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FLEET ACTIONS
SEA WARS
FLEET ACTIONS
NAVAL WARGAMES RULES
FOR FLEET ACTIONS IN THE AGE OF STEEL
1890 TO 1945
BY ANDREW FINCH AND ALAN BUTLER
EDITION 4.1
INDEX
1. INTRODUCTION....................................................................... 3 8. SHIP COMBAT ........................................................................21
1.1 Definitions.................................................................... 4 8.1 The Basics ..................................................................21
1.2 Game equipment .......................................................... 5 8.2 Fire Control ................................................................22
1.3 Captain’s Briefing ........................................................ 5 8.3 Lines of Sight .............................................................22
2. COMMAND STRUCTURES & CREW.................................... 6 8.4 Smokescreens .............................................................22
2.1 Fleet Organisation ........................................................ 6 8.5 Using Attack SV.........................................................22
2.2 National Characteristics ............................................... 6 8.6 Gun Penetration..........................................................23
2.3 Commanders ................................................................ 6 8.7 Resolving Gunnery.....................................................23
2.4 Effect of being Out of Command ................................ 7 8.8 Tactical Modifiers ......................................................23
2.5 Taking Command......................................................... 7 8.9 Gun Damage...............................................................24
2.6 Morale .......................................................................... 7 8.10 Special Damage..........................................................24
2.7 Effects of Command Casualties................................... 7 8.11 Effects of Fire.............................................................25
2.8 Types of Formations .................................................... 8 8.12 Torpedo Fire ...............................................................25
2.9 Inter-penetration of formations.................................... 8 8.13 Torpedo Damage ........................................................26
2.10 Off Table Formations................................................... 8 8.14 Shooting with Quickfirers ..........................................26
2.11 Grand Tactical Games.................................................. 8 9. AIRCRAFT ...............................................................................26
3. FLOTILLAS AND THEIR EFFECT IN THE GAME .............. 9 9.1 Air Operations ............................................................26
3.1 Flotilla Formations....................................................... 9 9.2 Air Operations at Night..............................................27
3.2 Effects of Flotillas in Movement ................................. 9 9.3 Aircraft Carriers and Air Bases..................................27
3.3 Effects of Flotillas in Combat...................................... 9 9.4 Air handling Activities...............................................27
4. SETTING UP THE GAME ...................................................... 10 9.5 Aircraft engaging enemy Air Formations..................28
4.1 Determining the Game Environment......................... 10 9.6 Anti Aircraft Fire........................................................29
4.2 Initial Deployment ..................................................... 10 9.7 Combat between Aircraft ...........................................29
4.3 Determining Game End ............................................. 11 9.8 Damage to Aircraft.....................................................29
4.4 Assessment of Victory Points .................................... 12 9.9 Air Attacks on ships or ground targets ......................29
4.5 Suggested Scenario Types ......................................... 12 9.10 Air Attack Types ........................................................30
4.6 Fleet Encounter .......................................................... 12 10. SPECIAL ATTACKS AND OPTIONAL RULES ................31
4.7 Convoy Attack ........................................................... 12 10.1 Kamikaze Air Attacks ................................................31
4.8 Breakthrough Attack.................................................. 13 10.2 Optional Submarine Rules .........................................31
4.9 Shore Bombardment .................................................. 13 10.3 Experience ..................................................................31
4.10 Carrier Strike.............................................................. 14 10.4 Japanese Heavy Calibre AA rounds ..........................31
4.11 Repair Rules ............................................................... 15 11. REFERENCE SOURCES AND FURTHER READING ......32
4.12 Leaving the Tables ..................................................... 15 12. SEA WARS DATA LISTS.....................................................33
5. OBSERVATION, DETECTION AND SPOTTING ............... 16 12.1 Ships ...........................................................................33
5.1 Spotting (and Detecting) Contact Markers................ 16 12.2 Using the Ship data to fill in the Ship Card ...............53
5.2 Spotting at Night and Twilight .................................. 16 12.3 How to use the Aircraft data ......................................53
5.3 Radar .......................................................................... 16 12.4 Aircraft .......................................................................54
5.4 Spotter Aircraft .......................................................... 17 12.5 Points to note on Aircraft ...........................................58
5.5 Deploying from Contact Markers .............................. 17 SHIP GAME RECORD CARDS..................................................59
6. MASTER GAME TURN SEQUENCE.................................... 18 AIRCRAFT SHIP RECORD CARDS..........................................60
7. MOVEMENT............................................................................ 19
7.1 Movement, General Rules ......................................... 19
7.2 Effects of Panic on Movement................................... 19
7.3 Changing Formation .................................................. 19
7.4 Re-Establishing Formations....................................... 19
7.5 Interaction with other Formations ............................ 19
7.6 Moving Commanders between Divisions.................. 19
7.7 Picking up Commanders ............................................ 19
7.8 Taking Command....................................................... 20
7.9 Movement and Manoeuvre ........................................ 20
7.10 Effects of Steering Damage ....................................... 20
7.11 Making Smokescreens ............................................... 20
7.12 Going Aground .......................................................... 21
7.13 Ramming .................................................................... 21
7.14 Damage Control ......................................................... 21
1 — INTRODUCTION
Sea Wars offers a different style of Naval Wargame, set at an Ship Models
operational rather than tactical level. In this fourth edition of 'Sea For ease of play and to regularise movement the ship models should
Wars' we have made significant changes to the existing system. To be mounted on bases. These are used to determine Arcs of Fire and
take more account of the intention that these rules are for ranges, as explained later. Bases have the following dimensions,
operational fleet actions, we have dispensed with rules for and it is not necessary for the model to be mounted centrally on
Submarines and Minefields. These usually played little part in them.
major actions and are better covered in more detailed sets of rules
such as 'Action Stations' or 'Warship'. Measurement units have been • LENGTH: This should be the model length in cm, plus at least
converted to a variable scale that can be defined by the players to 1 cm. ahead and 1 cm. astern. The base length should rounded
suit their models and play area. to the next full centimetre. For example a ship model is 7.5 cm.
