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Dystopian Wars New Rule

ALLIED FLEETS
ALLIANCE FLEET RULES

though, like the Italian League and the Ottoman Dominions,


have been more or less forced into mutual alliance by outside
circumstances, and still greatly distrust one another.

The conflicts of the Great Powers in the World War stretch across
the globe. But although every power has its own agenda, the
leaders of all of them, even those most confident of their strength
have sought allies out of either desire or necessity.

As result of these webs of alliances, obligations and opportunities,


the forces of many powers are often called upon to fight
alongside those who either share their own objectives, or whose
aims match their own at a convenient time. Many of the greatest
conflicts seen in the war so far have resulted from forces of
multiple nations going to battle together for a common cause.

Thus, the World War has come to be dominated by the clash


between two mighty alliances. One is the Grand Coalition,
composed of the Kingdom of Britannia, the Federated States
of America and the Russian Coalition. Opposing them are the
Great Powers of the Imperial Bond the Prussian Empire, the
Empire of the Blazing Sun and the Republique of France.

The Alliance Rules detailed below give you a set of guidelines if


you wish to recreate battles between armies and fleets consisting
of the forces of more than one Great Power or Alliance Nation.
We have developed them to allow players to create diverse, storydriven forces as are frequently featured in our Campaign Books
and throughout the Dystopian Wars world.

Many other nations, either by choice or necessity, have been


drawn into the orbit of these two power blocs. For example, the
small Kingdom of Denmark, surrounded on all sides by Prussian
territory, has by necessity thrown its lot in with its mighty
neighbour.

For the purposes of game balance, these rules should be considered


OPTIONAL, and should only be employed if all players involved
in a given setting agree to their use. Similarly, the Alliance Rules
should also be considered NON-TOURNAMENT LEGAL.

At the other end of the scale, the great Chinese Federation,


suspicious of Russian ambitions in the Orient, has lent its support
voluntarily to its island neighbour, the Blazing Sun. Britannias
world-spanning imperial dominions followed the mother
country to war unhesitatingly, while in Belgium, civil war has
become just another conflict of the World War, as opposing
factions each look to the great alliances for support.

DYSTOPIAN WARS: ALLIANCE RULES


All Great Powers and Alliance Nations fall into one of the
following divisions the Imperial Bond, the Grand Coalition or
the Neutrals.

Some few powers stand apart from both blocs, seeking to either
preserve some semblance of peace or manipulate actions and
events to their own ends. Foremost among these is the enigmatic
Covenant of Antarctica, which works to direct, influence and
ultimately suppress the wider conflict through whatever means
necessary, as well as searching for and securing potentially
dangerous technological and scientific treasures.

Additionally, some units have the Mercenary MAR. The effect


of this on the Alliance Rules is also explained below.
Imperial Bond Faction members are listed as Prussian Empire,
Empire of the Blazing Sun, Republic of France, League of Italian
States, Kingdom of Denmark, Protectorate of Belgium, Prussian
Scandinavia and the Chinese Federation.

Finally, some see the World War as a great opportunity for


the enhancement of their glory, wealth or prosperity. These
are the mercenaries. Suddenly inundated with offers of work,
these individuals, groups or factions fight according to their
own principles and prejudices. They range from opportunistic
rogues, such as the thoroughly amoral Captain Vladimir Black
Wolf Nikonov, to entire armies of professional freelancers. The
greatest mercenary agent in the world is without doubt Free
Australia, a nation partially sustained on the proceeds of war for
money.

Grand Coalition Faction members are listed as Russian


Coalition, Kingdom of Britannia, Federated States of America,
Polish-Lithuanian Commonwealth, Belgian Royalists, Dominion
of Canada and Royal Australians.
Neutral Factions are listed as Covenant of Antarctica and Free
Australians.
ALLIANCE RULES

Dystopian Wars Allied Fleet Rules

Each force belongs to the Imperial Bond, Grand Coalition,


Neutral, or Mercenary factions.

Imperial Bond forces may take Imperial Bond allies.

