EmCon C
v.
1.1
by Mike J.
The J-8 Shop
Main
Rules
"Men
matter most" -- Captain Wayne Hughes, USN (ret.)
Introduction
EmCon C is an operational-level naval rules set intended to portray
fleet
actions of the late 20th and early 21st Centuries. It is intended as a
companion game to the Boots, Tracks, and
Rotors operational air/land
wargame.
DEFINITIONS:
Air units
represent
airwings, with squadron-sized components. Naval units represent 2-ship
units
(in case of ships under 10,000 tons) or single warships (over 10,000
tons).
Fast attack craft are represented by 4-ship units.
Naval combat is resolved in OpHexes, representing 250km each.
Prevailing and Highest: These rules use terms Prevailing and Highest in
regard
to various combat characteristics (technology level, detection
capabilities,
etc.). In such cases, a value is said to be Prevailing if it is
represented by
the greatest number of units of one side participating in the specific
engagement. Highest value is, as the term implies, the highest combat
value of
its kind among units participating in that engagement on that side. For
example, if a force consists of one tech level 3, two tech level 4, and
one
tech level 5 units, tech level 4 is considered to be Prevailing, and
Tech level
5 to be the Highest.
Naval unit characteristics
Naval Unit |
|||||||
Unit type
description, troop quality, tech. |
|||||||
Strength |
Detection |
Air |
Surface |
ASW |
Survivability |
Movement |
Special |
Strength value (Strength including embarked
helos) |
Air/ |
Area AA {depletion}; [point defense] |
SSM/(msl type) [range]; Gunnery |
ASW value |
Ship type (armor modifier) |
Movement points (endurance) |
MCM. ECM, others |
Strength: Used to calculate combat ratios. Naval vessels optimized for
operations in coastal areas have their Strength value followed by
"c". Surface units carrying helicopters have a second Strength value
in [ ]. If the helicopters are capable of ASW operations, it is marked
with an
a, if they can carry anti-ship missiles (not counting Sea Skua,
AS-15,
AS-12-type short-range missiles) they are marked with s, and if they
can
carry light anti-ship weapons (Sea Skua, unguided rockets, cannon,
etc.) usable
against fast attack craft, they are marked with f.
Detection: The ship's ability to detect air and surface targets,
respectively.
Air: ability to engage air targets.
Surface: ability to engage surface targets with missiles and guns.
Range
indicates number of hexes at which the vessel can strike at surface
ships.
ASW: ability to combat submarines.
Survivability: modifiers based on tonnage and armor and, in
parentheses, in
passive and active point air defenses.
Movement: number of hexes a ship can move in a movement phase. The
parenthesized value indicates number of hexes a ship can move before it
runs
out of fuel. Nuclear-powered ships are marked with "n", which
indicates their endurance is virtually unlimited.
Special: miscelaneous capabilities, including mine warfare (MCM).
SEQUENCE OF
PLAY
Orders Phase
First Move Phase
Combat Phase
Air Combat Segment
ASW Combat Segment
Submarine vs. Surface ship Segment
General anti-surface ship Segment
Second Move Phase
ORDER PHASE
Ship orders:
Three naval unit missions (for surface and submarine units):
Dash: high-speed movement of a task force. Units with such orders may
move at
Dash movement rate. May not launch aircraft, use ASW except Area. May
not
attack at all? May not use Detection. More vulnerable to detection?
Subs in
particular more vulnerable to ASW. Non-nuclear submarines may not be
issued
Dash orders.
Cruise: move at Cruise movement rate. All combat as normal.
Station: may move up to one hex per movement phase. ASW enhanced (but
not sub
attacks vs. surface?).
Air orders:
Air units may
be issued
the following orders:
Air-to-Air missions:
CAP (Combat Air Patrol): If sent out to the air unit's Short range, the
entire
air unit is eligible to participate in the air combat. If it is sent to
Medium range,
only half of the unit may participate in combat (and absorb
casualties). If the
mission is to Long range, only a quarter of the unit's steps may
participate
and absorb casualties.
Escort: May be sent out to Short, Medium, or Long Range with no
penalties.
Air units which have their Air rating in { } may not be given
Air-to-Air
missions.
Attack missions:
Strike: may be sent to Short (air-to-ground value unchanged), Medium
(air-to-ground value halved), or Long range (air-to-ground
Stri-Stand-off Strike:
as above, but enables the aircraft to use stand-off munitions. Units
whose
third Initiative value is -- may not conduct Stand-off Strikes.
