Command, Communication and Control at Sea.

  (C3 Sea for short).

Most miniatures rules for naval action seem to concentrate on the performance of the hardware despite the fact that most battles are won or lost more on the abilities and determination of the men involved. The following rules are intended for use with the General Quarters rules (Vol. 1, WWII) but should work with some modification on other systems.

Command at sea has always been a difficult proposition. While a fleet in action does not have the degree of dispersion of modern land forces, it is still necessary to convey messages to widely separated commands during the excitement of battle. In the age of sail, orders were passed via signal flags. One of the functions of smaller ships such as brigs and frigates was to lie in a second line behind the main battleline (with its attendant powder smoke) and relay orders from the flagship by hoisting the same signals on each ship.

Other methods include semaphore flags or signal lamps in darkness. Radio was in use by the time of Tsushima (both sides had radios, although the Russians made little use of them). By the time of the World Wars the U.S. at least also used a system called TBS (Talk Between Ships) transmitting the speech through the water surrounding the vessels. All these systems are subject to interruption or mis-understanding (usually unintentional, although Nelson’s "blind eye" incident comes to mind as an early example of deliberate communication failure), especially in the noise and confusion of battle. The consequences of communications failure can be seen in actions such as the First battle of Savo Island during the Guadalcanal campaign.
 

Rules:

 

        1.1.  Flagship and Command:

  1. The first principle of these rules is that the player is the task-force commander, not some disembodied power overlooking the battle. As such, the player needs to pick one ship as his Flagship. Since he is personally on that ship, there is a chance that the player’s character is killed any time the ship is hit. For each hit on the flagship, the player must roll two six-sided dice. On a twelve, he has been injured. For each Bridge/Rudder hit, the roll is eight or higher on two dice. If the ship explodes from a critical hit or sinks, the roll is 5 or higher. Injured commanders must roll again with one die. A 1-3 is a light wound, play can continue. A roll of 4-5 is a serious wound; the player character is out of action. A roll of 6 means the player character is killed. Additional injuries force the level up one: two light injuries equal one serious, two serious equals killed. (A light + serious equals serious, except that one more light will make it killed). When the player character is seriously wounded or killed, no new orders may be issued for one turn while the second in command takes over. If the Flagship is lost, no new orders may be issued for two turns, after which a new flagship may be designated. Theoretically, getting killed means you, personally, lost this battle. Of course, this may not be important to history. Never the less, if the player character is seriously wounded, reduce the final victory by one level. If he is killed, reduce it by two levels. This should provide some sense of self-preservation to the player.
     

    1.2. Orders and command:

     The second principle is that just because you want another unit to do something doesn’t mean you can get them to do it. Communications may be missed, garbled or misunderstood. A unit may react to other stimulus (such as an incoming torpedo) in preference to your orders, or an accident may make their ship unable to perform the expected action. The probability of successfully following orders is influenced by the circumstances and the training and capability of the crew and commander.

    Each "division" of a fleet or individual ship must receive orders to do anything other than what it did last turn. In addition to the fleet flagship, each division has a commander on a designated "flagship". An order may be issued to an entire division by issuing it to the division flagship. For example: "Division three is to make a simultaneous turn to starboard. Division two makes a turn in succession to port. Division one fire on enemy line. Iowa, fire on enemy battleship." The preceding quote is four orders, three issued to entire divisions (assuming the fleet commander issues the order to the flagship of the division. If the flagship obeys, it is the division commander’s obligation to order the rest of the division to comply). The forth order is to an individual ship, but still counts as an order. The fleet commander may only issue a limited number of orders per turn. Roll an average die each turn to determine the number of orders that may be issued. If you don’t have an average die, roll 1D6 but count rolls of "1" as "3" and rolls of "6" as "4". If the skill rating of the force is "B", add one order, if "A" add two orders, if "F" subtract one order. Optionally, roll the commander’s rating on the crew skill table separately after determining the flagship skill rating. Add one to the commander’s roll if the flagship is "A" rating. Note that unless you are commanding very small forces it will be difficult to command all your ships individually, thereby mandating a division organization.

    Once the flagship of a division makes the required roll to obey an order, all other ships in its division roll with a –1 modifier (cancels out the +1 for a different division). These ships may roll without costing additional orders (the division commander is issuing the orders). If the flagship fails to obey; the other ships of the division may not receive orders. Ships or divisions that do not receive orders may continue with the same action as last turn or roll reaction on the appropriate table as if they failed to obey an order. Units fired on the first time last turn or which received damage last turn MUST roll reaction if they do not receive orders. Note that the fleet commander also orders his own flagship and its division in the same manner as other divisions, but with a –3 modifier (being there in person helps).

    A ship that has received a Bridge hit last turn may not issue or receive orders the following turn. This includes the Flagship; regardless of the survival of the commander.

    Units under torpedo attack or in danger of ramming another ship may make a voluntary movement reaction roll with a +/-1 modifier for evasive action. The ship may do this regardless of whether it obeyed an order this turn.
     