Flotation points have been redefined as Hit Points, to take into long, so this is mounted on a base measuring 10 cm (7.5 cm
account the changes in the combat system. Hit Points are about plus 2 cm. for the two ends, rounded to next full cm.).
double the flotation points they had before, though armoured • WIDTH: This should be 2 cm. for all Destroyers and smaller
vessels have additional points. Size 0 ships have been removed ships in Size 1, 3 cm. for all other ships.
from the system and incorporated as 1 Hit Point destroyer types. Aircraft Counters or bases
Size 1 vessels have been given a better manoeuvre rating. Again
this follows the philosophy of the game scales. Each squadron of aircraft is mounted on a base 5 cm wide by 3 cm
deep. If models are used, these can be mounted in a vee or similar
We have revised the rules for Gunnery and Torpedoes. We assume
formation. Height is not specifically represented, as it is assumed
that a ship will manoeuvre during the 15 minute turn to open its
that the aircraft are at the appropriate altitude for cruising or
arcs, fire some shots, then continue on its course. In basic terms for
attacking. As the models are used to represent location rather than
game purposes arcs of fire for ships cover 360 degrees, though they
size of the squadron, it is recommended that scouts should always
are still masked by other ships. The effective number of guns
be single models on a stand, fighters 1 or 2 models, and bombers 2
covering the entire arc is calculated from the location of the mounts
or 3 models.
and their type. There are also a number of modifiers that will
reduce the effectiveness of the attack. Barrage Weapons have been Lighter than Air Craft
expanded in scope and cover all smaller calibre weapons with a Zeppelins and Blimps are mounted on bases 2 cm. wide using the
high rate of fire. Ship rules regarding length. They always represent a single craft.
Spotter aircraft and radar rules have also been changed to reflect the Aircraft Game Data
nature of the game we are playing. Radar is no longer an automatic
fit, and can be purchased for a game (the original points value All aircraft in a single Squadron must be the same. The record sheet
calculation added a flat cost for each level of radar anyway). Radar shows the Hit Point value of the squadron, the speed, the gunnery
will also not always function even if you have got it, but this is ratings, and what ordnance is carried. Aircraft movement is based
reduced to a simple test the first time you try. It is either working on cruising speed when fully laden. The move distances may seem
for the game or not. Spotter aircraft now serve to increase a ship's low, but they include the time taken to form up flights after launch
visibility range and it is no longer a requirement to fly them around and climbing to 12000 to 18000 feet altitude.
the table. Ship Points Values
We have kept the air rules simple and refined them where The points values for ships act as a rough guide to a ships
necessary. After all this is a game primarily about ships. The rules effectiveness. They are not intended to accurately reflect all the
allow the aircraft to retain their combat effect until destroyed. systems fitted on board. If you are fighting a battle, especially if
Variable Game scales recreating an historical engagement, you may not have the luxury
of balanced points values. You get what you get, and if you can do
A Game Turn is 15 minutes of real time. Rather than fix a specific
better than your historical counterpart you get 9 out of 10 for effort.
units of distance we have adopted a measuring system based on
Of course, the victory conditions in some games can also be
’000s of yards.
adjusted to reflect this.
In a turn a ship will move a maximum distance of 500 yards per
knot of its current maximum speed. Measuring Distances and Ranges, and Fair Play
An aircraft moves 1,000 yards per speed unit. Distances can be measured at any time before and during
movement and shooting. It is assumed that the ships have crew on
If you use 1 cm. per 500 yards this scale would allow an action to
board carrying out all these range-finding activities, to enable their
be fitted on an 8 foot by 4 foot table (representing an area of about
captains to make the correct tactical decisions. Ranges are
50 by 25 nautical miles), and for ships to be able to manoeuvre out
measured between the fore funnels of ships and the centre of the
of range of enemy guns. On the other hand if you are using larger
front of the base in the case of aircraft. In the case of ships with no
scale models you may wish to use 1 inch to 1000 yards or larger.
funnel use the centreline of the model level with the bridge. For the
This would allow you to play a game such as the battles at Narvik
sake of fair play, we also recommend that if you are uncertain of a
as a skirmish.
move, before you move any ship model, seek an accord with your
Rounding Rules fellow players whether or not the move would be valid.
At various points in the game it is necessary to round the results of
calculations. Fractions are always rounded to the nearest whole
number, and halves are always rounded in favour of the attacker
(usually upwards).
