Naval Wargaming - Radio Control Combat

Radio Control Combat

Rather than simply acting out battles through the use of representative static models, in model warship combat, radio control ships (usually used in ponds) are constructed and outfitted with BB cannons capable of damaging and sinking other vessels. The ships are designed to be realistically sunk, and all clubs have very stringent rules requiring ships not to be built with hulls stronger than is appropriate, typically specifying a thickness of the balsa wood hulls as well as a test of penetrability. To reduce the chance of spectator injuries, and to prevent a vessel from having an unfair advantage, the propellant gas used in the cannons is limited in pressure, and may be tested by the judges, again disqualifying a ship if it is too high.

For historic replicas, relative properties of the real ship are maintained, such as the number of guns, maximum speed, and so forth. Speed tests are often performed, and any ship traveling faster than the appropriate scale speed may be disqualified or ordered to maintain a slower speed. An inappropriately high top speed gives a ship an unfair advantage, and is frowned upon by other members. 1/144 scale is the most common scale, although others do exist.

Some events try to recreate historic events, while others create original scenarios, such as all-out war, a subset of ships defending a port against an attacking enemy, protection of a group of unarmed merchant vessels, or any other scenario the club members decide would be fun. Even in recreations of historic battles, the sequence of events and outcome of the engagements are decided by the actions and luck of the operators, and often do not have much resemblance of the historical events.

Depending on the rules, a ship may be allowed to surrender and receive safe passage back to shore where it is removed from play, or other ships may fire on it until it sinks. Ships are designed to tolerate sinking such that a sunken ship need only be retrieved after the battle is over, minor repairs executed, fresh batteries installed, and returned to the water for the next round. Many ships also contain bilge pumps, of a maximum capacity specified by the rules of a specific club for the type of ship, to allow them to sustain minor damage without immediately sinking.

In some formats, events are scored by the final results, such as which side has more remaining ships (or survives longest) in a two team game, while others are scored on a point systems, with hits and sinkings assigned differing point values.

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