RULES FOR COMBAT,

CONSTRUCT, SAFETY

AND CAMPAIGN

 

 

 

(These rules are copied from the MWC Web Site)

Safety

  1. A barrel safety pin must be inserted crosswise through the barrel of each firing cannon prior to lifting a ship from the water. The barrel safety pins must be permanently attached to the barrel or to a point on the ship within 6 inches of each cannon. Except for battling, the only time barrel safety pins may be removed from the barrel is during the process of tweaking the cannon. Safety penalty points will be assessed for violation (for penalty see section on scoring).
  2. Firing BB cannons shall not be elevated above the horizontal.
  3. The wearing of safety glasses with side shields is required by all participants and spectators when in the marked pit area, when battling, and when observing combat events. Safety glasses are especially important when retrieving a ship from the water, when near the water's edge, and when inserting barrel safety pins. A safety penalty will be assigned to captains in violation.
  4. While a battle is in progress no one shall sit, kneel, or lie on the ground within 50 feet of the water's edge.
  5. If anyone enters the water to recover a ship, all firing of cannons (both by ships on the water and on shore) will cease and all ship motion will stop (unless allowed by the CD) until that person is again on shore. Ships near the captain who is retrieving his ship may be moved away for safety reasons. Ships which are off their five minute rule, or checking moss may also come to shore.
  6. An R/C "Frequency Tree" will be used at all sanctioned events to control transmitter use. This "Frequency Tree" will have some means of attaching a marker to every transmitter currently in use showing the radio frequency being used. A radio transmitter shall only be operated when the marker is attached to the transmitter. A safety penalty will be assigned to captains in violation. It is the responsibility of the Contest Director of a sanctioned event to provide the "Frequency Tree".
    1. All radios must be narrow band, excluding those on the ham and 27 MHz bands.
    2. The 27 MHz band may be used for warships, except during Campaign, when the 27MHz band is set aside for the use of convoy ships, with frequencies A1 through A3 reserved for Axis convoy ships, and A4 through A6 reserved for Allied convoy ships.
  7. All ships must have a pressure relief mechanism between the propellant tanks and cannon valves consisting of at least two (2) inches of plastic tubing (250 maximum PSI) or a manufactured pressure relief value set at 250 PSI.
  8. The following rules shall apply to the use of CO2:
    1. All CO2 tanks used on-board ships and as land-based storage containers must be commercially manufactured and certified for use with CO2 and may not be modified in any manner.
    2. All CO2 systems must have a manufactured pressure regulator set to no more than 150 psi. The pressure regulator must be connected to the tank using only manufactured hoses or unions rated for CO2. The regulator serves to divide the system into a high-pressure side, consisting of the CO2 tank and pressure relief valve, and a low-pressure side, consisting of a distribution manifold, poppet valves or solenoids, and conventional R/C BB cannons. Items on the low-pressure side of the regulator NEED NOT be manufactured or certified.
    3. All refillable CO2 systems must have a manufactured pressure relief valve (e.g.. rupture disk or equivalent) located somewhere on the high-pressure side.
    4. All CO2 systems must have a 10/32 threaded hole on the low-pressure side that allows the CD to measure the pressure being delivered to the cannons.
    5. The CD, or a person appointed by the CD, is responsible for certifying that all CO2 systems adhere to the construction rules. Systems that are in violation may not be used during the event.
    6. The CD, or a person appointed by the CD, is responsible for measuring the pressure of the low-pressure side of the CO2 system whenever it is deemed necessary or when requested by another captain. A system that exceeds the maximum allowed pressure will have its regulator adjusted immediately and a safety chit will be written. If a captain's ship(s) exceeds the maximum pressure more than once in an event, then that captain will be banned from participating during the remainder of the event and the captain's name will be forwarded to the Board of Directors for further review.
    7. The Board of Directors has the authority to review all violations of CO2 construction or procedural rules. If they feel that a captain has shown a pattern of CO2 rule violations, then they have the authority to ban the captain from participating in all MWC events, for as long as they deem necessary. Furthermore, the Board of Directors may review the actions of a CD with regard to the CO2 rules if requested by a captain in writing. A CD who did not properly adhere to the CO2 rules may be banned from acting as a CD in future MWC events, for as long as the Board of Directors deems necessary. Such actions require only a simple majority vote on behalf of the Board of Directors.

