War-in-the-Pacific Chess
 
This is a war between navies loosely based on various open-sea battles 
in the Pacific Theater in WWII.
 
The following pieces are used :
 
Destroyer /   Knight..................3 points
Cruiser     /    Bishop..................4   "
Battleship /   Rook....................5   "
Aircraft Squadron   /  Queen....10  "
Aircraft Carrier        /   King......10  "
 
 
Play takes place on four 8 X 8 boards arranged in a square (256  spaces).
 
Each player starts with a basic fleet consisting of the  following ships :
2 Aircraft Carriers
2 Squadrons of Aircraft
4 Battleships
4 Cruisers
7 Destroyers
Combined point total = 100 points.
 
In addition, each player has 25 points to use in any way desired
to increase his or her fleet by ships which, in total, have a value of 25  
points.
In other words, there can be an additional aircraft carrier and  squadron
plus one more Battleship. Or there can be 7  additional Destroyers plus
1 Cruiser, or any combination of  ships worth 25 points. If total  
expenditure
is less than 25 that is up to the individual player but there is  no 
"credit" 
for unspent points.
 
Setup :
A screen is placed between combatants before start of play. Each  player
can position his (or her) ships in any location desired in "friendly  
waters." 
At this time each player selects additional surface ships worth 25 points. 
When preparations are completed the screen is removed 
and the battle begins.
 
Each Squadron must begin the game positioned one square in any  direction
next to an Aircraft Carrier.
 
 
Action :
Play is like chess but with these differences-
 
A Cruiser (Bishop) is allowed to change its file  -the color it moves  on.
To do this requires one turn during which the cruiser is allowed to  move
one space at right angles to any unoccupied adjoining space.  "Capture,"
by the cruiser of an enemy ship, in effect sinking it, 
is not permitted during this move.
 
Squadrons (Queens) can operate freely during play but there must be 
one Aircraft Carrier for each Squadron. If an Aircraft Carrier is  "sunk"
one Queen (Squadron)  must exit the game.
 
A Squadron does not need to be airborne when its assigned Aircraft  Carrier
moves. In that case, when an Aircraft Carrier moves, its Squadron  moves
along-side it in the exact relationship it had at the start of the game. It 
 is
presumed that once a Squadron has been launched it remains aloft for
the duration of the game.
 
The disadvantage of not launching a Squadron is that if an Aircraft  Carrier
is sunk, the Squadron is destroyed along with it.
 
 
A Squadron (Queen) is also allowed one move like a Knight.
 
Play continues until one fleet is defeated in battle;  there is no 
checkmate.
If one player thinks that his or her position is hopeless the game  can
be conceded.
 
---------------------------------------------------
 
 
 
Option for Submarine Warfare
 
If a greater level of realism is desired  -and a longer game is not a  
problem-
submarine warfare can be part of the game.
 
 
Rules :
 
Each side has 5 Submarines.
 
Submarine movements are plotted separately from the game board
on specially prepared sheets of graph paper showing 16 X 16  squares;
or the same effect can be achieved with a Table created using MS Word
or some equivalent.
 
For each move of surface ships there is one separate move for  Submarines.
That is, a player will move a surface ship for one turn, the enemy  will
take a turn for his or her surface ships, and then each player will take  
one turn, 
in secret, plotting underwater Submarine movements. Although these are  
secret 
for the duration of the game, every movement is recorded and opened  for
inspection at the conclusion of the battle. For in-person play a  referee
would be ideal to serve as a record keeper; for computer  play,
time-stamped e-mails can be used to establish logs 
for Submarine movements.
 
Submarines can move like a Queen but only 3 spaces for any one move.
When a Submarine is positioned 2 spaces from a target, it sinks that  ship.
Sinking a ship -in effect, firing a spread of torpedoes-  requires one  
move.
 
ASW  -Anti-Submarine Warfare-  defenses may be used at any time  in 
the game; a player does not need to wait for any ships to  be sunk first. 
 
Deployment of ASW is from ships only and requires one move. This consists 
of picking one area of 4 squares, in effect using sonar, to search for  
Submarines. 
The requirement is that the 2 X 2 area must be within 2 spaces of a surface 
 ship 
(in any direction,  including diagonally) of the area to be hit with  
presumed depth 
charges.  If an enemy Submarine is located within that 4 square area,  a 2 
X 2 
square, it is sunk. If a submarine is next to that square,  in any of the 
12 squares 
shown, it has been located. However, all that ASW can tell a player 
is that the Submarine is someplace in this overall area. To sink the  
Submarine 
requires a "hit" within the 4-square 2 X 2 area.

A player has the option on the next turn to try and  zero-in  on  the 
Submarine
Each use of ASW requires one move, however. And the other  player's
Submarine will doubtless try and elude sonar and escape.
 
If a "friendly" Submarine is near enough it can use sonar of its own to try 
 and 
locate the enemy Submarine. In that case one alternative (underwater)  turn
is required. The same procedure as surface ASW is utilized, picking a 2 X  2
square for attacking. When this involves Submarine vs. Submarine, the  
attacking
Sub must be within 2 squares of the 2 X 2 area  -in any direction ,  
including a
diagonal direction. Obviously this also, to some extent, gives away  the
location of the attacking Submarine. Depending on the situation  this
might or might not be advisable.
 
Two (2) Submarines per side can be positioned anyplace on the 16 X 16  
board 
at the start of play; the remaining Submarines must start  the game 
in their own waters.
 
 
 
May the best Admiral win
 
Billy R.
 
 
 
 

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Centroids: The Center of the Radical Centrist Community 
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Google Group: http://groups.google.com/group/RadicalCentrism
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