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However, even within the Grand Coalition and Imperial Bond


themselves, the views of individual powers towards their partners
can vary. Some, such as the Britannians and FSA, are trusted
partners, sharing a considerable history of co-operations. Others

Grand Coalition forces may take Grand Coalition allies.

Forces which are Neutral may take Neutral allies.

Any faction may take Mercenary allies, except where


disallowed by the models Mercenary MAR rule entry.

Allied units are never considered to be part of the Core Force


and cannot benefit from any National Fleet Commodore
abilities available to the Core Force they have joined.

74th Destroyer Squadron - 1 Destroyer Squadron 4 Orion


Class Destroyers 140 points

49th Patrol Squadron - 1 Frigate Squadron 3 Attacker


Class Frigates 75 points

38th Air Attack Squadron 2 Hawk Class Scout Rotors


140 points

Note: All highlighted entries above form the Core Force as


defined in the Friendly Game Fleet Composition rules.

Models in the Allied Contingent are governed by the rules


regarding overall Fleet Composition percentages.

Allied Contingents MUST contain at least ONE Capital


Class Squadron and ONE Non-Capital Class Squadron.

HMAS Perth - 1 Cerberus Class Pocket Battleship 140


points

Unless specified otherwise, each squadron in a force must


be composed entirely of models from one nation. Models
with the Attachment ability may be attached to units from
another nation only if their Attachment ability specifies that
nation as an attachable unit.

9th Submersible Support Squadron - 1 Submarine Tender


Squadron 2 Tasmania Class Submarine Tenders 160
points

Unless specified otherwise, NO Allied Contingent may


contain any Reinforced or Attached Squadrons.

No Tiny Tokens may land, launch or rearm from a Carrier


or Landing Field that does not belong to their own nation/
power.

Alliance Force

This combined fleet represents a mixed formation of Britannian


naval forces operating in the Indian Ocean and SouthEast Asia against the Empire of the Blazing Sun. The Main
Force of the fleet is made up of Kingdom of Britannia forces,
fulfilling the Minimum Fleet Requirements for the Friendly
Game organisation 1 Squadron each of Small, Medium and
Large/Massive models. The Main Force also makes use of the
Reinforced Cruiser Squadron rule from the Hurricane Season
Campaign Book.

EXAMPLE FLEETS

To give his fleet some extra firepower, and to help counter


the sea monsters reputedly deployed by the Empress forces,
Commodore Monro-Forbes has called in some help from the
Royal Australian divisions of Her Britannic Majestys navy.
A single Cerberus Class Pocket Battleship and a Squadron of
Submarine Tenders fulfil the minimum requirements of the
Allied Contingent.

Having listed the Alliance Rules, it is now time to have a look


at how they work when putting forces together. Detailed below
are two naval fleets, with air support, constructed according to
Alliance Rules. These examples should give you an idea about
how the rules work in practice, as well as being examples of
forces built around particular themes.

Example 1

Example 2

Kingdom of Britannia and Royal Australia Naval/Aerial


Force 1240 points

Prussian Empire and Empire of the Blazing Sun Naval/Aerial


Force 1235 points

Alliance: Grand Coalition

Alliance: Imperial Bond

Force Composition Requirements: Friendly Game (minimum


requirements Core Force consisting of at least 1 Squadron each
of Large/Massive, Medium and Small models)

Force Composition Requirements: Core Force plus Percentages


(minimum requirements Core Force consisting of at least 1
Squadron each of Large/Massive, Medium and Small models.
Maximum points spend of 70% of MFV on Large/Massive
models, 70% on Medium models, 40% on Small models and 50%
on models NOT part of the Core Force)

MFV: 1250 points (Full Scale Battle)


3rd Battle Group, 30th Battle Squadron, Indian Ocean Fleet

MFV: 1250 points (Full Scale Battle)

Main Force
Flagship: HMS Colossus Commodore Alfred MonroForbes commanding - 1 Ruler Class Battleship with
Britannia Fleet Commodore 180 points

