The basic rules or Orders-Based Initiative assumes that every unit will follow your orders to the letter and not deviate. But, let's face it, each vessel is ruled over by its iron-fisted Captain. They generally have a level of autonomy when it comes to what they do with their vessel, and this will translate over to following orders from the Flag Ship.
The following list is of dispositions a vessel's Captain may hold. Each vessel should be assigned one for the movement and combat classes.
When executing orders during the movement and combat phases, if the vessel can't complete the order that turn, they will revert to their dispositions in combat until they can on the next.
Movement Dispositions
- Direct: This captain wants to get to the destination as soon as possible, and will follow as direct a path as possible to his or her hex.
- Meandering: This captain isn't too concerned about time tables and will get there eventually. He isn't afraid of taking a bit of a detour to do so. (This trait is best combined with the Aggressive Combat Disposition.)
- Hesitant: This captain will not move his ship forward if the goal isn't reachable. This captain type will check for new orders often, and can be issued new movement and attack orders the next turn.
Combat Dispositions
- Aggressive: This captain will shoot at any and all targets that are in range, generally starting with the closest. Combined with the Meandering trait, this ship will pursue another vessel until it is destroyed or he is within range of his destination.
- Defensive: This captain is a chivalrous sort, and generally won't fire unless fired upon. Once attacked, he sees it as a challenge and obliges. Combined with the Meandering trait, he becomes wrathful, and will pursue the offending vessel until his objective is achievable or it is destroyed.
- Faithful: This captain has utter faith in the Flag's grand plan. He won't fire upon anything but what he's been ordered to. A Faithful, Meandering Captain is more prone to keep his distance from all other vessels as best he can, and will even resort to offensive screening tactics more often than others.
Mixed Bag
While some Naval commanders will try to staff people in their ship and fleet with those of similar minds, sometimes they don't always get what they want. If players wish, they can randomize the dispositions for each vessel before the game begins, giving them an interesting assortment of diverse characters which they'll have to reign in as well as conduct a battle.
Use a dGreen (d4) for each class of Disposition. A result of 4 means the controlling player gets to choose the disposition.
Unruly Bunch
Some Captains will not only have a disposition in battle, but may have issues with those in command. If players wish, they can assign each ship a priority as described below:
Loyal - The orders come first, when applicable. A ship with a loyal captain will follow orders when he can and completely so, but resorts to disposition when he can't.
Insubordinate - Flag orders are a low priority. This ship always resorts to disposition. (Faithful/Hesitant Insubordinates either follow orders under protest, or someone else is bypassing the captain.)
Opportunist - An opportunist Captain will follow orders when he can, but not necessarily to the letter. In combat, if there's more than one target available including the one designated by command, he'll fire on the designated target as well as any his disposition allows for.
Scenerio Idea with Dispositions
Having unit dispositions can set up for a game of Get the Flag. Each side chooses a vessel to be their Flag Ship before the game begins. They don't have to reveal this right away, but it will become apparent as the game progresses. The Flag Ship is under the player's direct control. It will go where he wants it to go, and fire what he wants it to fire on. The Flag Ship effectively executes any disposition the player desires. This should be noted in the combat orders list.
The goal of a Get the Flag game isn't necessarily to kill the enemy's Flag Ship. It is to destroy the enemy's fleet or chase them away. Though, once a flag ship is destroyed, players can end the game if they wish. If they want to see what happens afterward, the following conditions apply.
A side can only issue orders as long as their Flag Ship remains on the field. If it retreats or is destroyed, all ships on that side revert to disposition.
When a Flag Ship retreats of the map, a new ship is given the Secondary Flag Ship designation. This ship still follows its normal dispositions, which cannot be changed. Otherwise, order lists for the side are made as normal. If the secondary flag ship retreats, its command can be passed to yet another ship.
When a Flag Ship is destroyed, Faithful ships will no longer fire on an enemy. Hesitant ships will not move after they have completed their orders. All other ships will have a new target destination somewhere beyond their starting edge of the map.
Faithful Hesitant ships can be considered to have surrendered. However, the other side my still fire on them if desired. If they are attacked, they will revert to a Defensive combat disposition on a dRed result of 7 or better. The roll is modified by adding the number of turns they have been fired upon since the loss of the Flag Ship.
When assigning the order of resolution, for movement and combat, the controlling player should do so randomly for each ship. If using dice, simply roll one appropriately sized for the remaining number of ships and assign the number rolled to each ship, and then queuing down the list to the next available position if a spot is occupied. When using cards, assign each ship a number from a suit, and a suit if the force is big enough. Whenever that particular card comes up, that specific ship moves.
It is possible for a lingering ship to knock out the other side's Flag Ship after its own Flag vessel was destroyed. At that point, the battle is a draw and nobody occupies the territory, even the ones still sitting there. They will have to be recalled by somebody with clout and a new battle will have to be waged once the fleet is reorganized.
Campaigning With Dispositions
Looking at each set of additives, players should hopefully realize that they can recreate the decline in force quality by adding levels as a campaign progresses. A fleet commander will start out with the best and brightest or most loyal available to him. As combat losses mount, new ships can be assigned with randomized dispositions, as the Admiral might not be able to transfer the person he wants to fill the gap. The more battles an admiral wages will see once loyal units potentially turn against him as veteran captains start second guessing past decisions, accomplishments and failures, and each starts to decide what priority Flag orders have on his vessel. Some could become downright unruly as a war progresses, in spite of any strings of success or defeat.
The reverse can also be true, a commander starting out with a bunch of hard-headed self-important officers, and as he manages to string victories together, they start to change their minds.
If you like the concept, have fun with it. If you see room for more dispositions and priority traits, go for it.
I hope y'all enjoy.