Miscellaneous missions:
Patrol: issued to ASW and search units (including AEW air units). May
be flown
only to Medium range if the unit in question is to take advantage of
its ASW
and Search capabilities.
FIRST MOVEMENT PHASE
Plot and record, without revealing to the opponent, submarine unit
movement.
Move previously Detected task forces, from the lowest to the
Highest
detection rating (surface or air).
Place air
units with
search missions
(such air units may also be assigned to specific friendly task forces,
in which
case they move with the task force). Aircraft increase their detection
values
by 1 when at Close range.
Move undetected task forces, from the lowest to the highest
detection
rating (surface or air).
Check for each surface TFs Detection status. Every surface TF
that has
enemy air, surface, or submarine units either in same or adjacent hex
must check
for detection.
Roll for detection on the following chart:
Modifiers: difference in detection values, stealth? Also, if one side's
detector is airborne, and the other side has air detection rating close
or same
or higher and a fighter unit available, the detection chance is that
much
lower. Being Undetected also helps.
TFs which fail the Detection check are considered Detected. Previously
detected
TFs which pass Detection check are considered Undetected.
In most cases detection checks are performed only after all movement
has been
completed. However, Detection checks of undetected units may also be
requested
by either player if an undetected surface TF enters a hex occupied by
or
adjacent to an opposing surface or submarine unit with On Station
orders, or an
air unit with Search orders. If detection attempt is successful,
detecting unit
may attack the detected TF. If attacked, the detected TF may engage the
attacking forces, then complete movement after combat is resolved.
Alternately,
the detecting unit may opt to shadow the detected TF by moving to the
same or
adjacent hex as the final movement hex of the detected TF (if
movement
allowance permits), or remain in its original hex.
Move remaining air units. Both players simultaneously place
units with
Offensive orders on the operational map. Then they do same for units
with
defensive missions. Destination hex must be within range of the basing
hex of
the air unit. In-flight refueling-capable air units may use aerial
tankers to
extend their range. Provided a tanker is within range (given current
orders) of
the basing hex of the air unit, the air unit may treat the OpHex where
a
friendly tanker is present as the basing hex for the purpose of range.
For
example, an air unit with medium range of 4 and Strike orders could fly
to an
OpHex located within 4 hexes of the basing hex, and then fly to any
OpHex
located within 4 hexes of the tanker. Each tanker Size point can
support up to
10 tactical air unit size points, or 1 strategic size point (Heavy
Bomber units
only).
Each air unit must be moved hex by hex to its destination hex. If an
air unit
moves through a hex with opposing air units with CAP orders, and/or
through a
hex that's adjacent to an opposing AEW unit, the opposing player may
declare
combat during movement. In that case the air battle is resolved before
air
units continue movement.
Move submarine units.
Movement notes: While moving ships keep track of each unit's
Endurance on a
separate tracking sheet. For every Movement Phase spent in On Station
posture,
reduce Endurance by 1. If in Cruise posture, reduce Endurance by 1 per
Movement
Phase if the unit moved no more than 2 hexes per turn by 1 per each hex
travelled (provided the unit did not travel more than 4 hexes per
movement
phase), or by 3 per each hex travelled (if the unit moved more than 4
hexes in
a Movement Phase).
If a unit moves more than two thirds of maximum movement allowance in a
Movement Phase, it is considered to be performing a Dash. Indicate such
units
with a Dash marker. Combat effects of Dash movement:
Submarines: may not attack, suffer 2 column shifts when defending
against ASW.
Carriers: no air operations, otherwise as surface ships.
Surface ships: may not initiate combat, but may defend themselves
against
attacks. May launch SSMs as self defense. Suffer 2 column shifts vs.
submarine
attacks.
On Station combat effect: 1 positive column shift to ASW, submarine
attacks.
COMBAT PHASE
NOTE: In all the combat phases, the players may opt to commit only some
units
to combat. Calculation of combat Strength and prevailing/highest combat
values
is then done only with units that have been committed to combat.
However, all
units in the hex that are eligible to be the object of attack in any
given
phase (e.g., air units in the air phase, submarines in ASW phase,
surface ships
in anti-surface phase) must roll for damage on the CRT. Ships which are
not
committed to combat may use their Survivability modifiers normally.
In addition, only units that have relevant values other than "--"
may participate in launching attacks against enemy units. For example a
unit
with ASW value of "--" cannot contribute its Strength to in ASW
attacks. It can, however, lend its Strength to defense against
submarine
attacks.