II. Construction & Class Rules

  1. Construction Specifications
    1. All ships must comply with the following test to be able to participate in R/C Warship Combat.
      1. The ship is placed on its side. One end of a 3/16" by 18" or greater brass tube is placed against the ship's hull skin an equal distance between two ribs (however, the hull skin shall penetrate anywhere between the two ribs). Insert a 12" x 1/8" solid brass rod about 1/8" into the brass tube (do not spray any lubricant in the tube or on the rod). Letting the rod fall through the tube and striking the hull skin should result in penetration of the ship's hull skin. Maximum hull strength shall not exceed an 18" drop. It is recommended that a ship be built to 12" of drop to allow for battle repairs and hardening with age.
      2. Hull skin must penetrate in 3 out of 5 locations on first drop.
      3. Superstructure surfaces may be constructed of any material.
      4. Hull hardness testing (as described in paragraph a. above) shall be by challenge only except at the National Championship. The challenger(except if Contest Director at a MWC sanctioned event) shall submit to the same test at the time of challenge.
      5. All ships shall be hull hardness tested on the first day on the National Championship.
    2. Diagram AThe total hull length that can be solid material shall not exceed 15% of the overall length of the hull. This includes ribs, solid material at bow and stern, and fillets. Measurement shall be made along the longitudinal centerline of the model (farthest point forward to farthest point aft of hard area).
      1. A rib or keel shall be defined as any solid material attached to the hull skin, which is perpendicular to the plane of the waterline, and whose function is defining the shape of the hull.
      2. Ribs and keel can be no thicker than 3/8" thick material.
      3. Minimum spacing between ribs shall be no less than 1" from rib centers.
      4. Solid material in the bow may extend no more than 2" aft following the contour of the bow. (See Diagram A.)
      5. Solid material in the stern can extend no more than 1" forward from the extreme stern measured along the longitudinal centerline of the model.
    3. The main deck(s) may be no more than 3/8" thick (maximum thickness of any single or multiple deck assembly).
    4. Impenetrable material may be used as hull skin, but must be at least 1" below the waterline or more than 45 degrees down the turn of the bilge. (See Diagram B) The hull skin immediately around the prop and rudder shaft exits may be impenetrable material; it must not, however, interfere with the inherent penetrability of the hull.Diagram B
    5. Internal "armor" may be used to prevent bb's from damaging internal components or exiting the other side of the hull, as long as it does not violate rule II.A.4. (Note that internal armor is typically a sheet of plastic, plywood, or other impenetrable material mounted about 1/2" behind the hull skin, to prevent bb's from causing internal damage while still allowing them to penetrate the hull.)
    6. No water belts, double hull areas, watertight compartments, or other construction advantages may be taken that are attempts to defeat the scope of construction intent.
      1. A watertight box(es) may be used for the purpose of protecting electronic equipment. This box(es) shall not have sufficient buoyancy to prevent the model from sinking (for the purposes of defining this paragraph only, sinking is defined as a model that will completely submerge).
      2. No interior box(es), bulkheads, or other interior construction shall subdivide the hull into separate compartments or that will affect the penetrability of the hull skin to bb entries.
      3. Solid material may be used as "water channeling" as long as it does not interfere with the inherent penetrability or sinkability of the ship. Water channeling many not extend above 1" below the waterline (or equivalent) hard area.
    7. A stringer shall be defined as any solid material that hull skin is attached to that forms the shape of the hull and is not classed as a rib.
      1. No stringers shall be used unless the shape of the hull dictates. Hull features that dictate the use of a stringer are: bulges, casement guns, knuckles, or armor belts. The stringer may not extend more than one rib beyond where that hull feature is prominent.
      2. The surface of the stringer which is against the penetrable area of the hull skin shall be no thicker than 1/8" material but may be any width.
      3. There shall be no more than one stringer between any two ribs in the penetrable area of the hull (on both sides of the hull).
    8. Penetrable hull areas shall be non self-sealing.
    9. Any form of positive hull pressurization is illegal.
    10. On ships which have casement mounted cannons, the cupolas may be constructed of impenetrable material. A 1/8" wide strip on each side of the cupola may also be made impenetrable. If the flat area between cupolas is inset more than 1/2" from the edge of the gunwale the entire casement (cupolas and all flat areas inset greater than 1/2") may be made impenetrable.
    11. Maximum model weight shall not exceed the heavy model weight (as listed in the ship list) plus 10%.
    12. Class 2 and lower ships using CO2 may add 25% or one (1) pound (whichever is greater) to their full load displacement, and must have a minimum of 1/2" of freeboard at their lowest point. Hull depth may be adjusted as required.

 

  1. Scale
    1. Hull shape shall be relatively scale, non-scale additions to the hull that increase drag are not allowed.
    2. Any ship laid down after January 1, 1991 shall be built to 1/144 scale. Allowable error will be +/- 1/8" for the beam and +/- 1/2" for the length, or +/- 2% of prototype dimensions, whichever is greater. Ships which were legally built in 1/150 scale will be "grandfathered" if they battled in a sanctioned battle prior to December 31, 1990.
    3. The center of the marked waterline of the model must be within 1/8" of the actual floating waterline of the model. On ship Classes 7 through 2 a ship model may have 1/4" wide tape or equivalent painted waterline and ships Classes 1 and 1/2 may have a 1/8" wide tape or equivalent painted waterline or a scale width waterline may be used on any class ship.
    4. The ship shall be equipped with a scale number of shafts. Each ship must have a scale number of props. Non-powered props must be scale, or the same size or smaller than the powered props. Speed trim disks may not exceed the size of the drive props, and must be center mounted.
    5. Barrels must be installed in all turrets.
    6. To legally enter a sanctioned event, all ships must have all superstructure parts in place which exceed one cubic inch in volume.

 

  1. Rudder Specifications
    1. The ship shall be equipped with a scale number of rudders. Only rudders shall be used to turn ships (no "turning motors" or other systems may be used to assist in turning). Rudders may not have horizontal features such as wings, etc.
    2. The maximum total movable rudder area (measured by cross-section) allowed shall be by model class as follows:

Class 7,6

4.00 square inches

Class 5

3.00 square inches

Class 4

2.50 square inches

Class 3

2.00 square inches

Class 2

1.75 square inches

Class 1

1.50 square inches

Class 1/2

1.00 square inches

    1.  
    2. Ships with two or more rudders, or greater than 700 feet length overall, may have 50% more total rudder surface area than allowed above. If the additional rudder surface area is utilized, all rudders must function.
    3. If a ship has a scale rudder or rudders which have more surface area than allowed above, then that ship may have the scale surface area if it can be substantiated, and if said rudder is the scale shape. Said ship must be submitted to the Board of Directors for a ruling as to its allowed rudder area.

 

  1. Reverse
    1. All model ships must be able to change from forward to reverse motion by radio control.

 

  1. Cannons
    1. A cannon shall be defined as an offensive unit and shall not fire any projectile other than a bb (.177" diameter steel shot).
    2. Maximum cannon firing pressure shall not exceed 150 p.s.i. Use of Chlorofluorocarbons (CFCs) or other ozone depleting chemicals as propellant is prohibited.
    3. All cannons must be equipped to fire single shot, except cannons which are allowed to spurt.
      1. A single shot cannon is defined as one which fires one bb for each transmitter control movement from neutral to a fire position and return to neutral.
    4. For test purposes a single shot cannon will be allowed a 20% variance in the ratio of stick movement to bbs fired. Example: for 30 stick movements the cannon may fire anywhere from 24 to 36 bbs and still be legal. The Contest Director shall determine compliance both with shore testing and firing characteristics during battle.
      1. Single shot cannon testing shall be by challenge only. The challenger's cannons will be tested at the same time as the challenged cannons.
    5. Cannons must be placed in turrets or casemates occupied by the main battery of the ship modeled. Main battery cannons in a turret must exit the turret from the face of the turret. The turret barbette must be of scale size and shape; it cannot be modified to increase the down angle of the cannon. The turret must sit flat on the barbette. No cannons may be mounted near the waterline or below the waterline.
      1. Ships in class 4,5,6 & 7 with their main armaments located all forward of their superstructure, may use an aft secondary battery to mount a single stern cannon.
    6. Cannons may be mounted in the superstructure if the main turrets are physically too small to house the cannon.
    7. Maximum cannon elevation shall not exceed 10 degrees above horizontal.
    8. The maximum length of the cannon barrel shall be limited to:
      1. "O"-ring cannon: 5" from "O"-ring.
      2. "Restrictor tube" cannon: 6" from the outlet side of the restrictor tube.
    9. Automatic-tracking and automatic-ranging systems for the cannons are illegal.
    10. All spurt cannons must have an O-ring or restrictor tube and their barrel i.d. must be no more than .190" at the muzzle.

