We shall be using "Diplomacy" movement (i.e. a fleet may move from one province to the next in one bound).
One bound equals one month. There are four seasons in the campaign year, these seasons affect the weather and are tropic relative!
Simultaneous movement will be adjudged by the umpire and contacts evaluated in the same way.
Each nation begins with 150 construction points, you can spend this from the fleet list for each nation.
Each nation can build expeditionary aeronef fleets (i.e. one that can invade others territory) and has a free home-defence force (construction points can be spent to build AAA in the home province). This is made up of levies and untrained crews who fight as a last resort.
The home defence fleet will never leave national territory (not even to enter conquered territory) and will not fight at all if the expeditionary fleet is present on home soil.
Nations must have a Flagship to respresent national pride. Additional fleets use the largest warship in the squadron but the crew starts at green level.
National Flagship crews are elite and cost an extra 10 points. All newly raised ships/flagships and crews begin at green level.
Only one force of 250 points maximum or less may occupy any province at any one time.
Where a force moves into a province that is occupied by an enemy force, a battle will result.
Defence AAA cost 10 construction points per battery and gives 1 dice of gunnery. Floating batteries can be used and they DO NOT count towards your home defence force fleet.
All battles will be fought using modified Aeronef rules, terrain generation is set by the GM, time of day and weather rules will also be set by the GM. If a battle results in one force being totally defeated then the defeated fleet ceases to exist next turn. Surviving fleets regain points. Victors recover 75% of forces damaged and losers recover 25%.
If no conclusion is reached in a battle (e.g. because you run out of time), the game ends as though a storm has driven all sides from the battle area and loses are applied. The side losing most ships is deemed the loser.
Once a conclusion has been reached, the loser will immediately evacuate the province in a direction away from the victor. He may not evacuate to a province that is directly behind the victors battle line. He may not move into a province that is already occupied either by friends or enemies.
If there is no available free province to retreat into the beaten fleet will be considered to be destroyed and the remaining points value will be reconstituted on home territory.
In the event that there is no declared war and two fleets encounter each other
and fleet A threatens war unless fleet B leaves immediately.
Fleet B will be allowed to stay in the province it has moved to but must vacate to an adjacent
friendly province the following turn.
Fleet A WILL be allowed to begin subjugating the province occupied in spite of fleet B being present.
The players control the following nations: China, France, Germany, Great Britain, Italy, Japan and the United States of America.
All other mainland provinces are considered to be neutral and may have home forces to defend themselves if/when attacked. These forces will not attack other countries.
In the event of a battle, the umpire (or an appointed deputy) will command such forces.
To conquer any province, you have to fly into it, defeat any local defence forces and then remain there with a fleet of at least 100pts during the subsequent move to pacify the inhabitants.
At the end of a season (March, June, September & December) further points will be allocated to players in respect of provinces conquered.
For each province conquered a player gains certain build points.
Existing ships must be paid for first! Points left over can then be used to construct new units. New units are built in your home province.
Refits are carried out in local yards of any empire province you own.
If there are insufficient points to maintain fleets then the player must nominate which units are not paid for.
A mutiny roll is then conducted for the unit involved. Any units that mutiny may conduct piracy and attack the nearest gaming unit.
Some provinces will supply above normal levels of material such as both provinces of the Antarctic.
7. Crew qualityNations flagships begin the game at elite level. All new constructions begin at green. One flagship per fleet!
8. Diplomats
All nations can have the use of 2 diplomats.
Diplomats negotiate deals with neutral countries with the objective being to persuade the neutral to join your empire or commonwealth for it's benefit/protection.
The diplomat has 3 skills:
1. To negotiate.
2. To arrange espionage [assassinations or cause dissent in an enemy province].
3. To spy!
You can only use diplomats in adjacent provinces to your own empire!
The basis of these rules was taken from our clubs Renaissance campaign. There have been several alterations but the essence has stayed the same.
Behind the scenes there is a 14 page spreadsheet with each supporting a different aspect of the campaign, from Fleets to Diplomats, Resources to Espionage!