Signals in AoD

thomaso827

Mongoose
Any thoughts on adding signals optional rules to AoD? With a reliance on combinations of flag and lamp signals, I just wondered if it might be something to look at for multiple player games with a central commander and squadron commanders, avoiding table talk, and placing colored markers next to the flagship. I have the signals module from Fire As She Bears that looks like it has a lot of possibility here.

Tom Oxley
 
sounds like fun. we wanted to play american cival war the same way having the generals at a distance sending paper orders by carrier to the board game then having the orders followed by the players.
 
In multi-player Fire As She Bears games, the fleet commander first creates a "signals book" with copies for each player on his side. This gives a hint of the historical issue of having pre-determined sets of signals available, but not necessarily the same ones the enemy is using. Next, at the start of each turn, the fleet commander sets up his signals with chits or color blocks next to his ship. The length of the signal is variable based on the commander's quality, which can be simulated with the rules already present in VaS and AoD. The players may not talk about their plans, and can return signals to follow the "orders" or to indicate they are unable to comply, or may even ignore the signals and do their own thing. While this may be more important to the age of sail ships of the line, it might add a bit of interest in a multi-player game where players run squadrons, and the fleet commander plans for the whole fleet to perform a maneuver. One signal, General Chase, opens it up for squadron or task force commanders to operate under their own intiative. With the signals books, this also opens up the way for misunderstanding and misinterpretation of signals, very much like the historical issues I read about. Use command checks with squadron commanders to see that they saw and carry out the orders from the fleet commander. The FASB Signals module is available as a download from the same source that carries VaS and AoD, so those interested should go there and look it up and make their decisions. This seems like a good thing to add when a game group has played a game for some time and has become too used to it. It should add a touch of spice to keep them interested in it.

Tom
 
thomaso827 said:
In multi-player Fire As She Bears games, the fleet commander first creates a "signals book" with copies for each player on his side. This gives a hint of the historical issue of having pre-determined sets of signals available, but not necessarily the same ones the enemy is using. Next, at the start of each turn, the fleet commander sets up his signals with chits or color blocks next to his ship. The length of the signal is variable based on the commander's quality, which can be simulated with the rules already present in VaS and AoD. The players may not talk about their plans, and can return signals to follow the "orders" or to indicate they are unable to comply, or may even ignore the signals and do their own thing. While this may be more important to the age of sail ships of the line, it might add a bit of interest in a multi-player game where players run squadrons, and the fleet commander plans for the whole fleet to perform a maneuver. One signal, General Chase, opens it up for squadron or task force commanders to operate under their own intiative. With the signals books, this also opens up the way for misunderstanding and misinterpretation of signals, very much like the historical issues I read about. Use command checks with squadron commanders to see that they saw and carry out the orders from the fleet commander. The FASB Signals module is available as a download from the same source that carries VaS and AoD, so those interested should go there and look it up and make their decisions. This seems like a good thing to add when a game group has played a game for some time and has become too used to it. It should add a touch of spice to keep them interested in it.

Tom

This sounds like an excellent idea. The no communication idea is great especially for WWI and earlier.

I was just reading the book of the USS Houston and this was even a problem for the ABDA forces at Java Sea.
 
When I wrote "Fire When Ready" I included what I thought was a very nice section on signalling along the lines above. Unfortunately the publisher reckoned they were rarely going to be used by players so they chopped them to keep the page count down. So there is a ready made system available that I can port directly into AOD if anyone thinks it is worth including in the supplement.
 
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