Combat Resolution Table (CRT)
|
1:6 |
1:5 |
1:4 |
1:3 |
1:2 |
1:1.5 |
1:1 |
1.5:1 |
2:1 |
3:1 |
4:1 |
5:1 |
6:1 |
7:1 |
12+ |
|
|
|
|
|
|
|
|
|
|
|
|
|
H |
11 |
|
|
|
|
|
|
|
|
|
|
|
|
H |
H |
10 |
|
|
|
|
|
|
|
|
|
|
|
H |
H |
H |
9 |
|
|
|
|
|
|
|
|
|
|
H |
H |
H |
H |
8 |
|
|
|
|
|
|
|
|
|
H |
H |
H |
H |
E |
7 |
|
|
|
|
|
|
|
|
H |
H |
H |
H |
E |
E |
6 |
|
|
|
|
|
|
|
H |
H |
H |
H |
E |
E |
E |
5 |
|
|
|
|
|
|
H |
H |
H |
H |
E |
E |
E |
E |
4 |
|
|
|
|
|
H |
H |
H |
H |
E |
E |
E |
E |
E |
3 |
|
|
|
|
H |
H |
H |
H |
E |
E |
E |
E |
E |
E |
2 |
|
|
|
H |
H |
H |
H |
E |
E |
E |
E |
E |
E |
E |
1 |
|
|
H |
H |
H |
H |
E |
E |
E |
E |
E |
E |
E |
E |
0 |
|
H |
H |
H |
H |
E |
E |
E |
E |
E |
E |
E |
E |
E |
-1 |
H |
H |
E |
E |
E |
E |
E |
E |
E |
E |
E |
E |
E |
E |
Submarine
attack phase
Detected surface ships may be attacked by any submarines in the same
hex as or
adjacent to hex they occupy.
Submarines may not combine their Strengths, but rather carry out their
attacks
separately. Calculate the total Strength of each surface force subject
to submarine
attack, calculate the submarine:surface force ratio, find initial CRT
column.
Calculate the average of Prevailing and Highest ASW values among the
surface
units, compare with the submarine's Surface value, use the difference
between
values as a column shift. ASW-capable air units, if present in the hex,
may add
their strength and
Roll for each surface unit.
Submarine units which have a missile surface attack factor may instead
launch a
missile attack, which is resolved in the same manner as missile attacks
in the
anti-surface ship combat phase. However, submarine units launching
missile
attacks also may not combine their Strengths.
Anti-surface ship combat phase
Only detected surface units or TFs may be attacked.
Determine the Highest Detection value for each combat. If no side uses
aircraft
(for search or strike functions) only surface detection is used. Air
detection
values may be considered if the opposing side uses aircraft.
Determine the prevailing threat facing each surface TF: aircraft, heavy
missile, regular missile, or sea-skimming missile. Aircraft launching
missile
attacks count as missile attacks. The attacking player may break up the
attack
into aircraft, heavy missile, regular missile, and sea-skimming missile
components and resolve each attack separately, in sequence desired by
the
attacking player.
Calculate the Strength of all units participating in battle. Units that
have a
bracketed Strength value with letter s may use bracketed Strength
instead.
Find their ratio and select appropriate CRT column. Maritime patrol
aircraft
and heavy bombers not using missiles have their anti-surface values
quartered.
Among the attackers, determine the Prevailing and Highest Surface
value,
calculate their average.
Among the defenders, determine the Prevailing and Highest Area AA
value,
calculate their average. (Note that in case of two surface TFs
exchanging
strikes, each plays the role of attacker and defender simultaneously,
with both
battles resolved separately but effects being implemented
simultaneously).
If the attack prevailingly consists of sea-skimming missiles,
non-sea-skimmer-capable Area AA is reduced to 0, and
sea-skimmer-capable Area
AA is quartered (round fractions down).
If the attack prevailingly consists of regular missiles,
non-sea-skimmer
capable Area AA is halved, while sea-skimmer capable Area AA is
unchanged.
If the attack is by heavy missiles or aircraft, Area AA is unchanged.
Calculate the difference between attacker and defender Surface and Air
values,
use as a column shift in favor of the higher average side.
Find the Highest Surface Detection value (or, if the opposition uses
aircraft,
the highest Air detection value) on each side.
Compare the two sides' Air Detection values (use the highest values
present in
the hex). If the side's value is higher, use the difference as a
positive
Survivability modifier (up to maximum of +4). If the value is lower,
use the
difference divided by 2 as a negative Survivability modifier (up to
maximum of -2).
