.......................................................................................................... 16 Cramped accommodations...................................................................................... 16 Armour schemes...................................................................................................... 17 Triple and quadruple turrets.................................................................................... 17 Casemates................................................................................................................ 17 Construction Choices (Continued)....................................................................................... 17 Turreted guns of smaller calibres............................................................................ 17 Coal or oil fuel.......................................................................................................... 17 Engine priority......................................................................................................... 17 Armour and splinter damage.................................................................................. 18 Gun shields.............................................................................................................. 18 Colonial Service....................................................................................................... 18 Game Interface ................................................................................................................... 18 Loading/Saving/Sending a Save Game.................................................................... 18 The ship list............................................................................................................. 18 The strategic map................................................................................................... 19 The map tree.......................................................................................................... 19 Giving movement orders to your ship.................................................................... 19 Questions and Answers (Q&A) ......................................................................................... 20 Player Notes and Tips ........................................................................................................ 20 Appendix 1: Ship type definitions .................................................................................... 23 Appendix 2: Explanation of values used in ship design ................................................... 24 FOR THOSE WHO HAVE NOT PLAYED OUR 'STEAM AND IRON' GAME: For players that have not previously played our Steam and Iron game we include an updated Steam and Iron manual with this game, as battles in RTW will use the same system. We highly recommend that all Players read that manual, skipping the sections about scenario selection etc. that are not applicable to RTW. INTRODUCTION TO 'RULE THE WAVES' Rule the Waves places you in the role of 'Grand Admiral' during the early years of the 20th Century. The game mechanics are based upon our successful Steam and Iron (SAI) system for combat but politics, economic and foreign policy decisions will be necessary as the Player guides their navy's deployment, construction and operations during a period of great technological innovation and political tensions. Rule the Waves is modeled on the period of European global dominance but is not intended to precisely recreate history. Rather RTW gives the Player the tools to lead a navy during the era when 'steam and iron' dominated the high seas. 3 In addition to the budgetary differences, there Game Play are other advantages and disadvantages to the This manual is organised in a section describing different nations that reflect historical factors. the mechanisms and 'rules' of the game, then a The nations also have research advantages in section describing the game interface. different areas and some bonus technologies Selecting a nation that they will research easily. Great Britain has some advantages and disadvantages from its When you start a new game, you will first select status as a global naval power. See national a nation for you to play. You can click the flags characteristics below for details. of the playable nations and see the main characteristics of the nation as well as their Your fleet enemies. You can only play the AI, there is no The game starts in 1900. When the game starts, human to human play. there will be an existing legacy fleet. You will You can also select a fleet size, which have the option to let the existing fleet of your determines the size of your budget, and thus nation be automatically built, or you may the size of your fleet. The