 

  1. Additonal Weapons
    1. Since the goal of the hobby is to conduct safe surface naval battles, other weapons such as mines, torpedoes, ram bow usage, depth charges, rockets, fire, acids, bases, etc., are not allowed.

 

  1. Pumps
    1. A pump shall be defined as one or one half defensive unit and shall not be of a positive displacement design.
    2. A one unit pump shall have one round 1/8" inside diameter discharge port; a half unit pump shall have one round 3/32" inside diameter discharge port. The port diameter must be measurable from the outside of the ship. A one unit pump may not be subdivided into two 1/2 unit pumps.
    3. A pump motor shall be no larger than the largest propulsion motor in the model.
    4. All pumps must be electric, and composed of one motor and one pump rotor.
    5. A pump shall have only one intake.
    6. <Item deleted in 2003> (See Sect. K, Submarines)

 

  1. Warship Classes
    1. Unless a ship has been specifically exempted in subparagraph a. (below the table), the characteristics listed in the following table take precedence over any values listed in the MWC Ship List. Only ships which were launched between 1905 and 1946 inclusive and were completed will be legal to model (refer to MWC Ship List for legal ships). Listed below are the authorized classes and the offensive/defensive units allowed:

CLASS

UNITS

SHIP TYPES

7

7 1/2

Battleships >= 60,000 tons.

7

Battleships >= 44,000 tons to 59,999 tons.

6

6 1/2

Battleships >= 40,000 tons to 43,999 tons.

6

Battleships >= 33,000 tons to 39,999 tons.

5

5 1/2

Battleships >= 27,000 tons to 32,999 tons.
Battlecruisers >= 35,000 tons.

5

Battleships >= 25,000 tons to 26,999 tons.
Battlecruisers >= 30,000 tons to 34,999 tons.

4

4 1/2

Battleships >= 22,500 tons to 24,999 tons.
Battlecruisers >= 25,000 tons to 29,999 tons.

4

Battleships < 22,500 tons.
Battlecruisers < 25,000 tons.

3

3 1/2

Heavy cruisers >= 12,000 tons.
Pre-Dreadnought battleships.

3

Heavy cruisers built after 1922, 8,000 to 11,999 tons.
Light cruisers built after 1922, >= 9,000 tons.
CVAs Lexington, Akagi and Kaga classes.

2

2 1/2

Heavy cruisers built after 1922, < 8,000 tons.
Light cruisers built after 1922, 6,500 tons to 8,999 tons.
Armored cruisers built before 1922.
Other CVAs.

2

Light cruisers built after 1922, 4,500 tons to 6,499 tons.
Monitors >= 7000 tons.

1

1 1/2

Light cruisers built after 1922, < 4,500 tons.
Protected cruisers built before 1922.
Destroyers 2500 tons and above.
CVLs.

1

Monitors < 7000 tons.
Destroyers > 1,500 tons to 2,499 tons.
Submarines.

1/2

1/2

Destroyers less than 1500 tons.
Gunboats, CVEs and all other ship types not listed above.

 

 

    1.  
      1. Exemptions from the table above include the following:
        1. The IJN Nagato (B) class is class 6 and has 6 units.
        2. Ships of the USS Iowa and IJN Yamato classes which are built in 1/144 scale are class 7 and have 8 units.
        3. Section deleted in 2002.
    2. All displacement values shown above are standard displacement.
    3. All displacement tonnages listed above are in English tons (long tons) of 2240 pounds each.
    4. All ships are classified according to their original AS BUILT specifications; reconstructions at a later date will not affect the class of the ship or the number of units it receives, with the following exceptions:
      • Conversion of completed ships into full aircraft carriers can be rated at their original configuration AND for their original reconstruction into an aircraft carrier.
      • Japan's Mogami class light cruisers will also have a listing for their conversion to eight inch gunned heavy cruisers.
      • Great Britain's Furious will be classed as an aircraft carrier.
    1. A one unit cannon carries a load of 50 bbs fired singleshot, or 15 bbs if spurted. A 1/2 unit cannon carries 25 bbs fired singleshot, or 10 bbs if spurted. A 1/2 unit cannon magazine may be added to a 1 unit cannon magazine, making a 11/2 unit cannon with 75 bbs. Cannon units may not be subdivided into smaller cannon units (a 1 unit cannon may not be made into two 1/2 unit cannons). A ship may mount only a single 1/2 unit cannon in its offensive armament. In Ship Classes 3 and above, any legal 1/2 units must be used as a cannon with 75 bbs in the magazine. Only Class 1, 2 and 3 ships may be armed with spurt cannons.
      1. All Class 3 ships of greater than 12,000 tons standard (as built) and 625 feet in length may use their extra half unit as either a cannon or a pump.
      2. All Class 2 and amaller ships are allowed to split off a separate half unit to use for a single pump. for example, a 2-unit ship could have a 1/2 unit pump, a 1 unit cannon, and another 1/2 unit cannon; or a 1 unit ship could have a 1/2 unit pump and a 1/2 unit cannon.
    1. Bow and stern firing cannons on all classes of ships cannot be angled more than 15 degrees either side of the longitudinal centerline of the model.
    2. Classes 7, 6, 5 and 4 may have sidemounted cannons (any cannon which is angled more than 15 degrees from the longitudinal centerline of the model).
      1. Ships under 720': These ships may carry a maximum of two sidemount cannons with a maximum of one firing cannon covering any specific side. On these ships, one specific fixed quadrant shall be left unarmed at all times. The definition of quadrants are: forward and stern quadrants are 30 degree segments arranged 15 degrees either side of the ship's longitudinal centerline; side quandrants are those extending from the end of the bow quadrant to the beginning of the stern quandrant on either side.Diagram C
      2. Ships over 720': These ships may carry a maximum of three sidemount cannons with a maximum of two firing cannons covering a specific side. When two cannons are firing into the same quandrant, they must be in seperate turrets. All quadrants may be covered.
      3. Yamato, Iowa, Richelieu, Vanguard and Rodney classes: These ships may carry a maximum of four sidemount cannons with a maximum of two firing cannons covering any specific side. When two cannons are firing into the same quadrant, they may be mounted in a single turret. All quadrants may be covered.
      4. Rotating turrets (turrets that traverse from one quadrant to another) are allowed on classes 4-7 provided that they do not violate the above restrictions.
      5. Pivoting turrets (turrets that traverse within one quadrant, and do not leave that quadrant) are allowed.
      6. Side mounted (broadside) cannons may not be down angled more than 20 degrees measured from the horizon.
    3. Section deleted in 2001.
    4. The ratio of offensive and defensive units is the choice of the captain but may not be changed during the course of a battle. Offensive unit positioning may be changed between sorties of a battle. Any offensive units carried on board a ship in excess of the selected offensive/defensive ration must be pinned.

