Coastal Interaction Rule
For WIFFE
By Devin Cutler (with inspiration and aid from many others)

Introduction:

The purpose of this rule is to better reflect the need of ships interacting with a given coastal hex to move out of the shipping and patrol lanes of a sea zone and close to the shore. While there are still abstractions required for this rule, it is felt that this rule does serve to reduce some of the abstractions required by a purely sea zone approach.

0.0 - Terms

As per WIFFE, the term Seabox means the entire rectangular box present in a sea zone. Section means the smaller squares numbered 0-4 contained within and comprising each Seabox. Hex means a land, lake, or coastal hex. Hexdot means a dot in a sea zone that represents the location of the center of hexes were such hexes to be drawn in the sea zone. Coastal Interaction is defined in 1.0 below. Coasting is also defined in 1.05 below.

1.0 - Definition of Coastal Interaction

Any naval unit that is conducting shore bombardment, defensive shore bombardment, ship-based ground strikes (e.g. if using LIF Spruance), invasions, or disembarking cargo is said to be interacting with the coastal hex.

1.05 - Definition of Coasting

"Coasting" refers to any unit which is in a separate and unique zero section created by being in a coastal hex. This is an important distinction from, say, naval units in port in the same hex and it is especially important because it is possible to have naval units from the same major power in the same hex, some in port and some Coasting (for example, by providing defensive shore bombardment). Coasting units are considered to be at sea in a separate and unique zero section contained in the coastal hex. Non-coasting units are based in port or in the hex itself.

1.1 - Coastal Interaction Procedure

Any units which interact with a coastal hex are placed half into that hex, with the other half in the adjacent hex or hexdot the ships would have traversed to arrive at that coastal hex. For all intents and purposes, the naval units are considered to be in the coastal hex. The convention of placing them half in the hex and half in the previously traversed hex or hexdot is simply to reduce hex clutter, to differentiate between interacting ships and those in port, and to show what sea zone the ships originally came from (in the case of coastal hexes adjacent to two sea zones). The units are placed into that hex after performing the action that causes it to interact with the coastal hex (which means after the units are turned face down if appropriate).

For example, 2 CW BBs are shore bombarding Brest from the Bay of Biscay in the 3 section. They perform their bombardment as normal and are flipped as normal but are then placed with their counters half in the Brest hex and half in the adjacent hexdot in the Bay of Biscay.

1.2 - Eligibility for Coastal Interaction

In order for a unit to interact with a coastal hex it must be eligible under normal rules to do so. Thus, restrictions on which hexes may be invaded, face up status of the unit, etc. still apply. In order for any unit to perform Coastal Interaction, a legal interaction must take place. This means you cannot ship groundstrike notional units because "flipping" such a unit has no effect. You may not provide defensive shore bombardment to units not being attacked and you cannot provide shore bombardment to units not attacking. You cannot invade or disembark without having units actually invading or disembarking.

1.3 - Coastal Seabox Sections

Naval units interacting with a hex are considered to be in a separate and unique section of the sea box for a given sea zone. For all intents and purposes (except Intercoastal Combat, see rule 1.8) this separate and unique section is assumed to be a zero section (i.e. it has a search number of zero and a dash for the shore bombardment modifier). Each coastal hex has its own unique and separate section of the sea box. Thus, if three different hexes are being invaded, but all three hexes are in the Bay of Biscay, there would be three separate and unique section boxes containing the three separate invading units (and escorts, etc.).

If a coastal hex is adjacent to two or more sea zones (defined if naval units from two or more sea zones could provide shore bombardment to that hex), then the separate and unique section created by coastal interaction is considered to be in all of those sea zones simultaneously. A coastal hex adjacent to two or more sea zones is called a Multi-Coastal Hex.

For example, Canton is on two sea zones, the China Sea and the South China Sea. Should 2 US BBs shore bombard Canton, they would be placed into the canton hex and would be considered to be in a separate and unique zero section of both the China Sea and the South China Sea.