56th Cruiser Squadron - 1 Reinforced Cruiser Squadron


1 Agincourt Class Gunship, 2 Tribal Class Cruisers 200
points

HMS Argus - 1 Avenger Class Fleet Carrier - 155 points

Accompanied by 2 Bastion Class Escorts 50 points

Dystopian Wars Allied Fleet Rules

Bonds of Blood and Steel Imperial Caribbean


Expeditionary Force: 9th Iron Fleet, 2nd Provisional Strike
Flotilla
Main Force
Prussian Empire 9th Iron Fleet

Flagship: SMS Kaiser Karl Commodore Gunther Weiss


commanding 1 Blucher Class Dreadnought, fitted with
two Shield Generators, with Prussian Fleet Commodore
275 points

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Accompanied by 3 Wachter Class Escorts 75 points

SMS Freidrich Der Grosse - 1 Rhine Class Fleet Carrier


125 points

The fleet conforms to the standards required for both the Core
Force (at least 1 Squadron each of Massive/Large, Medium and
Small models) and the Alliance Rules (at least 1 Capital and one
Non-Capital Class Squadron).

Aggressor Squadron K4 - 2 Hussar Class Gunships 170


points

However, the use of percentages means that the fleets MFV of


1250 points needs to be spent in certain ways. These are:

Sabre Squadron K6 - 5 Arminius Class Frigates 125 points

Note: All highlighted entries above form the Core Force as


defined in the Friendly Game Fleet Composition rules.

Up to 70% available for Large/Massive models: maximum


of 875 points

Alliance Force
Blazing Sun 8th Division Hariken 1st Sky Force
(reinforced support assets)

Up to 70% available for Medium models: maximum of 875


points

Up to 40% available for Small models: maximum of 500


points

INBS Mabechi Tenkei Class Sky Fortress 135 points

1st Air Attack Squadron - 2 Inari Class Scout Gyros 150


points

Up to 50% available for models NOT part of the Core Force:


625 points

3rd Heavy Bombardment Squadron - 3 DFA 170 Heavy


Bombers 180 points

As per the Alliance Rules, all allied models must be taken into
account for this process. Lets see how this fleet breaks down:
Total Value Large/Massive Models: (1 Dreadnought, 1 Fleet
Carrier, 1 Sky Fortress) 535 points

This fleet represents the Alliance Rules being used to create a


force employing models from two Great Powers. In this case,
the force is designed around a particular theme a hard-hitting
strike and bombardment group. Prussian Commodore Gunther
Weiss commands the Main Force, a strong detachment of biggun warships supporting his mighty flagship, the dreadnought
Kaiser Karl.

Total Value Medium Models: (2 x Gunships, 2 x Scout Gyros,


3 x Bombers) 500 points
Total Value Small Models: (5 x Frigates, 3 x Escorts) 200
points
Total Value Models NOT part of the Core Force: (1 Sky
Fortress, 2 x Scout Gyros, 3 x Bombers) 465 points

However, although strong in naval gunpower, the Prussian fleet


has little air cover - no doubt their Superiority Fleet assets are
fully engaged with the enemy over Puerto Rico! To help protect
his fleet from air attack, Commodore Weiss has been given aid
by the Blazing Sun 8th Divisions reinforced 1st Sky Force.

As you can see, our combined fleet, including its allies, conforms
to all the required points values we havent spent too many
points on any segment of the fleet composition. This means that
Commodore Weiss and his Prussian and Blazing Sun comrades
are ready to hit the gaming table and sail to glory!

Note that this fleet will contain both Prussian and Blazing Sun
Tiny Flyer units. These may only land and re-arm on the carriers
belonging to their own nation, so no trying to re-arm Prussian
aircraft on the Tenkei, or Blazing Sun planes on the Rhine they
dont have the facilities!

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Dystopian Wars Allied Fleet Rules

The Alliance Rules are a colourful addition to friendly games


and story-driven play. You can use them to re-fight the many
notable conflicts featured in our Campaign Books, and forge
exciting new battles and campaigns of your own.

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