Description Size Maximum Formation Size Aircraft empty weight (lbs.) HPs
Destroyers and smaller 1 16 up to 5,000 1
Other Ships of over 1000 and up to 10,000 tons (Light 2 8 5,001 to 10,000 2
cruisers, minelayers, monitors)
Ships from 10,001 to 20,000 tons 3 8 10,001 - 20,000 3
Ships from 20,001 to 40,000 tons 4 4 20,001 - 40,000 4
Ships of over 40,000 tons 5 4 over 40,000 5
Aircraft 0 24
STATIONARY TARGET is a term which is applied to a ship operating larger fleets of ships, not the micro-detail of the number
• whose engines have been damaged to such an extent that it is of shells actually used (though this number is hidden in the
reduced to 0 knots; calculations). While we appreciate that Naval Wargamers often
want to evaluate the effects of every hit, these rules provide the
• which has gone aground and the crew have failed to re-float it; results of the detail without wasting gaming time chipping away at
• which has stopped to recover or lower a floatplane. a target. At the same time, we have avoided an over simplistic
SV (SALVO VALUE) is a measure of the explosive power of the game which reduces the odds to pure mathematics and then applies
shells, bombs, rockets, torpedoes etc. hitting the target. The SV is a blanket effect to a target. The damage effects allow ships to go
based on the number of guns shooting, their Rate of Fire and the down fighting, or be reduced to a pile of smoking wreckage, with
weight of the projectile. The value is pre-calculated and based on the hull intact. The game effects also represent those significant hits
the layout of guns of the vessel. which cripple the ships’ ability to fight effectively, and which ship-
based damage control is unable to repair.
1.2 – Game Equipment Because models are much bigger than they should be in the scales
• Models. used, coal-fired funnel smoke of a Division only covers a fraction
of the size of the bases, and is ignored.
• 10 foot tape with a metric scale.
Bad weather is one feature which is very important in naval
• A set of six- and ten-sided dice. warfare. However, allowing uniformly bad weather onto the
• Turn markers made from mounting board strips 2” wide and gaming table does not permit a playable game. In most such cases
with an angle of 45° at one end. the battle would not even take place. We opted for a system of
localised patches of bad weather such as rain squalls, clouds and
• Shell splashes made from small round counters with plumes of
fog. The visibility distance for the game is a function of light and
cotton wool.
sea conditions, etc.
• Fire markers made from small counters with coloured cotton It is perhaps useful to give our budding Commanders and Captains
wool representing smoke and flames. a briefing on some aspects of the conduct of naval tactics. This may
• Pipe cleaners suitably coloured to represent smoke screens. avoid the unpleasantness of having your ship blown out from under
you. Normally until the end of the Second World War, ships in
• Contact Markers for ships, aircraft, coloured differently for type
Divisions were spread out so that the bow to bow distance was 500
and which side they belong to.
yards. Bearing in mind that the ship itself is often 200 yards long,
• Damage Markers: there is not much space for manoeuvre if something goes wrong in
CRIPPLED DEMORALISED front, but there is just enough. Similarly, when disposed to the
DISENGAGING SHIP ON FIRE beam, the bows of the ships in line were each 500 yards apart.
OUT OF COMMAND PANIC At the time of the First World War, 24 ships turning in succession
SHIP DEAD IN WATER STEERING DAMAGED (i.e. all turning at the same point on the ocean) take 18 minutes to
complete the turn, while turning together (all turning at the same
1.3 – Captain’s Briefing moment in time) takes only 3 minutes. The most important part of
These rules for naval wargames in the period from ca. 1880 to the manoeuvre is actually getting the order for the turn to them.
1945, are intended for use with models in scales 1:6000, 1:3000, or Communication was largely by flag, even in the Second World War
1:2400. The concept is for broad naval actions allowing for (because you are not broadcasting in the ether with the risk of
reasonably large numbers of vessels to be handled by individual interception). If your flag station was obscured due to a poor ship
players (under the overall command of an Admiral in very big layout (such as on Beatty’s Flagship at Jutland), then signals are not
games). The aim is to balance playability with detail and provide a seen by friends until too late. Of course if the signal is poorly
visual impact. This is a game in which play is intended to replicate executed (again Beatty at Jutland) by leaving one message up the
what you see on maps of naval actions from the First and Second lanyards and pulling down the one you are sending (and therefore
World War. You see the action at specific significant moments. We committing your ships to the order) the one left up is taken to also
wanted to see models on the table and provide rules which you can apply to the manoeuvre being ordered, so the wrong message is
use without needing to use a computer to work out what happens. sent. Our rules for manoeuvre and command are based on this
premise that to control the ships you require decent commanders.
Air attacks will often be played as a separate game, especially if
Large formations become unwieldy, which is historically correct.
part of a Pacific campaign in World War 2, where the ships do not
actually see each other. They can also be played out as part of a An important tactic, as practised by Jellicoe at the first encounter
classic battle, such as the Swordfish attack on the Bismarck, or their between the two fleets at Jutland, was to sail in Direct Deployment.
attack at the Battle of Cape Matapan. Malta convoys will also give This mean that each division was deployed in line astern, and the
an interesting game as well, with surface, submarine and air attacks. divisions themselves were deployed in line abeam. The entire fleet
approached the Germans in 6 to 8 columns of four ships. When the
A Commander’s function is to set up basic formation deployment
German course was seen or reported, the whole fleet could be
and attack directions, and to exploit gaps in enemy formations. The
deployed to port or starboard to present a broadside to the
player provides the skills with which the lower level commands are
German’s column and “Cross their T”.
used, by choosing one attack to be resolved before another, as
shooting and movement are not simultaneous. This reduces the This manoeuvre can be carried out with just 1 single Division of
amount of detail the player has to handle, as low level tactics and lots of ships, though in these rules this would be quite difficult
command are “built in”. Since it is only a game, we have also unless your command is good. Having a large number of Divisions
provided criteria for winning and losing an encounter. in line abreast means that the entire fleet can react to the threat. A
single division which made the wrong turn would take about half an
We have avoided going into too much intricate detail about how the
hour to rectify the error, and the enemy would be able to escape.
game works, while trying to keep the flavour of a naval action.
