 |
Variant System -----------------------------------
Major Conflicts -----------------------------------
Smaller Operations -----------------------------------
War Plans -----------------------------------
Contact -----------------------------------
|
 |
 |
) |
) |
) |
) |
Variant System
The standard scenarios for GWAS simulate the fleet composition, strength and goals of the participants in historical or hypothetical conflicts. The problem with historical scenarios is that both players have detailed knowledge of the composition, strength, initial position, goals and motivation of the enemy fleets. With such intimate knowledge player behavior is far from historical. This GWAS variant allows players to simulate the uncertainty of GWAS era naval combat. Players create their fleets from an initial allocation so the composition of fleets and the ships involved are not known by their opponent. Players create their initial deployment with knowledge of their objectives, only an awareness of the possibilities.
Objectives are determined randomly to simulate the unpredictable nature of politics and the overall strategic situation. Primary objectives are of key strategic importance. They account for the majority of the victory points. Secondary objectives are lesser goals of tactical value. They account for fewer victory points but failure to complete them will carry a penalty. Objectives should be viewed as strategic goals rather than as assignments. A commander may chose to ignore or delay the achievement of any objective. He may approach the objective in any way he sees fit. A commander may decide that a Transport Objective is best accomplished by quick direct action, or by delay, diversion or subterfuge, or perhaps even complete prior destruction of the enemy fleets. A commander may even decide that the objective is secondary to other goals that may yield higher VP totals.
While the GWAS system is designed for two players this variant will allow for scenarios to be created with three, four or more players. Players can be formed into historical alliances, use player-created alliances (using an additional diplomacy phase) or it can be played "every-man-for-himself."
Variant Rules—Includes Variant Rules and Casualty Modifier to be used with the Random Events Table below.
Random Events Table—This file includes the Random Events Table to be used with the Variant Rules.
|
 |
|
 |
 |