Overview of the game
Construction rules for ships
Construction rules for the "ISLAND"
Construction rules for the shore gun
Contest setup
Contest rules
Contest scoring
Ramblings about how it can work
Assault Battle Overview
The objective of this battle is for the offensive team to take the "ISLAND"
and for the defensive team to prevent this from happening. The "ISLAND" is
taken when the number of shore units delivered by the offensive convoy ship(s)
exceeds the remaining defensive shore units.
When the offensive team succeeds or looses the ability to succeed or a preset
time limit expires, the contest is over.
Construction rules for ships
This contest uses the normal rules for ship construction for both warships and convoy ships. Warships may not elevate gun barrels above the horizon.
Construction rules for the "ISLAND"
An island is a floating platform covering between 10 and 16 square feet.
The length may not exceed twice the width at the widest point.
The edges of the island should float no more than 1/2" above the water.
No more than 2 square feet may be elevated more than four inchs from the water level and that area may not contain shore units.
No part of the island should be more than 12 inches above the water level.
The island should be built with the pond environment in mind, so that it does not leave a mess after the battle.
The island should be free from hard surfaces that would tend to deflect bb's
upward.
Any area used to place shore units may not have more than 90 degrees obscured
from the shore of the island.
During battle, 90 degrees of the island may be placed against shore. The shore gun may cover no more than 180 degrees. Any in-water hazards within 8 feet of the "ISLAND" and covered by the shore gun may not exceed 45 degrees of the area covered by the gun. The remaining 90 degrees must be clear of in-water hazards to ships.
Shore gun
The Island may mount one gun. The normal rules concerning CO2 and gun construction and safety must be followed.
The gun may be modified to hold up to 500 bb's and may swivel and depress. At no time may the gun barrel point above the horizon. Safety concerns prevent the shore gun from being reloaded.
Contest Setup
Offensive and defensive teams are chosen by the participating captains. A time limit for the battle and a CD are chosen.
A harbour is chosen and clearly marked for each team,
preferably at a distance from the "ISLAND" and ideally out of bb range.
The number and size of the convoy ships should be used to determine the number of shore units that can be placed on the island. The number of shore units should equal three times the number of units that can be carried by all of the convoy ships. A good point of reference is a liberty ship carrys 20 shore units. If it is the only convoy ship then the island will carry 60 shore units.
One third of the shore units must be placed in the area of the island that is not covered by the shore or by the shore gun. All shore units must be clearly visible.
If a large number of ships are available, one or more cargo ships can be used by the defensive team to replace the destroyed shore units on the island. The CD will be responsible for determining when to call a halt to the battle to set up the shore units delivered by the defensive cargo ship. The defensive team can not have more than one cargo ship for every two run by the offensive team.
Contest rules
The harbours are safe zones
and may not be fired upon by the oposing team. There is no limit to the
number of times a ship may return to it's harbour to reload and replace
batteries. A ship may not be patched during the battle. Repairs to other
systems may be made only if the ship has returned to it's harbour. Any
ship sunk during the battle may not return to the battle. A ship may be
declaired sunk by it's captain to limit battle damage. A convoy ship that
has made a trip from the harbour and touched the island is considered to
have delivered it's assigned number of shore units. The 30 second moss
rule may be used if agreed on beforehand. The two and five minute rules
are replaced by the safe harbours. If your ship can return to the harbour
(even if pushed) it is safe. Ramming the island is not allowed and will
result in the destroyed shore units being set back up.
Contest scoring
Any shore unit that has been knocked over has been destroyed.
The CD may declare a shore unit "damaged" and thus loosing half of
it's value if it has been hit and turned significantly or partially
knocked over.
Any cargo ship that has touched the island is considered to have delivered
it's assigned number of shore units.
Additional information of interest include number and types of ships sunk,
number of shore units delivered by the offense, number of shore units
destroyed by the offense.
How it can work
Cover a 4x4 sheet of 1/2
inch plywood with scrap carpet and put a several blocks of foam under it
for additional bouyancy. Cut 30 2 inch squares out of 1/2 inch plywood
for the shore units. Assign 10 units to the cargo ship.
Build a
block house out of plywood and mount a gun about 8" off the water. Use
the standard techniques to allow the gun the gun to swivel and depress.
The gun aiming can be controlled by cables from shore and the CO2 tank can
be either on the island or on shore. Copper water pipe can be used to make
a high volume magazine.
A small contraption can be built that clips on to the front of a cargo ship. It holds a small marker just in front of the ship and an inch or so above the water. When the ship hits the island, the marker is dropped onto it to show that the ship has landed it's cargo.
Strategy: The variations are incredible. Use the smaller fast ships to bombardthe shore units. Use the bigger ships to protect the cargo ship from the defensive team. Keep a couple of ships in reserve so there is coverage when one ship runs out of ammo. Heavier protection of the cargo ship means that more runs can be done (hopefully) and that less bombardment is needed. More and better bombardment can reduce the number of cargo runs required. Don't forget the basic, "sink all the other ships" approach! The shore gun is nice but optional. Remember, only water admitting holes count so blasting at ships at a distance is a waste of ammo. It's questionable how much damage can be done by the shore gun so it needs to be balanced with defensive ships.
If a carrier is available, the rules can dictate that it must be near the island to provide air cover while either cargo runs or shore bombardment is in progress. If the defenders can run the carrier off, the bombardment and cargo runs must cease.
Phill Lowe, January 1999.