These rules are constructed to reflect the requirements when
been incapacitated. The formation now goes Out of Command. elsewhere. Note that if Leadership is ZERO then it cannot pass the
Higher levels of Morale mean that formations will stay in battle for test.
longer. • If the formation passes its test, it continues to function
Capture of Commanders normally.
If a Commander of any type is “rescued” by an enemy following • If it fails its test, all its vessels reduce their Crew rating by 1
his ship being sunk or aircraft shot down, the enemy gains his cost and the formation is marked as Disengaging. Note that if using
in points as a Victory Point bonus. the Special Japanese Morale Rules, Japanese Aircraft that fail
their Test will attempt to make a Kamikaze attack if there are
Effects f loss of air commanders enemy ships on the table.
If a Squadron is completely eliminated then the Commander is lost
from the Command Pool, unless recovered by friendly forces from Disengaging formations
the sea. These must retreat at full speed towards their base line, with the
following additional rules:
Multiple Commanders in a Division
In cases where there are multiple Commanders in a Division, the
• Ships may only shoot if they pass a Crew Test in their Combat
Phase.
one in charge is the one with the highest Leadership rating. This
will normally only occur if a Commander of another Division has • Aircraft may not move into contact with any enemy formation
been taken off a damaged or crippled vessel to prevent him being unless they pass a Crew Test at the start of their activation in
lost. the Movement Phase.
Loss of the C in C • Aircraft that are in contact with enemy aircraft may always
A new C in C will be selected from the remaining Commanders and shoot in the Combat Phase.
will be the one with the current highest Leadership Rating, Surface 2.7 – Effects of Command Casualties
taking precedence over Air.
Commanders can become casualties during an action at sea just as
2.4 – Effect of being Out of Command much as on land. There is, however, one significant difference: in a
Vessels with no commander present are Out of Command. They sea battle, command must be regained quickly and naval training
must test their morale at the end of each turn by making a Crew and command systems always allow for a chain of command for
Test. such cases. The rules below are intended to reflect this.
Commanders can be KILLED OUTRIGHT in one of the following
• If they pass, they continue to operate as Out of Command ships circumstances:
or aircraft.
• The ship is sunk, and the Commander went down with his ship.
• If they fail, they are marked as Panicked.
Ships that are Out of Command cannot change formation. Ships • The last aircraft in a squadron he is flying in is shot down.
that are Out of Command cannot try to spot Contact Markers, and In the above cases - even when a ship sinks from a magazine
attack values are also reduced. There is a risk that formations that explosion - he must make a Leadership Test, and if he fails he goes
are Out of Command will Panic. down with the ship or crashes with his aircraft. A ship formation is
Aircraft squadrons cannot go Out of Command. now regarded as being OUT OF COMMAND.
If he survives these circumstances he will also have been wounded
2.5 – Taking Command and his marker is left on the play area and can be rescued.
Ships that are out of command can be absorbed by other formations Commanders can be WOUNDED through:
if their Commander “Takes Command”. In order to do this, the
• A Bridge Hit on the Commanders’ ship.
Commander must pass a Leadership Test before he moves, and the
“target” vessel must be within his Command Radius. • A Commander surviving the sinking of his ship. Such Leaders
“in the water” can be recovered by friends or even enemy
2.6 – Morale forces (which would gain them a bonus of 250 victory points).
Demoralisation The gravity of his wounds is determined by rolling 1D6:
Half strength formations are regarded as being Demoralised and the 1, 2, 3 Minor wounds, Leadership is reduced by 1.
opponent gets the victory points for them. They are defined as 4, 5 Serious injury, Leadership is reduced by 2
follows: 6 Grave injuries, Leadership is reduced by half the remaining
• Divisions of Ships that have lost at least half of their original value (rounding down so that 5 becomes 2).
number sunk or crippled. The result is applied immediately. If Leadership is reduced to 0 or
• Squadrons of Aircraft that have lost at least half of their hit less the Commander or Command Crew are regarded as having
points. Usually 1 squadron will only undertake one mission per been killed or incapacitated, and the Formation is OUT OF
game. If they carry out several missions, there is a risk on every COMMAND.
sortie that they may give victory points to the enemy. Multiple Commanders and Bridge hits.
Morale Test If there are several Commanders on a ship which suffers from a
A Demoralised formation must take a Morale Test at the end of the Bridge hit, each one on board must test for the effects of the hit,
turn in which either it was reduced to half strength or below, or it separately, using his own values. This could lead to a change in
lost further ships or aircraft after having already been reduced to command, which takes place immediately.
half strength or below. A Morale test is also required if an aircraft
formation suffers a special hit.