    1.3. Crew Skill Rating:

    Each ship crew should have a skill level determined before play. The levels may be assigned based on historical evidence, or determined somewhat randomly by a die roll. The levels are A to F (no E) with A representing top-level elite crews (think Royal Navy or pre-1944 IJN) while F are poorly trained or un-trained crews barely capable of operating the ship (never mind taking it into action); or severely disaffected crews such as WWI era Russian navy. To determine randomly, roll one die. For RN, RAN, RCAN or IJN (pre-1944) add 1 to the die roll. For U.S. (pre 1943), Brazilian, Greek and Italian crews, subtract one (but count rolls of 1 as 1,not zero). Note the crew rating on the ship’s SDS.
     

    Crew Skill (Training)
    Die Roll 0 1 2 3 4 5 6 7
    Rating F D C C C B B A

     

     

    2. Rolling to obey orders:

    The probability of a ship obeying orders is 7 or less on two dice. "B" crews have a modifier of –1, "A" crews –2. "D" crews are +1 and "F" crews are +2. There is an additional -2 for ships in the same division executing "Turn in secession" if the ship is following the flagship. Ships under enemy fire are +1. Ships in a different division are +1. The flagship itself receives a –3.
     

    2.1 Force Rating – Aggressiveness:

    Each force should be rated as either cautious or aggressive. Either assign a rating based on the historical performance of the forces or roll one die. The rating applies to the force as a whole.

     

    Aggressiveness
    Die roll Rating
    1 Timid
    2-4 Cautious
    5 Determined
    6 Aggressive

     

    If a unit fails to obey orders, the player must roll for its reaction on the tables (below). In applying modifiers Timid forces will always subtract from the die roll, Determined and Aggressive forces will always add. Cautious units vary by turn. Use different colored dice, one Aggressive one Timid, to make the reaction check. If the aggressive die is higher, add the results, if the timid die is higher, subtract, if doubles, player’s choice.
     

     2.3. Reaction Tables for Movement, Fire (Day), Fire(Night/Limited Visibility):

    Movement tables favor continuing course and speed, then closing range to nearest enemy (or turning to port if no enemy spotted), then increasing range to nearest enemy (or turning starboard), then taking evasive action, the most extreme change is to come about. "Best" reactions in the middle, most aggressive are at high rolls, least aggressive at low rolls.

Fire tables favor firing on target from last turn, then firing on largest enemy, then firing on closest enemy, then holding fire, then firing on closest ship (this would only be available on the Night table). Again, holding fire and nearest target are to the low end, largest target and nearest target are at the high end.

 

Reaction Tables
Dice roll
Movement Fire (Daylight/Clear) Fire(Night/Low Visibility)
1 Come About Cease-Fire unless engaged. Cease-Fire (unconditional)
2 Increase Range(STB) Cease-Fire unless engaged. Cease-Fire unless engaged.
3 Increase Range(STB) Fire on nearest firing. Fire on nearest firing.
4 Continue(Slow) Fire on nearest enemy. Fire on nearest enemy.
5 Continue(Slow) Fire on nearest enemy. Fire on nearest enemy.
6 Continue Same Target (Hold Fire) Same Target (Hold Fire)
7 Continue Same Target (Hold Fire) Same Target (Hold Fire)
8 Continue Same Target (Hold Fire) Same Target (Hold Fire)
9 Continue(Speed) Fire on largest enemy firing. Fire on largest enemy firing.
10 Continue(Speed) Fire on largest enemy. Fire on largest enemy firing.
11 Decrease Range(Port) Fire on largest enemy. Fire on largest enemy.
12 Decrease Range(Port) Fire on largest enemy. Fire on largest enemy.
13 Head toward nearest enemy. Fire on largest enemy. Fire on nearest ship!

 
 

Modifiers: +/-1 for each of the following: Under fire, ship damaged, commander out of action, outnumbered or outgunned. +1 for force rated "Aggressive".
 

Movement

Continue – Continue moving at same course and speed as last turn.
Continue (Slow) - Continue moving same course as last turn, reduce speed by 2 inches.
Continue (Speed) - Continue moving same course as last turn, increase speed by 2 inches.
Increase Range (STB) – Turn away from spotted enemy ships OR to Starboard (if no visible enemy/enemy on both sides). Roll 1D6 times 15 degrees for amount of turn.
Decrease Range (Port) – Turn toward spotted enemy ships OR to Port (if no visible enemy/enemy on both sides). Roll 1D6 times 15 degrees for amount of turn.
Come About – Turn 180 degrees, maintain speed.
Head toward nearest enemy. – Turn directly toward the nearest enemy ship, maintain speed.

 

Fire

Same Target (Hold Fire) – If the ship fired last turn, continue firing at the same target. If it did not fire, do not begin firing.
Fire on nearest enemy – Open fire on/switch fire to nearest, identified enemy ship, regardless of type or condition.
Fire on largest enemy – Open fire on/switch fire to the largest identified enemy ship, regardless of type or condition. Determine largest by highest DF, resolve ties by (in order) highest AF; largest main gun size; nearest large target.
Fire on largest enemy firing – Open/switch fire to the largest identified enemy ship, regardless of type or condition, which fired last turn. Determine largest by highest DF, resolve ties by (in order) highest AF; largest main gun size; nearest large target.
Fire on nearest firing – Open/switch fire to nearest enemy ship firing on this ship; if not fired on, fire on nearest enemy ship. Cease-Fire unless engaged – Cease-fire unless fired upon. If fired on, engage nearest ship firing on this ship.
Fire on nearest ship – Open fire on nearest ship, regardless of side!


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