1.4 - Escorts

In addition to the units interacting with a coastal hex, other naval, SUB, and air units may escort the interacting units. Such other units must be friendly to at least one of the interacting units and must be in the same section of the seabox as the unit(s) being escorted (this means by definition escorting air units must be NAV, CVP, FTR, or LND with a naval factor that have previously flown a naval air mission into a section of the seabox). All escorting units must be face up at the time of escorting. Escorting units are placed into the same coastal hex as the units being escorted. Escorting units are not turned face down merely from the act of escorting.

1.5 - Impulse Type

Interacting units perform their movement to the coastal hex as a result of their action and this movement is not considered naval movement for any purpose (except it may be used by the non-phasing player to initiate Intercoastal Naval Combat, see rule 1.8). Thus, such interaction and the required movement may be performed during a Land Impulse. Similarly, escorting is a function separate from naval movement and may be performed regardless of the impulse type chosen by the controlling major power. Escorting may even be performed during a Pass Impulse (obviously, interacting may not since none of the actions defined as coastal interaction are allowed during a Pass Impulse). Escorting does not count as a naval move for any reason (except it may be used by the non-phasing player to initiate Intercoastal Naval Combat, see rule 1.8)

1.6 - Moving Into and Out of a Coastal Hex

Naval and air units may move into a coastal hex without performing coastal interaction or escorting. However, this may only be done if a friendly unit is Coasting in the hex already. No unit may begin Coasting without performing Coastal Interaction, escorting Coastal Interaction, or moving into a hex that already contains at least 1 friendly Coasting unit.

Moving directly to a coastal hex for the purposes of Coasting is exactly the same as moving into the zero section of the sea box in that sea zone for non-air naval units. Air units must be able to actually reach the coastal hex in question.

This means air units have three methods to begin Coasting. First, they may come in as escorts by moving with the interacting unit(s) from the same section to the coastal hex. Second, they can fly directly into the coastal hex. Third, they can take a naval air mission and fly to the normal seabox and then, in another impulse, fly from the normal seabox to the coastal hex.

With regard to Multi-Coastal hexes, moving directly into such hexes is treated as moving into the zero section of any one of the sea boxes in the sea zones adjacent to the hex.

For example, the CW has 2 BBs based in Singapore and a Cruiser based in Guam. There is currently a single CW BB in the Canton hex which provided shore bombardment earlier in the turn. Now the CW player wishes to reinforce the lone BB with some buddies in case the Japanese decide to jump it. So he sails the 2 BB from Singapore and the Cruiser from Guam. Since Canton is a Multi-Coastal hex adjacent to the China Sea and the South China Sea, the CW ships may get in position to Coast Canton by moving into the equivalent of the zero section in either the South China Sea or the China Sea. Each such move requires a naval move just like normal. Each is subject to interception, in the presence of enemies, etc. The Guam cruiser might choose to enter the Canton hex via the China Sea because it is closer. The CW BBs from Singapore would probably choose to enter the Canton hex via the South China Sea because it is closer to Singapore.

Because moving into a coastal hex is treated exactly like moving into a zero section of a sea box in the adjacent sea zone(s), units already at sea in that sea zone in a section greater than zero can move into the coastal hex just as if they were taking a naval move to a lower section in the seabox. In addition, units in the normal zero section of the seabox can also move into Coasting position as a naval move. All of the same restrictions and costs for movement apply (i.e. face down units may not so move).

Convoy Points may never Coast under any circumstances.

Moving out of Coasting is different than moving into it. No unit may move from Coasting to a section of any seabox (except via a LIF ability, see below). The only possible voluntary movement from a Coasting position is to return to base. No unit may remain at sea between turns while Coasting (this should be obvious because only convoy points can remain at sea between turns in the zero section and convoy points may never Coast). Units may be aborted out of Coasting as a result of naval combat. Units moving out of Coasting must move into the sea zone they originally entered Coasting from. This is the reason you put the Coasting counters half in the coastal hex and half in the hex is traversed.