To make this test simply roll a Leadership Test as described
Flotilla Leaders
Flotillas may be led by one larger vessel of Size 2. The leader, even
if of a different type, must be placed as part of the Flotilla
Formation. Even if the leader is a larger vessel such as a cruiser,
then this vessel will not block the line of sight while the ships are in
Flotilla Formation.
3.2 – Effects of Flotillas in Movement
A flotilla is moved in formation as if it were a single ship. It is
subject to the usual rules about changes in formation. A flotilla
cannot be put into a larger formation with other vessels.
(earlier spotting, use of spotter aircraft, radar). visibility range is doubled from the vessel concerned. Of course if
Deployment can be carried out in any order. The players should the player fails the launch roll, then spotter aircraft will not be
consider the advantages and disadvantages of the order and location available at all from this ship in the game.
of deployment. A vessel deployed too far forward at the start may Aircraft Operations and Contact Markers
be destroyed early in the game.
Aircraft Operations carry on even while ships are Contact Markers,
Contact Markers so if a formation launches aircraft while represented thus, then the
These represent not only a blend of radio silence, general confusion aircraft may be represented by an Air Contact marker or deployed
and the fog of war, but also the use of detached reconnaissance as a squadron. If the ships had been already deployed, then the
forces, both single ships and scout planes, when these become aircraft squadron(s) must be as models deployed as well. When
available. They are represented by 5 cm. squares of card, suitably launching aircraft from Contact Markers, there is no requirement to
endorsed with a number, so that their true nature is not revealed. turn into the wind, however the Surface Contact Marker may not
Different types of Contact Marker are used for Surface Formations move at all. Air Contact Markers may move up to their normal
and Aircraft. 20,000 yard in the turn they are launched.
One Contact Marker is allocated to each division of ships or A land base which launches aircraft outside detection range may
Squadron of aircraft. launch air formations as Contact Markers.
Contact Markers may only carry out the following actions and have 4.3 – Determining Game End
no combat ability:
In many cases players will decide when they want to finish the
• Movement. game, or it may be determined by the scenario they are playing. We
• Launch Air Strikes if they remain stationary. offer the following suggestions. There are three options for Game
Contact Markers will not reveal enemy formations also being Length, one of which should be agreed before the game starts:
deployed as Contact Markers exactly at detection range. However, “Sudden Death”
if ships actually have been deployed, Contact Markers cannot be Players can choose the “Sudden Death” option, which means that
placed at detection range from them. the game ends at the end of the turn in which either player has
Daytime Deployment scored VPs equal to 50% of the points values of the enemy forces
The first side to deploy places one Formation anywhere on its half (including Bombardment Targets).
of the table, not less than half the visibility range from the centre. If either player scores this value or higher at the end of any turn, the
The second side to deploy now places one formation at least at game ends and the level of victory is assessed as shown below.
detection range from the deployed enemy formation. Deployment Following the example shown under Selecting Forces, the nominal
now alternates placing one formation at a time. Neither side may requirement is that Player A score 1000 points and Player B 1500
deploy forces closer to any enemy than the prevailing detection points, although any points B actually gains during the game are
range from each enemy vessel. multiplied by the Correction Factor of 1.5.
Night-time Deployment The Long Game
At night, forces are deployed on the player’s half of the table, In the Long Game, after reaching the conditions for a “Sudden
neither within 5,000 yards of the centreline across the table, nor in Death” end of the game, it continues, but both sides may now leave
enemy radar range of a deployed enemy (but see also effects of the table with no penalty. It may be that the player who would have
radar during deployment). “lost” under the conditions of “Sudden Death” is placed so that he
can launch a devastating attack on a valuable enemy formation
Detection Ranges which will tip the scales in his favour. Usually the nominal victor
Detection range is the greater of visibility or enemy radar range of a will be trying to get away before his opponent can inflict serious
deployed enemy. Visibility or Radar range never forces a player to losses on him, which could in fact “snatch defeat from the jaws of
be unable to deploy. If necessary, deployment is done on a player’s victory” so to speak.
baseline. When one side has completely left the table the game is over and
Effect of Radar on Deployment Victory Points are totalled and the level of victory is assessed. In
Radar will only be effective during deployment if the vessel the Long Game, any Crippled ships still afloat, any ships which are
carrying it has been deployed as a model and the crew have dead in the water, and any Commanders on board or in the water
successfully got the set to operate (see Radar). Bear in mind that are captured by the side still on the table at the end of the game. In
radar is ineffective against formations within 2,500 yards of land, order to claim these points, the player still on the table must have at
which negates their effect on deployment of a marker. It is also least one Division in play which has not been Demoralised.
blocked by land or by the base of a deployed ship. It is not blocked Variable Game End
by a Contact Marker. The radar range used is that of the best This optional rule has been developed with the kind permission of
functioning radar in a formation that has been deployed on the Martin Goddard of Peter Pig.
table. While this will reveal the presence of radar in certain
The game will end when a number on a pre-set “timer” is exceeded
formations, it also represents the ability to detect radar emanations
by a running count kept during the game. The counter is set at 50.
and the advantage of picket destroyers with radar to gain early
During each game turn, a running total of the lower of the initiative
warning of approaching forces.
dice scores rolled is kept. If this number exceeds the counter after
Effect of Spotter Aircraft on Deployment initiative has been rolled, then the game ends immediately. If the
In a similar way to radar, a player may choose to try to deploy a score matches the counter, then this is the last turn. If a tie is scored
ship with its spotter aircraft airborne. In this case, the ship must be on the initiative dice, then the effects already stipulated in the rules
deployed on table, then it must successfully launch the spotter take place, but the counter is increased by total of the two initiative
aircraft (see rules on Spotters). If this is successful, then the dice, and subsequent initiative re-rolls are ignored for the purpose
The opposing Divisions are deployed as if for a Fleet Encounter, each of which must have a value worth a multiple of 100 points.
except that they may not deploy within 12000 yards of the Exit The remaining points value is that used for the bombarding force.