 

  1. Speed

Ship Type

Speed

Battleships LOA >= 720'

24 sec./100'

Battleships LOA >= 600'

26 sec./100'

Battleships LOA < 600'

28 sec./100'

Battlecruisers LOA >= 660'

24 sec./100'

Battlecruisers LOA < 660'

26 sec./100'

Predreadnought BBs

28 sec./100'

Heavy Cruisers (After 1922)

23 sec./100'

Armored Cruisers (Before 1922)

26 sec./100'

Light Cruisers (After 1922) >= 9000 tons

23 sec./100'

Light Cruisers (After 1922) < 9000 tons

22 sec./100'

Protected Cruisers (Before 1922)

23 sec./100'

Monitors

30 sec./100'

Destroyers LOA >= 300'

21 sec./100'

Destroyers LOA < 300'

22 sec./100'

Submarines

28 sec./100'

Convoy Ships

34 sec./100'

Gunboats

28 sec./100'

CVAs, CVLs, CVEs LOA >= 740'

24 sec./100'

CVAs, CVLs, CVEs LOA >= 660'

26 sec./100'

CVAs, CVLs, CVEs LOA < 660'

28 sec./100'

    1. Unless a ship has been specifically exempted in subparagraph a. (below the table), the characteristics listed in the following table take precedence over any values listed in the MWC Ship List. The model's maximum speed shall be determined from the table to the right:
    2. Speed testing will be by challenge only and may be conducted immediately before a sortie begins or immediately after a sortie has been fought. The ship being challenged may not be opened or modified in any manner before the test is performed. The test will be conducted using the batteries that exist in the ship at the time the ship is challenged. Pumps may be turned on only if the ship is in danger of sinking during the speed test (or if the pump is always on or automatic).
    3. Testing will be over a measured course from a running start. The challenged ship will be piloted by the challenger and the challenger's ship will be piloted by the captain he challenged. The timing will be done by the Contest Director or by someone appointed by him. The actual length of the course for measuring speed can be any distance with the above-listed speeds being a rate rather than an absolute.
    4. No change in the resistance in the throttle section of a ship is allowed between sorties.
    5. A ship may not exceed its maximum allowable speed in any direction of movement, either forward, left or right turn, or reverse.
    6. A timed throttle system that enables a ship to exceed its maximum allowable speed for any portion of the measured course is an illegal system.
    7. A throttle system which uses a "feedback" type sensor to apply greater thrust when the ship is not at maximum speed is an illegal system.

 

  1. Violations
    1. A violation shall be defined as any ship that is not constructed in accordance with any one or a combination of the preceding construction rules.
    2. Any ship suspected of being in violation of any rule shall be brought to the attention of the Contest Director. The Contest Director or someone appointed by him will immediately investigate the suspected violation and/or apply the appropriate test.
    3. A Citation of Non-Compliance will be issued to any captain whose ship has been determined to be in violation of one or more construction rules. All Citations of Non-Compliance will be submitted to the MWC Secretary and kept on record. A copy of all outstanding citations will be mailed to the Contest Directors of all future MWC sanctioned events. The ship receiving the citation shall not compete in any future MWC sanctioned event until it has been inspected and/or tested by a Contest Director and found to be in compliance with the rule(s) which were violated. This Contest Director shall then inform the MWC Secretary that the ship is now in compliance and the outstanding citation will be stricken from the record.
    4. If a ship is in violation, a secret ballot will be taken among all participating captains (both sides) to decide if the violating ship can compete without correcting the violation. A 2/3rds approval vote is required for the ship to compete.
      1. If a battle is in progress, this vote will occur prior to the next sortie. Otherwise, the vote will be taken prior to each subsequent battle as long as the ship is still in violation.
      2. This voting will only be allowed during the sanctioned event in which the violation was discovered.

 

  1. Submarines
    1. All rules pertaining to the construction, operation, and scoring of surface ships within the rules apply to submarines unless specified.
    2. A submergible submarine may have a pump if the pump can only be used to pump water into and out of an enclosed ballast tank. In no way may the pump be used for damage control.
    3. Submarines are not considered sunk by decks awash or resting on the bottom, but by their failure to surface when requested by a CD.
    4. All penetrable area on a submergible submarine that participates in fleet battle is considered "below the waterline" area for scoring.
    5. On submarines, impenetrable material may be used as hull skin, but be at least 1" below the waterline, more than 45 degrees below the turn of the bilge, or more than 45 degrees above the turn of the hull.
    6. A submarine must have at least 1/2" of penetrable area amidships.
    7. A submarine does not need at least 1/2" at it's lowest point.

III. Battling

  1. Battle SummaryA battle is conducted in the following manner:

Two fleets are mutually decided upon, each fleet consisting of one or more ships. These ships are launched at the appointed time. When all participants have announced that they are ready to battle the Contest Director (or someone appointed by him) announces, "LET THE BATTLE BEGIN". Combat is engaged according to the rules in section B, "BATTLE CONDUCT". After all ships have completed the "Five Minute Rule" time period and have been removed from the water, that sortie is declared over. At this time combat damage is assessed and recorded on the COMBAT DAMAGE REPORT form. If there are additional sorties to be fought in this battle, the ships' cannons are then reloaded with bbs and/or propellant. At the appointed time the ships are then re-launched for the next sortie. At the end of the last sortie the battle is declared over, combat damage is assessed and tabulated, and a battle winner is declared. Combat damage may then be repaired and batteries may be legally replaced in preparation for another battle.

As an alternative, combat damage may be assessed at the end of the battle, instead of between sorties. See III.C.7.a for more details.