If a LIF leader gives an ability to move into a higher section of a seabox, then units may move out of Coasting as per the LIF ability just as if the units were in the zero section of the sea box. In this case however, the LIF ability also allows those units to move from Coasting to the zero section of the normal seabox. Units using this ability may only move into the seabox of the sea zone they came from before Coasting.

If a LIF leader gives an ability to move from one seabox to another as a naval move, then this ability cannot be used to move units from Coasting to an adjacent sea zone because the units so moved would have to go to a lower section in the new sea zone, and there is no section lower than zero (which all coastal hex sections are treated as). Such a LIF ability cannot be used to move units from a sea zone to Coasting position either. The way such an ability would have to be used would be for the LIF ability to move units from one sea zone to another, and then another naval move in a later impulse would be required to move from the new seabox to the coastal hex.

1.7 - Interacting with Coasting Units

Interacting with the Seabox:

Coasting units are considered to be in the coastal hex and simultaneously in a unique and separate zero section box attached to the hex.

Coasting units may be attacked by other naval units. The Coasting units are treated as if in a separate and unique zero section of the sea box in all sea zones adjacent to the coastal hex. Thus, Coasting units may be found by other naval units searching for them. Coasting units may be attacked separately from Coasting units in other coastal hexes and separately from units in the normal zero section of the seabox. Coasting units may also be attacked together with other Coasting units in other hexes in the sea zone and together with units in the normal zero section of the sea box.

Coasting units may never find other units on any search roll (except refer to rule 1.8). This is true even if they would gain a modifier for convoy points, LIF leaders, NAVs, or CVs and CVP.

If a naval combat includes Coasting units, land based air may be flown to join the combat as normal. Any land-based air that is capable of reaching any of the coastal hexes included in the naval combat may participate. After the combat, such aircraft are then considered to be Coasting in the hex they flew to. If such aircraft are aborted, they must abort within range of the coastal hex they flew to when joining the combat.

Port Strikes:

Coasting units may be port struck as well. This is a very special condition that only applies to Coasting units. Such units may be port struck because of their uniquely close position to shore and the fact that most Coastal Interactions requires such units to be stationary or in concentrated formations for much of the time.

Any unit capable of conducting a port strike and capable of reaching the coastal hex may port strike Coasting ships. In all cases, Coasting ships are considered to be in a separate location from ships in port in the same hex. Thus, a port strike must choose to strike either the Coasting ships or the ships in port. Two port strikes may be performed in the same hex if a player wishes to target both ships in port and Coasting ships.

Ships in port and Coasting ships may not interact with port strikes conducted against the other in any way. They may not provide AA fire. AA units may not provide AA fire for the Coasting ships.

Coasting CVP may conduct port strikes against enemy units also Coasting in the same hex. They may fly port strikes against Coasting units in hexes in range of the CVP. Coasting CVP may also fly port strikes against other targets as normal. Remember though that Coasting units are treated as if in the zero section of the sea box for surprise purposes.

Interceptions and escorts for the port strikes are conducted as normal. CVP on CVs able to normally reach the coastal hex can port strike, escort or intercept the Coasting ships as normal. Land based air may port strike, escort, or intercept the Coasting ships as normal. However, a given air unit or CVP may only participate in one port strike in a given hex. Thus, a FTR flown to defend Coasting ships may not also be used to defend ships in port. The target of each port striker or escort or interceptor must be announced at the moment each air unit is moved.

One exception to the normal port strike rules occurs during a port strike against Coasting ships. Any FTR or CVP (including those on CVs) Coasting with the ships being port struck may be used to defend against the port strike. Such units are flipped after conducting the intercept mission. CVP on CV that are aborted are placed face down on their CV. FTR that are aborted must rebase to any hex as if they were in the zero section of the seabox. For this reason, each player must keep track of which FTR defending against a port strike came from a land hex and which were flying a naval air mission in the coastal hex, since each returns to base differently.

