(1) Disengagement when playing out a battle from a tactical battle in the Strategic Game: Disengagement in the advanced game occurs when a division is not spotted for 3 turns in a row by any enemy division (as stated in the Advanced Game Turn Sequence). When a ship disengages from a tactical battle in the strategic game, it is considered to still be in the same hex as the tactical battle until the next strategic turn occurs: at that time, all disengaging divisions may be placed 1 or 2 hexes away from the tactical battle hex (they can be placed 1 hex away if their speed is 1-3, or 2 hexes away if their speed is 4+). Remember that a division's speed is equal to the speed of the slowest ship in it, thus the tactic of detaching damaged ships in order to escape with the other ships in a division may come into play. If you wish to get into additional detail, pick the center hex of the tactical map (Hex L08) as the center of the strategic hex the battle is occuring in. Each full 10 hexes away from that hex is one strategic hex in distance, so if a division disengaged 17 hexes away in direction 3, you would then place that division 1 hex away in that direction on the strategic map. (2) Negative FirePower Values: It is possible for ships to end up with a negative net FirePower value -- in that case, simply *add* the negative attack value to the *defenders* roll -- say I have a -2 attack against a 2 defense, the attacker would roll 1d6 and add nothing, while the defender would roll 1d6 and add 4 (his 2 plus the negative 2 from the attacker). (3) Additional Rules for Submarines: (a) Subs are treated as Class 4 units for purposes of spotting other units in the Advanced Tactical Game. (b) Q: Do the sub mods for spotting apply both to spotting a sub and spotting from a sub? A: No, they only apply to spotting the sub, not for the subs spotting other units. (c) Using submarines in the Basic Strategic Game Rules: A sub that is at the same range "band" as an enemy division may roll to attempt to spot/intercept the enemy division: if the roll is 1-4, the enemy division is spotted. Each sub may only attempt to spot one enemy division each turn. Any divisions that *are* spotted may roll to check to counter-spot the sub(s) before the sub can make an attack: a roll of 1-2 means they did, and any/all ships in the division may make a single ASW attack against the sub(s), or evade the enemy sub (no battle), before proceeding to play the actual sub/division battle out using the tactical rules. (d) Q: The Basic Tactical game has a provision for a periscope being spotted. Is there a chance of a sub's scope giving its presence away in the advanced game? A: Use the same chance to spot the periscope as in the Basic Game rules. (4) Q: Specifically how long does a division spotted by aircraft using the Level of Intelligence rules remain spotted? A: For the advanced game, if the roll is made, you have spotted the enemy with enough precision for strikes either that turn (remember spotting occurs in Step 1) or the next turn against that division. In other words, the spotting lasts for the turn in which it occurs and for the next turn (basically a 2 hour period). If you want to strike at that division after that period, it must be (or have been) re-spotted, because in 3+ hours it could have moved far enough away (60+ nm) to be missed by a typical strike force. (5) Formation Changes: These many times required complex maneuvering on the part of those involved (and was rarely done at night for this reason). The following rules are for those who want an additional layer of realism: Changing formation requires an entire Tactical turn, starting from the beginning of the Movement step on the turn the change is decided upon until the beginning of the Movement step of the next turn. Formation changes during Fair Weather day actions are automatically successful, while formation changes in Poor Weather or at Night require a roll of 1d6: A roll of 1-4 indicates the change was successful, add 1 to the roll for Poor crews, subtract 1 for Crack crews. Failure means the ships got tangled up, and are at Speed 1 during the formation change time period, and end up in the same formation as they started when the failed change is over. As an optional rule to add to this, on a failed change, roll 1d6: a roll of a 1 indicates two ships have collided during the failed change: Randomly choose any two adjacent ships in the division -- the smaller ship takes Damage Levels equal to the difference in size between them, while the larger ship (or both if they are equal in size) takes 1 Damage Level." (6) Q: Can ships form new divisions during a tactical or strategic game? A: During a tactical scenario ships cannot form entirely new divisions, but detached ships can be re-attached to another division if the player desires, or lone ships can join an existing division. During strategic-scale battles you may allow new divisions to be formed (this was rather rare, so it should be very limited), or combine divisions (which was more common), or even form "composite" divisions out of detached or lone ships (more common still). (7) Q: Do seaplane carriers act just like a "real" carrier for game purposes in NW-WW1? A: Yes, for launching and landing -- at the scale of the strategic game there is little point in worrying about three/four minutes of difference between launching a plane off a deck and hoisting it over the side to be launched...especially considering the much fewer number of aircraft carried on the carriers in WW1. (8) Q: Is it possible to place CAP on Divisions that are not the home base of the sqn that is doing it? For example when a convoy is sailing and taking distance to the sqn´s air base. A: That is possible, but it is more difficult to maintain a CAP over a more distant division/base than it is to maintain such a CAP over the launching carrier/base: I would only allow such a cap to be maintained at full strength as long as the range to the other division/base is 1/3 or less the listed range of the aircraft doing the CAP. If the range to the other division/base is from 1/3 to 2/3 the listed range of the aircraft in the CAP, then you must use 2 squadrons to get 1 suadron of CAP over the other division/base (i.e., you must leave 1 squadron at its base, doing nothing, while the CAP squadron in over the target). If the other division is over 2/3 the range of the aircraft in the CAP squadron, then a continual CAP over the other division/base is simply not possible.