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Index

COMBAT RULES

ELIGIBILITY TO ENTER COMBAT EVENTS

1. Ships must have completed all Technical, Safety and Ship Certifications.

2. Ships must be completely operational and fully armed at the start of the event. (The event is defined as the first sortie of the day and or the first sortie of a multiple day event series.). Under-armed ships will not be allowed to participate.

3. Ships must have a serviceable recovery float with a minimum of 20 feet of line attached to a structural hard point in the hull.

4. Motor Torpedo Boats may only enter a combat sortie if the owner's 723 Class or larger vessel has accumulated sufficient sortie points .

6. A MTB and a warship may be operated in the same sortie by the owner, however, if one is sunk the other is excluded from participating in the rest of the sortie. 7. Only Queen's Own members and Associated Club members are eligible to participate in regular and championship combat events. Frequency Control Officer approval is required for Assocoates Club members

8. Independent modelers may be invited to compete in events. In such a case the ships must be approved by the Technical Officer and Frequency Control Officer.

EVENT FEES

Event fees for single day events adr as follows: Destroyers and smaller are $4.00 Cruisers $5.00, food at events $5.00. Multiple day events expect multiple day fees. If awards or expensive prizes are to be given expect event fees to reflect same. The event fee structure is designed to make the event self sustaining (at minimum paying for the co2 and food).

RAMMING

Intentional ramming of another vessel is only permitted under the following conditions:

  • An unarmed convoy ship may ram an enemy vessel, but only in self defense.

COLLISIONS

1. Any contact between two vessels is defined as a collision.

2. Any damage caused or suffered by a vessel while attempting to block, force off course, or slow an opponent is chargeable to the vessel initiating the encounter.

3. Skippers exhibiting poor ship handling resulting in a collision will have the collision damage of both ships subtracted from their score.

4. The vessels determined to be at fault when a collision take place will be placed under a one minute cease fire by the referee.

COMBAT POWER FACTOR

1. For the purpose of making up somewhat even sides for a battle, the last number in the vessels Class Designation Number will be its combat power factor (CPF).

2. In ‘X' class battles torpedoes and other ‘X' class weapons will carry the same CPF as vessel on which they are mounted. Example: a 723 class destroyer has a basic CPF of 3, if torpedoes are carried they will also be counted as 3 giving a total CFP of 6.

3. Mine floats will count as 1 barrel per string when evaluating firepower balance when choosing up sides - unless declared "will not use" by the ‘side' or Captain.

GENERAL PENALTIES

1. The penalty for a rule violation: first offense is a warning from the referee, the second offense will result in the offending vessel being placed under a one minute cease fire. The next offense will be a two minute cease fire with penalties doubling for each succeeding offense-four minutes, eight minutes, sixteen minutes, etc.

2. Penalties are not cumulative to the next sortie.

3 Vessels in violation of the scale speed rule may also be placed under a cease fire by the referee. The penalty will be as described in #1. above.

COMBAT RULES

1. The "Commence Fire" command will be given five minutes after the "Launch" command.

2. Ships in the home port may not be fired upon and ships in home port may not Fire at(engage) ships outside of the port.

3. Guns may be test(ed) fired in home port prior to departing for battle.

4. Vessels may have fouled propellers cleared out side of home port. Ships undergoing maintenance, or propeller clearing, may NOT be fired upon.

5. Vessels with fouled propellers that have had their props cleared are automatically placed under a "Cease Fire" condition until they re-enter their home port. The vessel is then free to re-enter the battle. These vessel may be fired upon while underway to home port.

6. Vessels that have had ballast shifted due to combat collisions may have the problem corrected and need not return to home port, however the ship may not be removed from the water.

7. Vessels with problems such as pinned guns, shifted ballast, all systems not turned on, jammed barrel or ammunition feed problems or other minor technical problems may have these deficiencies corrected during the battle.. Reloading ammunition, propellent, changing batteries, switching compressors, switching guns, is prohibited. A vessel may only be removed from the water under limited conditions. Removing the vessel from the water will be counted as a sinking. After a ship has left the home port or combat has started ships removed from the water are considered sunk. Ships may only be removed from the water and or worked on with in five minutes of the first departure from home port to enter combat or between sorties in a multi sortie battle. The only for removal is to make the ship combat operational. No battle damage may be repaired at this time.

8. Except for Tug Boats and Motor Torpedo Boats no vessel may enter an enemy home port. 721 and 722 class vessels may be designated as tug boats if properly equipped for towing.

9. A surface ship sinking is defined as decks awash, 50% of the ship under water or referee's ruling (ie intentional grounding). Ships failing to return to port within 5 minutes of ‘cease fire' will be declared sunk

10. Ships declared dead in the water may be fired upon, however the firing vessel may approach no closer than two ship lengths of the attacking ship.

11. Navigation lights must be on when leaving port for night combat competition (this means youmusthave at least one working red, green, and white light on your ship in a realistic position).

12. Combat lights - gun spot lights - Must be shielded so as to only allow a narrow beam. Gun lights must hava a minimum of two inches shielding in front of the bulb.

Note : Special combat events may supercede this rule at the discretion of the event officer.

Note: Flood/search lights are optional and are not restricted in size or wattage.

BATTLE DAMAGE REPAIR

1. Standard light duty masking tape will be the only covering material authorized for hull battle damage repair between sorties.

EVENT REPORTING AND SCORING

Each Contestant is responsible to turn in their score card to the Official Score Keeper in within twenty minutes after the completion each event.

The term "turning in" of a score card means putting it in the Score Keepers Turn in Box. Once the box is opened for the purposes of counting no additional sheets will be accepted.

Incorrectly completed score sheets may be returned for correction or rejected.

COMBAT SCORING

1. Hits below the boot are 10 points.

2. Hits in the boot are 5 points

3. Hits in the hull above the boot are 3 points.

4. To be considered a hit the shot must pass completely through creating a hole.

5. Dents on deck edges don't count.

6. Entry and exit holes will be counted.

7. One hole is one hit, no matter how large the hole is.

8. Contestants will score their own vessel, however the referee or score keeper may elect to verify or correct thescore.

COMBAT DAMAGE VALUES BY CLASS

Class                           Sunk

721...............................25

722.............................. 50

723...............................75

724..............................113

725..............................163

725a............................213

726..............................275



 
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