Zone. The defender gets points equal to the original total, from which he
Special rules – Movement: must select his forces in the usual manner.
Opposing ships may not end their move in the Exit Zone. Deployment:
Special rules – Victory: After the terrain has been generated and set out and before visibility
is set, the DEFENDER deploys the target markers, which may be
The convoy of merchants starts the game in the Entry Zone and
land bases, ships, harbours, the bishop’s summer palace, whatever.
must leave the table via the Exit Zone. Each division of merchant
These are placed on the defender’s half of the table. Target markers
ships exited in this way will provide Victory Points equivalent to
may not be stacked up, but can be adjacent.
the division’s points value, as long as the formation is not reduced
to half strength. This is in addition to the normal VPs scored for At the start the defender may only deploy forces on the table equal
demoralising opposing divisions. The opposing force gets VPs in to (or if necessary less than) the points value of the bombarding
the usual way. forces. If a ship puts the Division over this threshold by but one
point, then it must be assigned to the reinforcements off table. To
4.8 – Breakthrough Attack give the bombarding player a fair chance, this rule should be
This is historically the most common event, and is usually a strictly adhered to.
mission in which one side has to penetrate a defending force. One Both sides deploy their divisions as if for a Fleet Encounter,
force is nominated to be that with the mission of breaking through however the defending player can deploy anywhere on the table, as
the enemy lines and attacking an unspecified target which is being long as his forces are in sight of at least one the target markers, and
protected by the navy. It may be a convoy, a port, etc. this does not not within 12,000 yards of the attacking player’s table edge.
matter. The Breakthrough force must cross the table along its long
axis and leave the table from the opposite corner, without losing too Defender
many ships. cannot VR is 30,000 yds
deploy Defender deploys
Points Values: VR 30"
here targets T1 to T4
Each side determines the points value of its forces. The forces do
not have to be equal. If the points values are unequal, then the
Correction Factor is applied to the VPs gained by the lower valued
force. T1 T2
Deployment: 6"
The breakthrough force nominates an entry and exit box and
deploys its forces like the Convoy in the previous Scenario, except 1
that at least half the force must enter through the entry box. The
opposing force sets out as described under the Convoy Scenario.
Special rules – Movement:
T3 T4
Opposing ships may not end their move in the Exit Zone.
Special rules – Victory:
The players score Victory Points as for the Fleet Encounter, except
that the player carrying out the Breakthrough attack gets victory
points for formations which exit the table through the Exit Box. Special rules – Reinforcements:
The defender’s reinforcements can be brought on under the rules
4.9 – Shore Bombardment for bringing on Off-Table forces, however ONLY ONE Division
Here the attacker defines any number and size of targets which he may be tested for arrival per turn. The defender may only start to
gambles that he can destroy. These can be represented on the table test for reinforcements on the turn AFTER the attacker has shot at
by models of shore installations, beached transports unloading, an ships or targets for the first time. These forces may enter across any
airfield, etc. For each target, he defines how big it is in terms of table edge except the bombarding player’s base line.
damage capacity. Thus there can be a number of smaller targets Special rules – Ammunition Type
spread around, or one large target. The attacker gains VPs for
destroying the target, which is taken to be when the attacker causes Ships with guns larger than 6.1” normally carry only one main type
enough damage to the target to equal half or more of its target of ammunition for their mission and this will normally be AP,
points. These target values are taken from the initial points value of therefore, for these guns, the attacker must specify which ships are
the attacking force, reducing the number of points he has available carrying out the bombardment as they will have to be equipped
for warships. However, they don’t need to actually fight anybody, with HE ammunition for this purpose. Guns of 6.1” and smaller
just sneak through the defender’s screen and put shots into an easy carry a mix of ammunition which allows them to change as
target. Also, if they are forced to fight, they should be concentrated, required.
whereas the defender will need to be spread thinly to cover all the Special rules – Bombardment:
approaches to the targets. The Bombarding player moves his ships into range of the targets,
Points Values: and shoots at them using the normal gunnery rules in use. He
If the points values are unequal, then the Correction Factor is applies the appropriate gunnery damage to target markers. If the
applied to the VPs gained by the lower valued force. total cumulative damage is at least half the target marker’s value,
then the marker is destroyed and the attacker gets the VPs for it.
Out of his overall points, the attacker defines a number of targets,
You may need to agree special rules for shooting at a hardened Rest assured the player will have enough to worry about without
target, requiring the use of AP shells. fiddling about with the odd mile here or there.