 

  1. Battle Conduct
    1. A sortie is officially counted when a ship is on the water at the time that battle is declared between two opposing sides.
      1. At events where split fleets are required due to frequency conflicts, the admirals must split their fleets as evenly as possible. On each side, split fleets much be within 2 ships/captains and 10 units.
    2. A battle is a series of one or more sorties. The number of sorties to be agreed upon by both sides previous to the start of the first sortie.
    3. When a captain desires to withdraw from a sortie, he announces to all participants that he is invoking the "Five Minute Rule" for ships in Classes 7 through 2 or the "Two Minute Rule" for ships in Classes 1 and 1/2.
      1. At the announcement of "Five Minute Rule"/"Two Minute Rule", the ship must remain in the battle for five/two minutes before being touched by the captain or removed from the water.
      2. A ship on "Five Minute Rule"/"Two Minute Rule" may not fire upon opposing ships, but may be fired upon by any other ship not already on the "Five Minute Rule"/"Two Minutes Rule".
      3. A battler may not announce "Five Minute/Two Minute" Rule while anyone is in the water.
      4. A ship off the "Two/Five Minute" Rule must be brought to shore immediately and may not be fired upon.
    4. If the majority of the participants in a battle agree, or at the Contest Director's discretion, a "Fleet Five Minute Rule" may be used.
      1. The "Fleet Five Minute Rule" varies from the normal "Five Minute Rule" in that all ships of a fleet announce "Five Minutes" simultaneously, with no individual "Five Minute Rule" announcements being allowed.
      2. Section deleted in 2001.
    5. If a ship is out of control, a captain can declare "Out of Control Five Minutes" for ships in Classes 7 through 2 or "Out of Control Two Minutes" for ships in Classes 1 and 1/2.
      1. A ship can be declared out of control when:
        • the ship loses either forward or reverse controlled propulsion.
        • the ship loses controlled steering.
        • the ship is ACCIDENTALLY beached.
      2. A ship on "Out of Control Five Minutes"/Out of Control Two Minutes" may fire on opposing ships and may be fired on by any other ship not already on "Five Minute Rule"/"Two Minute Rule".
      3. If control is regained of a ship on "Out of Control Five Minutes"/"Out of Control Two Minutes" the ship may, after announcing that control has been regained, return to full battling status. Time accumulated on "Out of Control Five Minutes"/"Out of Control Two Minutes" is canceled on reentering the battle in full status.
      4. <Item deleted in 2003> (see para. 17)
    6. Between sorties water may be removed from a ship's hull, and ram damage (as approved by the CD, opposing Admiral, or ramming captain) may be repaired, but battle damage may not be repaired.
    7. Between sorties no weights may be shifted inside a hull. This is to prevent any ship from gaining an advantage by changing the effective waterline.
    8. There shall be no firing at another ship from shore or firing from shore to water during a battle.
    9. A ship that is declared sunk (see SCORING, paragraph 6) may not fire on other ships.
    10. A ship that has received no bb hits in the hull during a battle but sinks will be declared an "Unseaworthy Sink" and will be penalized (for penalties, see section on scoring).
    11. A ship in Classes 7 through 4 must finish a battle (two or more sorties) with the same set of batteries it started with. The exception to this rule is the radio receiver batteries as long as the receiver batteries are not also used for propulsion and/or pump power. Ships in Classes 7 through 4 which change any batteries (other than receiver batteries) will be penalized (for penalties, see section on scoring). A ship in Classes 3 through 1/2 may change any or all batteries between sorties.
    12. If a ship is not ready to battle at the appointed time for a sortie to start, it may not participate in the remainder of that battle. If both fleet admirals agree, this ship may enter the battle at the beginning of a later sortie.
    13. A ship that withdraws from a battle for any reason other than ram damage will be penalized (for penalties, see section on scoring).
    14. A ship which enters battle with the barrel safety pins still inserted in the barrels or the guns turned off (gas/electric) may be brought to shore and have the pins removed or guns turned on, during the first two minutes of the battle. The ship may not be fired upon while returning to shore and until the captain declares he is reentering the battle.
    15. Any ship entering a sanctioned event must have all superstructure damage patched and/or repaired prior to entering its first battle of that event.
    16. The assessment of battle damage/penalties shall be done at the end of each sortie and recorded on the MWC 's COMBAT DAMAGE REPORT. A report shall be filled out for each ship which participated in the battle. At the end of a battle, the completed COMBAT DAMAGE REPORTS shall be turned in to the Contest Director. When assessing battle damage between sorties an opposing captain must be present to verify battle damage/penalties. This opposing captain will initial the COMBAT DAMAGE REPORT signifying his acceptance of the figures recorded for that sortie.
    17. By a majority vote of the participating captains, a "Thirty Second Moss" rule may be invoked for a combat event. The Thirty Second Moss rule is defined as follows:
      1. When a ship's propulsion system is fouled by a foreign object, such as moss, fishing line, etc., the captain may call "30 sec. Moss".
      2. Upon calling "30 sec. Moss", the captain starts a 30 second timer and the ship remains on the water as a target and able to return fire until the timer expires.
      3. Upon expiration of the timer, the captain may retrieve his ship and remove the foreign object(s). After removal of the object(s), the ship must be placed reasonably close to where it was retrieved.
      4. If a ship was aground/beached when "30 sec. Moss" was called, the ship must be returned to the same grounded/ beached state. The moss rule is not a "get off the beach free card". If moss rule is used to "unbeach" a ship, it will be considered a declared sink.

 

  1. Battle Scoring
    1. Battle damage points are accrued by shooting holes in the opponent's ship.
      1. A bb entry hole in the hull above the waterline will count 10 points.
      2. A bb entry or exit hole on the waterline will count 25 points.
      3. A bb entry or exit hole below the waterline will count 50 points.
      4. If a bb makes both entry and exit holes, the highest scoring hole is counted and the remaining hole is not counted.
      5. If a bb hole lies in the hull above the waterline but touching the vinyl waterline tape, it shall be counted as a waterline hit.
      6. If a bb hole lies in the vinyl waterline tape but touches the below-the-waterline area of the hull, it shall count as a below-the-waterline hit.
      7. Points will not be awarded for superstructure damage caused by bbs.
    2. A bb hole shall be defined as any damage which has a visible break in the hull.
      1. In the case of large holes, if there is evidence that more than one bb caused the damage (i.e., rounded dimples around the edge of the damage), then each bb shall be assessed as a bb hole.
      2. Dents in legally solid areas of a model shall not be assessed as a bb hole.
    3. Battle sink points shall be counted as follows:

Class 7

1100 points

Class 6

1000 points

Class 5

900 points

Class 4

800 points

Class 3

600 points

Class 2

400 points

Class 1

200 points

Class 1/2

100 points

    1.  
      1. If a ship's captain withdraws his ship from a battle between sorties for any reason other than ram damage, the opposing fleet or captain shall be awarded points equal to the withdrawn ship's battle sink points.
      2. exemptions, the Iowa and Yamato classes are worth 1200 battle sink points.
    2. Penalty points will be assigned a ship's captain for the following infractions:
      1. Unseaworthy sink shall count one-half of the ship's battle sink points by class.
      2. Changing any batteries (other than receiver batteries) shall count one-half the ship's battle sink points by class.
      3. A captain who intentionally beaches his ship to avoid sinking due to combat damage shall be penalized double the ship's battle sink points by class.
      4. Safety penalty points (barrel safety pins, safety glasses, frequency marker, etc.) will be assigned against specific battlers (and not their team) during an event by the following ascending scale.

