I have received several requests to introduce rules for signalling into FLoB. There were several different signalling methods in use during the age of sail, relying on flags during he day, lights at night. The firing of cannon could also be used as an aid to signalling (obviously not during a battle!)
The following generic system is offered for use.
Signals are made up of a series of up to 6 numbers. A sample signal book is included here from which messages can be formed. A number can be used to denote a particular entry in the signal book (e.g. 01=North), or may denote a particular number if it follows a relevant flag. For example, signal 63-5-01 would be 'form line ahead of nr. 5, course NNE., 65-57-1-12-55-2 would be form line abreast to port of ship no. 1 and head West. Engage enemy squadron no. 2
| 0x, 1x Courses 00 NORTH 01 NORTH NORTH EAST 02 NORTH EAST 03 EAST NORTH EAST 04 EAST 05 EAST SOUTH EAST 06 SOUTH EAST 07 SOUTH SOUTH EAST 08 SOUTH 09 SOUTH SOUTH WEST 10 SOUTH WEST 11 WEST SOUTH WEST 12 WEST 13 WEST NORTH WEST 14 NORTH WEST 15 NORTH NORTH WEST |
5x General Order signals 51 SHIP NO. 52 SQUADRON NO. 53 ENGAGE ENEMY MORE CLOSELY 54 ENGAGE OPPOSITE NUMBERS 55 ENGAGE ENEMY SQUADRON ... 56 PORT 57 STARBOARD 58 GENERAL CHASE 59 CLEAR FOR ACTION |
| 2x Misc. Signals 21 ENEMY IN SIGHT 22 PREPARE FOR BATTLE 23 DISENGAGE 24 LEAVE OFF CHASE 25 ATTACK TRANSPORTS 26 FIGHTING FORMATION 27 PART COMPANY 28 TOW SHIP No ... 29 EXECUTIVE |
6x Fleet Manoeuvring 61 TURN TO PORT IN SUCCESSION 62 TURN TO STBD IN SUCCESSION 63 LINE AHEAD 64 FOLLOW/LINE ASTERN 65 LINE ABREAST 66 ECHELON PORT 67 ECHELON STBD 68 FORM 2 COLUMNS 69 CLOSE AROUND ADMIRAL |
| 3x Qualifications 31 PERMISSION TO 32 AFFIRMATIVE 33 NEGATIVE 34 TBD 35 CONVOY / TRANSPORT 36 FRIGATE 37 SHIP OF THE LINE 38 DELAY SIGNAL 39 DISREGARD LAST (ANNUL) |
7x - 9x Private Signals Squadron or fleet specific signals created in advance by the fleet admiral |
| 4x Ship Handling 41 BATTLE SAIL 42 FULL SAIL 43 MAKE YOUR SPEED 44 FLEET SPEED 45 ANCHOR 46 ANCHOR BY THE STERN 47 ANCHOR USING SPRINGS 48 WEIGH ANCHOR 49 MOVE ASTERN |
99 BLANK |
There are no specific meanings attached to signals in the 70 to 98 range. This allows players to generate their own signals for specific purposes. For example, an Admiral conducting operations inshore may wish to assign the names of various ports and coastal features to these numbers.
Fleet manoeuvring signals will generally be followed by the number of the operative ship (e.g. the ship to be followed or formed up upon). If this is not the case, and confusion could result from a following element, the element 99 or blank can be inserted. (It acts as a full stop) .
The variation in signalling ability can be simulated by reducing the number of elements which can be used to make a signal, and by reducing the number of Private Signals which can be included in the signal book. Limits on available tactics can also be simulated by deleting some of the entries in the table.
Using Signals
These rules work best when there are several players on each side. One player is the fleet Admiral or senior officer. All of his orders must be transmitted to the other players by signal, and reports to him must be made on the same basis. Players must confine their actions to the limits of their orders. The referee should ensure that this is adhered to.
Signals can be acted upon provided the signalling ship is visible to the recipient. For most games this means a line of sight can be drawn between the two ships, with no intervening ships, smoke or high land. Referees may wish to impose visibility limits in mist, fog or rain.
Frigates may be used to act as repeaters. One frigate can act as a repeater for one flagship. All signals made by the flagship are immediately repeated by the frigate, allowing ships up and down a line to see and receive the signal.
Signals are raised in a sides Command Phase and fly throughout the turn.
Signals in Poor Visibility
Players may need to create signals for use in poor visibility (guns) or at night (lights). The fidelity of these signals should be very coarse (for example 4 or 5 combinations of gun or light). Players should create their own signal lists within these limits.