Signals in "FLoB"

 

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’

 

 SAMPLE SIGNAL BOOK
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 side’s 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.

 


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