First offense

   

100 points

Second offense

   

200 points

Subsequent offenses

   

500 points each

      1.  
      2. Penalty points for speed violations will be assigned, against the individual and team, during an event by the following scale.

First offense

   

Warning

Second offense

   

250 points

Subsequent offenses

   

500 points each

      1.  
      2. At a sanctioned event, the contest director in conjunction with the two fleet admirals, may assess penalties for violations not specifically addressed by other rules or Bylaws.
      3. The Contest Director at his discretion may test randomly for magazine loads. Just prior to battle the Contest Director may test one or more ships on each fleet. One cannon on each ship will be tested. If more than 55 bbs (28 for a half unit and 82 for a one and a half unit) are in the magazine, there will be a 1000 point penalty and the battler will sit out the rest of the battle.
    1. Any contact between ships may result in a ram penalty assigned to the ramming captain.
      1. A damaging ram shall be defined as any contact which causes damage affecting the ship's combat serviceability, the hull's watertight integrity, and/or breakage or dislodging of superstructure parts.
      2. Non-damaging rams shall have no penalties.
      3. The contest director will asses ram damage penalties of 50 points for superstructure damage, 100 points for hull damage above the waterline, and 200 points for hull damage below the waterline.
      4. A ram which causes a ship to sink shall result in penalty points equal to the sunk ship's sink points by class.
      5. A captain whose ship is rammed must immediately bring his ship to shore for inspection of ram damage. This ship cannot be fired on while returning to shore for inspection and until the captain declares he is reentering the battle. If no damage to the ship's watertight integrity or combat serviceability is found by the captain, he will immediately return his ship to battle. If damage to the hull is found and can be patched within five minutes, the captain may reenter the sortie in progress after making necessary repairs. If repairs to the hull cannot be effected within five minutes, that ship is out of the sortie but may reenter the battle in a later sortie. If repairs cannot be made in time to reenter either the sortie in progress or any remaining sorties, there will be no penalty for the rammed captain.
      6. If a captain refuses to immediately bring his ship in for inspection after being rammed by another ship or inspects and/or repairs his ship which later sinks as a result of the ram, this will not count as a ram sink, but will count as a combat sink and the opposing fleet or captain will be awarded full battle sink points.
      7. If a rammed ship goes out of control immediately following a ram, the captain must immediately recover his ship for inspection. At this point procedure outlined in paragraph (e) above applies.
      8. A ship that has been sunk due to ram damage may be repaired and returned to the sortie in progress (if repairs can be made within five minutes) and/or any remaining sorties of the battle. Even if a ram sunk ship is repaired and returned to battle, the ramming captain is still penalized during the sortie in which the ram occurred.
      9. A ramming captain shall have his ship removed from the water while the ram damage is being repaired on the rammed ship. He may reenter the sortie when the rammed ship repairs have been effected, providing damage is repaired within five minutes. If the rammed ship cannot reenter the sortie in progress because of the ram damage, then the ramming captain shall also remain out of that sortie. The fact that the rammed ship may not be able to enter any remaining sorties in the battle will not prevent the ramming captain from entering any remaining sorties in the battle.
      10. If a ship on the "Five Minute/Two Minute rule" rams (or is rammed by) his own teammate, the captain on "Five/Two" must stop his timer while the ram is checked.
      11. With any damaging ram, all ships involved will stop their timers while the ram is repaired.
    2. A sink shall be declared when a ship has any portion of any deck awash on both sides of the hull or when any part of the hull is resting on the lake bottom. This applies to sinkings from any and all causes (Note: the Contest Director, or someone appointed by him, must rule on any ambiguous or questionable sinks; i.e., a ship which is beached). A ship's captain may declare his ship scuttled at any time during a battle. The opposing fleet or captain shall be awarded points equal to double the sink points of the scuttled ship.
    3. Division of points at the end of a fleet battle shall be determined using the following weighted system:

Ship Class

Weight Factor

Class 7

10

Class 6

10

Class 5

9

Class 4

8

Class 3

6

Class 2

4

Class 1

2

Class 1/2

1

    1.  
      1. The weight factor points of all ships in a fleet are totaled and the combat damage point total of the opposing fleet is divided by this number. This produces the damage award factor. To determine the points awarded to a particular ship, the damage award factor is multiplied by the ship's specific weight factor from the list above. Individual penalties assigned to this ship are deducted from that ship's battle points to produce the final score for the captain of that ship. This process is done at the end of each sortie. Captains receive points only for those sorties in which they participated.
        • If combat damage is assessed only at he end of the battle rather than between every sortie, then a captain who did not participate in a sortie will only receive points for the fraction of the battle they participated in. For example, if a captain participated in only one of two sorties, his weight factor will be halved, so that he receives 1/2 the points that he would have if he had participated in both sorties.
      2. The final scores of all captains participating in that battle are added together to obtain the final fleet score.
      3. The opposing fleet's final scores are compared. The fleet with the highest final fleet score is declared the winner of that battle.
      4. Ship-to-ship battles are scored as if it were a fleet battle with one ship in each fleet.