Special rules – Victory: The unusual aspect of these games for some players is the lack of
actual ship combat. You can, if you wish, develop your own rules
The bombarding player gains points equal to the full value of target
for “what if” actions by the supporting forces.
markers destroyed and also scores points for demoralising enemy
formations in accordance with the usual rules. The defending player Time Scale
gets VPs in the usual way. The system we have developed is intended to operate so that every
Special rules – Shore Batteries 4 Tactical (Game) Turns of 15 minutes on a game table equates to
one Operational turn of an hour at the higher command level. The
You may wish to make use of shore batteries when carrying out a
tables are assumed to be about an hour’s flying time apart. The
bombardment. Each shore battery will have a Commander
Operational Turn is used to carry out movement between tables,
determined in the usual way (using Ship ratings). Each
resulting from activity that took place in the preceding 4 Game
emplacement will have a Crew Quality value.
Turns. The Game commences with one Tactical Turn followed by
Each emplacement should have Hit Points and an armour the first Operational Turn. This is followed by four Game Turns,
equivalent in inches. To score any damage the guns must penetrate then another Operational Turn, and so on. During the Operational
the armour. HE shells will have reduced effect. When an Turn aircraft move between tables and new aircraft groups are
emplacement is reduced to half its hit points, it should roll for placed on the edge of the destination game table and will attempt to
Morale. If it fails it is silenced (the crew have run away), if it passes enter during each Game Turn, as will be explained later.
then it will fight on.
When half the emplacements have been silenced, the attacker gains
Forming Task Forces
the Victory Points for the whole battery, and it must roll a Morale Both sides have an order of battle in which the assets are assigned
Test. If this fails, the whole battery runs away. to their formations. Each of the task forces is made up of a number
The following guns are typical Shore battery guns to the end of of divisions, composed according to the Sea Wars formation
WW1. The data can be used to put together shore batteries as doctrine.
required. The battery cost is the total cost of all emplacements plus The first job to be done is to put together the requisite number of
the cost of the Commander. ships in each division. In this case the player must himself make a
judgement about how many air commanders he wants to buy at the
outset, bearing in mind that each combat formation requires a
Calibre Range R.. o. F. Weight Penetration Commander. Search formations do not require commanders.
10” 14,000 yds 1 490 lb D As a rule of thumb, the minimum requirement is 1 commander per
historical formation, plus an air group commander. This is usually a
9.2” 14,000 yds 2.5 380 lb D+ total of 5 for US ships and 4 for Japanese ships.
7.5” 14,000 yds 2.5 200 lb E Bear in mind that each flight will consist of a different number of
6” 12,000 yds 6 100 lb F+
aircraft, as indicated in the data tables. If the number aircraft is not
exactly divisible by the number of flights, than either pay for an
5.5” 18,000 yds 5 80 lb F extra flight but only add the correct number of aircraft, or drop the
4.7” 6,000 yds 5 30 lb F– excess aircraft.
When this has been completed, the two sides arrange their forces
4.10 – Carrier Air Strike for the game. The order of battle for each task force should be
recorded by the C in C on each side. The actions as they arise will
It is quite difficult to write a scenario system that completely
be set out on separate tables if you are using a big hall with a
replicates the difficulties inherent in Carrier warfare. Readers who
number of players. In such a case each table will then run at its own
are familiar with the Battles of Coral Sea and Midway will know
speed. If only two players are involved then they play out the
that it was often more a case of luck than judgement if the target
actions as they think fit.
was spotted, or, if spotted, that the attack struck home in a co-
ordinated fashion. We toyed with ideas of sending out numbers of Forming Search Groups
search planes and going into great detail of this initial encounter. Both sides launch their air search by forming up air groups from
Another idea was to use the old “Battleships” idea for searching. In their air assets, either land-based or from carriers. You have to bear
the end we have boiled it all down into a simpler system, which in mind that while you launch aircraft in groups they are actually
gives both players some uncertainty at the outset, but also the flying over a wider search arc.
chances to try to guess what you are going to go after on the basis Search Groups are formed like any other air group from carriers
of information received. and air bases, though they cannot initiate any combat and do not
The system which follows is intended to be used both for a large require a commander. You can also launch an armed search, in
scale game with many players and also for a game just being played which case you launch one or more flights of aircraft, with a
out quietly by two. The basic concept remains the same, except that Commander. Ratings are determined in the same fashion as when
in the large scale game the overall commander will order a player you launch an air strike. An armed search group can also make an
to “take these aircraft over there and sink what is on that table”. attack on an identified target using the weapons available.
We have made the conscious decision not to start worrying about Launching initial CAP
relative ranges between combatant task forces. Even if this appears
to be unrealistic, you need to bear in mind that the battle would not Players now also determine how many aircraft they will put into
happen at all if the forces were out of range. We have to assume CAP above carriers and air bases. Every individual CAP group
that the invisible crews have manoeuvred their fleets into the requires a Commander and is launched according to the air rules.
correct launch positions to get aircraft to their targets and back. Note that it is also possible to fly off a CAP patrol to go to another
friendly task force to provide air cover. If this is done at the start of
the game, you move the friendly CAP group to its destination at the individual Contact Markers during the Game Turns, or it can fly
same time as search groups are allocated. If you send them after the back to base as described above. An armed search must identify a
start of the game, then they are treated like any other air group Contact Marker before it can be attacked.
moving between tables as described below. Points Values:
The number of search and CAP groups that can be launched from a
Both sides select their forces from an agreed points value. These
carrier or base is limited by the deck or runway capacity.
will usually be equal, though they do not have to be. If the points
Having determined the number of air search groups available on values are unequal, then the Correction Factor is applied to the VPs
each side, the players reveal to their opponent the number of gained by the lower valued force.
potential task force contacts that are available. Each Task Force
will be deployed for action on a separate table. Deployment:
Moving between tables This game is played on two tables. You probably need two teams of
players on each side, one for the ships and the other for the aircraft.