Coasting ships are treated as being in a minor port for purposes of determining surprise for the port strike.

If using the Bottoming Hulls rule, Coasting ships are not able to be bottomed. All X results (and D's adding up to X results) eliminate the destroyed unit.

1.8 - Intercoastal Naval Battles

Enemy ships Coasting in the same costal hex may find and combat each other. The rules for initiating a naval search are as normal. A Coasting unit may only find enemy Coasting units in the same hex. No other naval units may ever be included in the combat. Coasting units may only find other Coasting units if they or the enemy Coasting units in the same hex initiated the search.

Coasting units are assumed to have a search section roll value of 4 for the purposes of Intercoastal naval battles only. If an Intercoastal Naval Battle is indicated, aircraft may be flown into the battle from land hexes as per the standard rules. Any such aircraft must be able to reach the coastal hex in question. Any such aircraft that remain after the battle are considered to be Coasting. Any aircraft aborted must abort to a hex within range.

1.9 - Q&A

Q. Why do you allow Coasting aircraft to return to base from Coasting to any hex in the sea zone instead of having them return to base within range of the coastal hex?

A. Because I didn't want a situation where a plane could outfly its return to base range. There has to be a mechanism to allow naval air at sea to escort ships going to the coastline, and since such aircraft can technically come from anywhere along the sea zone, it doesn't make sense that they cannot return from whence they came.

Q. Why then allow naval air to escort at all? Why not just force all Coasting air to be able to reach the hex in the first place?

A. Because it seemed easier and less jarring to the rules to treat all naval units as having the same general movement capabilities. Otherwise, you might get into a situation where you have to spend essentially double the number of naval air you normally would. For example, let's say you deem 10 naval air factors necessary to protect your fleet from enemy SUBs. If you require air to move directly to the Coasting hex, then you would need 10 naval factors at sea for when the naval units move into the 3 box to shore bombard or invade, and then you'd need another 10 naval factors to fly to the Coasting hex! That's too much. Does this mean technically a short ranged Defiant FTR could fly from Scappa Flow into the zero section of the North Sea and then as an escort with interacting ships move to Normandy? Yes it does. But think about it. How many interactions are going to originate from the zero section? Does it also mean a short ranged Defiant can fly into the zero section of the North Sea from Scappa Flow on one impulse and then Coast into Normandy in the next? Yes, but the plane could almost accomplish the same thing by rebasing and again the abstraction was not worth the complexity.

Q. Shouldn't there be some provision for blockading ports. It seems like if a huge enemy fleet is Coasting off of, say, Bordeaux, then any ships leaving or trying to enter Bordeaux should be subject to interception?

A. I agree the foundation for blockade rules are present here. One could use the Intercoastal Battle rules and assume ships leaving or entering a port or passing through a hex (like Gibraltar or other narrow straits) would be subject to Intercoastal searching. You could assume the blockade runners have a search value of zero. The reason I didn't go ahead and add such rules is that I am not certain it is a good or balanced idea. It might be far too easy to blockade your enemy's entire fleet. Blockading should also, BTW, possibly block overseas transport of resources, oil, or build points, but since CP are not allowed to Coast, this would be difficult to design and might require the use of "phantom convoy points" running to or from the port into the adjacent sea zone.

Q. Why can't convoy points Coast? Wouldn't these be a neat way to simulate the Norwegian coastal iron shipments?

A. Possibly, but you cannot have a convoy point per coastal hex. So how would you accomplish this? I leave it for better minds.

Q. Isn't your Coastal Rule way too complicated?

A. Not really in my opinion. Most of the concepts are fairly simple. I included a lot of wording to try and squeeze out the various loopholes or ambiguities I could find.

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