IV. Awards

  1. If rules other than the Official MWC Construction, Battling and Safety Rules (in their entirety, with no additions or deletions) are used at a sanctioned event, that event loses sanction and no MWC awards and/or recognition will be given to any participants of that event.
  2. The following individual awards will be given for points scored at the National Championship:
    1. High Points for each ship class
      1. At least three ships must participate in a class for an award to be given. If less than three ships in a class participate, they will be moved to the next higher class for awards.
      2. During non-scheduled combat events, only the points scored in excess of the opponent's points will be awarded to the winner(s) of that event.
      3. The captain who has accumulated the greatest number of points in his class in both scheduled and non-scheduled combat events will be awarded the High Point award for that class, with the following exception:
      4. The Captain who wins the Founder's Trophy is ineligible for the High Point trophy.
    2. Best of Scale Warship
      1. To be eligible for "Best of Scale" a ship must score at least 100 points (exclusive of penalties).
    3. Rookie of the Year
      1. This will be a voted award given to the outstanding battler whose combat debut was after the previous National Championship.
      2. A panel composed of the Contest Director and six experienced battlers appointed by him will vote for the "Rookie of the Year."
      3. This award need not be given to the highest scoring rookie or the rookie with the highest sortie average.
      4. Voting criteria may be based on such factors as ship construction and appearance, captaining ability, sportsmanship, equipment reliability, battle conduct, and any other factors the panel may deem significant.
    4. The Founders Trophy
      1. The captain with the highest overall point total accumulated during the National Championship will be awarded this trophy.
      2. During non-scheduled combat events, only the points scored in excess of the opponent's points will be awarded to the winner(s) of that event.
    5. Individual Combat Trophy
      1. Only the winner(s) of non-scheduled combat events (one-on-one or group) will be awarded points. Only the points scored in excess of the opponent's points will be awarded to the winner(s) of that event. (Example: if combatant A inflicts 800 points in damage to combatant B's ship, while combatant B inflicts 500 points in damage to combatant A's ship, then combatant A will be awarded 300 points toward the individual Combat Trophy and combatant B will be awarded zero points for this event.)
      2. The combatant who has accumulated the greatest number of points (as defined in a. above) in non-scheduled combat events will be awarded the individual Combat Trophy.
    6. Axis/Allied Victory Trophy
      1. This trophy is presented to the Admiral of the victorious fleet at the National Championships by the defeated Admiral.
    7. The Best Dress Award
      1. The Captain that wears the best military dress at the Awards Banquet (voted on by all members at the banquet) will win the Best Dress and Most Spirit Award! This award is not for any battling, but only for dress.
    8. The Sportsman Trophy
      1. This trophy is given to the Captain who best displays the sportsmanship qualities of the MWC. The winner is selected by the Board of Directors and the Contest Director for the National Championship, or the Contest Director for other sanctioned events.
    9. The Most Feared Captain Awards
      1. This trophy is given to the Captains of each team who displayed the best battling qualities during the event. The winner is selected by a secret ballot from the members of the opposing team. Should a captain have switched teams during the event he may vote only once but is free to select which team he will vote with.
    10. Best of Scale Convoy
      1. The Best of Scale Convoy ship trophy is given to the best of scale convoy ship that has attempted at least one mission.
    11. Life Line Award
      1. The best convoy ship captain trophy (Life Line Award) will be given to the Captain who has completed the largest number of successful missions. A successful mission is one complete round trip voyage. In the event of a tie, the captain completing the highest number of one way trips is the winner. And if there is still a tie, the captain with the least convoy ship sinks wins.
  3. Unofficial AwardsOther awards may be given at local events (both sanctioned and unsanctioned) but any award other than the ones listed above are not official MWC awards and the MWC Secretary shall not keep records of these awards.


Model Warship Combat: 2004 Campaign Rules

The purpose of Campaign is to recreate scenarios similar to actual war time conditions which wartime powers of the time period 1905 to 1946 would have faced in naval warfare in attempting to acquire strategic objectives. These conditions include the maintaining of supply lines at sea while at the same time denying those to their enemy forces. The safe passage of convoys and control of surrounding waters in a war zone was very often the crucial factor in the successful outcome of a campaign in war time. The purpose of Campaign is to emulate this by emphasizing the supply and sea control areas in a way which is easy to play and highly enjoyable to all involved. The fleet that has control of the sea receives points for successful convoy missions, and protecting troops and supplies while the side that does not, loses. Both sides must try to gain control of the sea or lose the battle.

I. Beginning

  1. Campaign Map - Each fleet has 2 bases at the beginning of Campaign, 1 home base and 1 forward base. Forward bases should be located at least 50 feet apart. Home bases should be located as far as possible on the opposite side of the enemy's forward base with equal distances for both fleets to traverse to reach their bases. This will cause the supply routes to cross each other, making highly contested waters surrounding the forward bases.
    1. Home bases and forward bases have 10 to 12 feet of shore line marked off by stakes and an equal distance off shore again marked off by stakes. This will form a square harbor at the bases. Ships may not be fired upon while they are in this area, when they are launched or being retrieved. All ships are to be thoroughly tested and prepared before leaving their port. Once a ship has exited the safe area harbor it cannot enter one again until the end of its 5 or 2 minute rule.
    2. A bombardment target which has simulated supply and troop positions is located at the forward bases. The bombardment target frames are 15' x 1' x 1" boards floating in the water adjacent to but not in front of the forward base. There are 10 supply depots represented by 1" x 3" magnetic targets, and 10 troop battalions represented by 1"x 2" magnetic knock down targets. Supply depots and troop battalions can be destroyed by naval cannon fire. At the beginning of Campaign, each forward base will have ten supply depots, and ten troop battalions standing on the bombardment target.

II. Warships, Missions and Conduct

  1. Each Captain may have 2 warships at the beginning of Campaign, a primary warship and a secondary warship. The primary warship may be any warship in classes 1/2 through 7. The secondary warship may be any warship in classes 1/2 through 3.
  2. Each warship begins Campaign with all operational cannons fully loaded with BB's and a fresh set of batteries. Primary ships are allowed one sortie, except for classes 1/2 through 3 which may rearm, change batteries, and re-enter battle at will during Campaign. A captain may change ships, without sinking, as long as the 5 / 2 minute rule and rearming rules are followed.
  3. Warships may begin Campaign battle at any location on the water, and can then undertake any combat missions assigned, such as sea patrol, forward base protection, bombardments, convoy interception and convoy escort. Warships that do not begin Campaign battle on the water must sortie from a base, and can then undertake any of the aforementioned missions.
  4. The standard "5 minute rule/2 minute rule" remains in effect as in fleet battle with one exception; warships must sail to a port after their 5 minute rule has expired, but cannot fire and are still targets for cannon fire. Warships that sink before being touched (by human hands) inside the safe harbor are considered to be combat sunk. Warships that exit the water without reaching port are considered to be declared sunk.
  5. All Model Warship Combat rules apply in Campaign unless altered by Campaign Rules.

III. Convoy Ships, Supply Missions, Shore Bombardment, and Other Battle Conduct

  1. A convoy ship can be any ship built or specifically refitted to transport supplies or troops. These ships must have been launched and completed between the years 1905 to 1946. The maximum speed of convoy ships is 34 seconds per hundred feet at full speed. Convoy ships may not carry any offensive or defensive unit armament. Convoy ship characteristics are defined in the following table:

Size

Rudder Area

Sink Points

Forward Value

Return Value

Weight Class

0" to 19.9"

1 sq. in.