Use Point Defense
value as a CRT die roll modifier. If the attack is predominantly by
sea-skimming missiles, use a -6 modifier if the Point Defense is not
sea-skimmer capable (such PD values are marked by "s"). Units which
have sea skimmer-capable PD suffer only a -2 modifer vs sea-skimmer
attacks. If attacks are by manned aircraft and/or by heavy (h)
missiles, multiply PD by 1.5 (round fractions up). If the attack is by
supersonic (f) missiles, divide PD by 2 (round fractions down).
Attacks by Heavy (h) missiles against FAC-type units are quartered.
Armor modifiers are halved against attacks by Heavy missiles.
If the Tech level of the target ship is higher than the Prevailing Tech
of the attackers, use the difference x 2 as a positive modifier. If it
is higher than the Highest Tech of the attackers, use difference x 4 as
a positive modifier. If it is lower than the Prevailing Tech, use the
difference x 2 as a negative modifier.
If Crew Quality of target ship is higher than the Prevailing Crew Quality of attackers, use the difference x 2 as a positive modifier. If it is higher than the Highest CQ of the attackers, use difference x 4 as a positive modifier. If it is lower than the Prevailing CQ, use the difference x 2 as a negative modifier.
Air units not using stand-off attacks must also check for damage using the following procedure. CRT column for resolving aircraft losses is the reverse of the final column used to resolve ship losses (e.g., if surface ships had to roll on the 3:1 column, aircraft must roll on the 1:3 column). Survivability die roll modifiers include Detection (as during attacks on surface ships), ECM, and the average of prevailing and highest Point Defense Survivability modifiers on the surface ships being attacked. Aircraft type survivability modifiers are not used. Heavy Bombers and maritime patrol aircraft on anti-ship missions (unit code HB) not using anti-ship missiles suffer from an additional 4 modifier.
After resolving
missile and
air attacks, resolve Gunnery battles as follows:
Only surface units may be targeted by Gunnery attacks. In order for a
gunnery
battle to take place, at least one of the players must wish to initiate
one.
His forces must be in the same hex as the target units. Enemy units
must be
detected, must not have Detection superiority (defined as having a
higher
Highest Detection value), and must have Dash speed no higher than the
units
initiating gunnery combat.
Gunnery combat is carried out as follows: calculate the total size of
units
participating in the battle (all surface vessels that are not fast
enough to
avoid combat must participate), determine the Prevailing and Highest
Gunnery
values on both sides and apply appropriate column shifts. Do same for
Prevailing and Highest Survivability modifiers. Roll for each surface
unit using the armor modifier (if any).
SECOND MOVEMENT PHASE
Conducted as the First Movement Phase, but Detection is not checked
for. All
air units other than Search units are returned to their bases and do
not
participate in the Second Movement Phase.
ADVANCED/OPTIONAL RULES
Air Defense Swamping: if the total Size of air units attacking
a surface
naval TF exceeds the Highest Air rating of that TF, the Highest and
Prevailing
Air value average is halved.
Close Escort: Surface vessels may operate as close escorts to
other surface
vessels. No more than one naval unit may close escort another. The
escorted
vessel is treated as having the same Point Defense survivability
modifier as
the escort, and receives an additional +2 Survivability modifier. Close
escorting vessel suffers from a -2 survivability modifier against all
types of
attacks.
Coastal Bombardment and Land-Attack Missiles: Naval units equipped
with
guns may deliver gunfire support to amphibious landings and attack land
targets
with cruise missiles. Gunnery ratings may be used as Fire Support
points by
units located in land hexes adjacent to water. Land-attack missile
ratings may
be used for purposes of Interdiction.
ECM Aircraft: Aircraft equipped with jamming and electronic
warfare
equipment have an ECM value in the Special column. If this rule is
used, ECM
value is added as an additional positive Survivability modifier for
every
friendly air unit in the hex, and half of the ECM value (fractions
rounded
down) is used as a negative Survivability modifier for every enemy air
unit in
the hex. Only 1 air unit can use its ECM effect per hex.
Emissions Control (EmCon): Surface warships may regulate their
electronic (radar, radio) emissions in order to minimize own
detectability
(and, in the process, reducing their ability to detect other threats).
Surface
task forces may have EmCon levels of A (minimum emissions), B, or C
(unlimited
emissions). Use the following table to determine detection modifier to
be used
by other units during surface unit detection attempts:
Spotting Unit |
EmCon A |
EmCon B |
EmCon C |
EmCon A, any submarine |
-4 |
-2 |
+2 |
EmCon B |
-2 |
-1 |
+2 |
EmCon C, air units |
-1 |
0 |
+2 |
If a unit was
forced to
defend itself against air and/or missile attack this turn, its EmCon is
automatically raised to C.
Littoral Hexes: These are hexes which border land areas (including
archipelagoes). The following special rules apply:
Any surface unit in a littoral hex adjacent to enemy-held land hex is
automatically Detected. Detection-based column shifts are halved
(fractions
rounded down). Missile-firing aircraft on anti-ship missions are
subjected to
Area air defense. Air units may not use their air-to-ground missile
Survivability modifiers. Units with Strength values marked with "c"
have their Strength doubled. Units which have a bracketed Strength
marked with
f may use their bracketed strength in anti-surface warfare in
littoral hexes.
Mine Warfare: Minefields may be placed only in littoral hexes.
The
greater the number of mines placed, the higher the minefield number,
and the
greater the danger to opposing side's ships. Mines are combated by mine
countermeasures (MCM) vessels, which are rated by TQ and Tech (oceanic
vs.
coastal also?).
Minesweeping operations: each MCM unit may attempt to clear mines in
one hex
per turn. Calculate ratio of MCM size to minefield size, find
appropriate
column, apply column shift modifier to the right(average of Prevailing
and
Highest MCM values), and roll for the minefield. H result indicates
minefield
size has been halved, and E result completely eliminates the minefield.
MCM units must also roll for mine damage using ratio of minefield value
and
total MCM size, with MCM column shift to the left. MCM units use their
MCM
value as Survivability modifier when resolving mine attacks.
Mine attacks are resolved during Movement (if unit conducted movement
into
mined hexes), or during Combat Phase (if it remained in a mined hex).
Mine
attacks take place whenever a ship enters a mined hex. Calculate the
ratio of
each ship's size and the mine size (mine being the attacker), find
appropriate
CRT column, and roll.
The following
units are
considered capable of minelaying: all maritime patrol aircraft, all
submarines,
B-52 and B-1 bombers.
Mine strength: multiples of 100 mines laid x Tech multiplier 1: x. .44;
2: x
.66; 3: x 1; 4: x 1.5; 5: x 2.25
Minelaying capabilities:
Heavy bombers (B-52, B-1): 2
Maritime patrol aircraft: 1
Submarine: .6
Aircraft must fly to the hex being mined. Mine value for aircraft is
for Medium
range, and should be halved if the aircraft is flying a Long-range
mission, and
doubled on Short-range missions. Submarines on minelaying missions may
not
launch anti-surface attacks until they are replenished at a friendly
base.
Munitions Expenditure: Each ship's Area AA and SSM value may be
depleted. After every attack using these weapons, roll for
the firing
unit to determine whether these munitions have been depleted. If the
roll is
equal to or less than the number, place a Partly Depleted (AA, SSM)
marker on
the unit. Unit with a Partly Depleted marker may still use its weapons
normally, but suffers a ___ modifier on each subsequent Depletion
check. If a
unit fails a second depletion check, it may not use that type of weapon
until
replenished in port.
SSM munition expenditure rolls:
Normal SSM strike (full SSM factor used): 6; medium strike (half SSM
factor
used): 2; light strike (1/4 SSM factor used): 1
SSMs are considered Depleted after a single failed expenditure roll. No
more
SSM attacks may be launched by that unit until it is replenished. In
addition, the unit may declare an all-out strike, which increases the
SSM value by 1 (if original value is 4 or less), 2 (5-8), or 3 (9 or
higher). If an all-out strike is launched, SSMs are automatically
depleted.
When rolling for Area AA depletion, apply the following modifiers,
based on the
size of the air strike:
1 or less: -3
1-2: -2
2-3: -1
3-4: 0
4-6: +1
6-8: +2
9+: +3
Also use the modifiers based on the total size of surface units with
area air
defense participating in the battle:
1-2: +1
2-3: 0
3-4: -1
4-6: -2
6+: -3
Replenishment: Surface ships may
replenish their
Endurance by spending an entire turn in the same hex as a replenishment
vessel,
which may restore lost Endurance up to the limit of its own capacity.
Munitions
may be replenished only in a friendly port. Submarines may not
replenish at
sea.
Surface-To-Air Missiles vs. Ships: Vessels armed with Area SAMs
may use
them as anti-ship weapons. Any naval unit with Air value may increase
its
Gunnery value by 1.
EmCon C Unit Databases:
Warships
of NATO and Warsaw Pact, 1980s
NATO and Warsaw Pact
Air Units, 1980s
=====
The J-8 Shop
Wargame Rules, Variants, and Orders of Battle
http://www.geocities.com/pmj6/
War is a
series of
catastrophes which result in victory.
Georges Clemenceau