50

100

200

1

20" to 34.9"

1.5 sq. in.

100

200

400

2

35" to 49.9"

1.75 sq. in.

200

600

1200

6

50" to 59.9"

2.25 sq. in.

500

800

1600

8

60" and over

3 sq. in.

1500

1000

2000

10

  1.  
  2. A forward convoy run must be attempted at least once every 20 minute period of campaign; otherwise the opposing team will be awarded points equal to the maximum sink points for a convoy ship.
  3. Each fleet is allowed to attempt 50 "points" worth of forward runs, as measured by the convoy ship's weight class. For example, a fleet may attempt 50 forward runs with 15" convoy ships (at weight class1), or 5 runs with 65" convoy ships (at weight class 10).
  4. Convoy ships must sail on the water for a period of 5 minutes while transiting from the home base to the forward base or returning.
  5. After leaving port a convoy ship has a 30 second grace period to gain sea room. Convoy ships will not be a target for cannon fire during the 30 second grace period. The 30 second grace period and the 5 minutes run concurrently.
  6. Convoy ships may only enter a base by one of the following ways:
    1. Enter a friendly port at the end of their 5 minute running period on the water.
    2. Have declared ram damage or been sunk due to ram damage.
    3. Be sunk by cannon fire.
    4. Be declared scuttled. Note: Declared scuttled (sunk) convoy ships count for double their normal sink points.
    5. Be pushed or towed into a friendly port by a friendly ship at the end of their 5 minute time period.
  7. Convoy ships are targets for cannon fire until they can enter a friendly port. Convoy ships that sink before being touched (by human hands) inside the safe harbor are considered to be combat sunk. Convoy ships that exit the water without reaching port, or before their 5 minute timer has expired are considered to be declared sunk.
  8. Once a ship makes a successful run to the forward base, it can then have the water removed, and a return run can be attempted. A convoy ship must first make a successful run to the forward base before it can make a return run to the home base.
  9. Convoys may be patched at the home base provided they have:
    1. Completed a round trip mission.
    2. Been Declared sunk.
    3. Been Combat sunk.
  10. All convoy ships can be sunk twice by cannon fire or declared sinking before they are removed from Campaign Battle.
  11. All Fleet Battle Ram Rules apply to convoy ships with few exceptions. If a convoy ship is rammed its captain will call ram and stop his timer. This does not interfere with any other event being timed in the Campaign. Both ships involved in the ram will come to shore. The convoy ship will then be checked for ram damage. If damage is found in the hull of the convoy ship, in the location of the called ram, several penalties will occur as follows.
    1. If the convoy ship was en route to the forward base from the home base when ram damaged, the convoy mission is automatically completed and the convoy ship completes its transit mission back to the home base. If the convoy ship was en route to the home base from the forward base when ram damaged then that mission as well as a second free mission is complete and all points are awarded.
    2. Ram Damage Penalties on convoy ship hulls count double.
    3. The ramming ship must stay off the water until the damaged convoy ship is seaworthy. The offending ships captain may assist in any repairs to the damaged convoy ship to make it seaworthy as quickly as possible. If there is no ram damage to the convoy ship then both parties will return to sea. The convoy ship will reactivate his 5 minute timer after 30 seconds from leaving shore and may move in any direction desired. The convoy ship will not be a target for cannon fire for a grace period of 30 seconds after leaving the shore. This will give the convoy ship a chance to gain sea room. The ramming ship will remain at shore until the end of the 30 second grace period. The offending ramming captain times the 30 second grace period. If a convoy ship rams another ship the convoy ship continues as usual and does not have to come off the water. If a ship in the same fleet as the convoy ship ram damages or ram sinks their own convoy ship the convoy mission ends in failure. The opposing fleet will receive double the value of the convoy ship that was sunk.
    4. Ram damage must be on the hull, either above or below the waterline. Damage to the superstructure or weight shifting does not constitute a damaging ram or give the ship a free run.
    5. If a convoy ship rams another ship, the convoy ship continues on its mission as usual; however ram damage penalty points are still counted, including the penalties listed above.
  12. No warship may impede the progress of the convoy ship. No warship may push a convoy ship with its bow or stern unless the convoy ship is disabled. If the warship does the above it will come to shore at once for a period of 30 seconds during which it is no longer part of the battle. It may not fire or be fired upon. It cannot declare its 5 minute rule and may not be taken out of the water.
  13. When a ship is sunk or out of control its captain cannot retrieve it if a convoy mission is in progress. Sunken ships can be retrieved after the convoy mission is complete.
  14. Supply depots and troop battalions on the forward base may be destroyed by cannon fire. This is done by knocking down the supply depot or the troop battalion targets.

IV. Scoring

  1. Points are awarded for convoy missions and sinks as outlined in the convoy ship characteristics table above.
  2. Each fleet is awarded 125 points for each troop battalion or supply depot which is left standing at the end of the Campaign Battle.
  3. Damage (holes) in warship hulls does not count in Campaign, unless agreed to prior to the battle by both Admirals and the Contest Director.
  4. If a strategic victory is declared due to a fleet having no warships on the water, the winning fleet receives a point bonus according to the following scale:

Within the first 20 minutes:

   

20,000 points

Within the second 20 minutes:

   

10,000 points

Within the last 20 minutes:

   

5,000 points


    1. Any convoy ship on the water for the winning side when strategic victory is declared shall be awarded points equal to a complete run.
  1. The Contest Director will maintain and keep score on the score sheet.

V. Battle's End, Victory Conditions, and Awards

  1. The length of Campaign is 1 hour. This does not include extension periods. Each opposing fleet is granted one 5 minute extension period to be declared by that fleet's Fleet Admiral at any time before the end of Campaign. The battle should begin on the hour or half hour to ease timing problems and the Fleet Admirals' and Contest Director's watches should be synchronized.
    1. If a fleet is no longer capable of maintaining a warship presence on the water, a strategic victory is declared, and Campaign battle is ended.
  2. Campaign is a game based on points. The fleet with the most points at the end wins. If there is a tie, the fleet with the most round trip convoy runs wins. To achieve victory, accurate records must be maintained.
  3. Individual points are awarded as in a Fleet Battle based on the weight factor of the Primary Warship which a Captain used during the battle.

VI. Conclusion

Campaign provides an action-packed battle situation that emphasizes variety of ships and strategy, and creates an environment similar to period naval warfare. Every ship has a place in Campaign, especially small ships, which can play an important part in the battle.

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