Air Groups may leave the game table during movement in a Game It is recommended that the two tables are in different rooms if
Turn either after a search mission or an air strike. They may also be possible, so the air players are ignorant of activity “back at base”.
CAP groups moving to defend friendly task forces with no air
If non-carriers intercept carriers, this counts as a Fleet Encounter.
cover. All groups that are leaving tables are placed on the edge of
the table they are leaving as a Contact Marker. During the next Instead of setting up on one half of the table, the carrier group and
available Operational Turn the owning player may place them on escorts are set up in the centre of the Table. Attacking aircraft can
any edge of the destination table, which simulates the legitimate enter from any edge. Play should be along an oblong table, not
tactic of attacking from several directions at once. If entering a across it. The rest of the fleet is deployed around the carrier(s).
hostile table, air groups enter as contact markers. This abstract When ships and aircraft wish to enter they are introduced each turn
system takes account of the fact that we have deliberately not (optionally as Contact Markers) using the rules for bringing on Off-
stipulated distances between tables, and allows for a number of table units.
imponderables such as winds and weather. Victory
During each Game Turn, the new arrivals roll to enter the table as As for a Fleet Encounter.
Off-Table forces. This test is carried out when the Contact Marker
is activated in the normal course of the turn, and if successful the 4.11 – Repair Rules
air group can be moved according to the normal rules. The owning In games representing actions during which a period of inactivity
player may change the Contact Marker into a real air group in the occurred over one or more days, it is feasible for some repairs to be
normal fashion if he so wishes. If the roll is unsuccessful the effected.
Contact Marker remains on the table edge until it succeeds. Note
To represent this the following simple system is offered.
also that if the game ends and an air group has not returned to its
carrier or base it counts as lost. • Each formation rolls a Leadership Test for each ship. If the test
The following modifiers apply if you are rolling to enter a table: is passed, repair points are generated by rolling 1D10 per Crew
Quality, otherwise roll 1D6 per Crew Quality.
• If there are only friends present on the table: die score reduced
by –2 • Repair points can be spent on a 1 for 1 basis to reduce fire
levels, restore speed or hull damage and remove steering
• If there are only enemies on the table: die score increased by +2 damage. Steering Damage cannot be repaired if its level
• If there are forces from both sides present: dice score as rolled. exceeds Ship Size. Guns and lost Torpedo tubes cannot be
The above rule also applies to aircraft returning to home bases after repaired.
search or attack missions. Note also that the modifier applied is that 4.12 – Leaving the Table
appropriate to the start of the turn in which it is rolled, so even if
you enter a table only occupied by the enemy, all rolls on the first Until either side has amassed enough VP to claim victory, no
turn of testing will be at +2. Assuming the friends survive the turn, surface formation may leave the table unless permitted by the rules
the next rolls will be standard rolls. Contact markers exiting the of the Scenario or agreed by the players. If a formation leaves the
table are NOT counted towards friends and enemies, because they table for whatever reason before this point is reached, its Victory
are in fact not present. Point value is gained by the enemy. The Victory Point vale of a
formation is halved if it left the table by crossing its friendly base
The Operational Turn line edge.
Initiative is rolled in the usual manner (though this has no effect on Exception:
the Timer if you are using this). The winner decides if he will move
first or second, and may always move one Group last. The Squadrons of Aircraft which have expended their attacks may
activation of air group markers moving between tables then always leave the table at any time to return to base, and their
alternates between the players, who move individual air groups to departure alone does not cause them to be lost, though their own
their destination tables. Even if a player has placed a group on the losses or Demoralisation may do so.
table edge to exit the table, he does no have to move it to a new
table. He can choose to leave it where it is, though it would then
have to try to enter its own table in subsequent game turns. This
simulates an air group being recalled when it was on its way to a
target.
When an enemy air group succeeds in entering a table, then the
player on the destination table deploys Contact Markers, and
identifies these by type (i.e. Ships, Aircraft, or even Submarines) if
he has not yet done so. The air group may then try to identify
also allows ships covered by a smoke screen to shoot. Radar Fire Spotter Aircraft and Gunnery
Control can only be used to assist gunfire, not to resolve torpedo The benefit of the spotter aircraft is that it allows the ship shooting
attacks and operates as radar of one grade worse than its actual to shoot to a longer range than it may have been able to due to bad
value, so Grade 3 radar with a spotting range of 30,000 yards can visibility. It does not confer the ability to shoot further than the gun
be used as grade 2 radar for gunnery at up to 20,000 yards. Radar of can actually fire !
Grade 1 cannot be used as Gunnery Control radar.
5.5 – Deploying from Contact Markers
5.4 – Spotter Aircraft
The Commander’s vessel must be deployed on the Contact Marker,
Until late on in WW2, most cruisers and larger vessels carried scout then the remaining ships must be deployed in a recognised
aircraft for reconnaissance and gunnery spotting. When the carrier formation. If possible they should not be placed any closer to a
gained predominance later, most catapult aircraft were removed and deployed enemy than the commander’s vessel. This will mean that
the space given over to increased AA guns. For the purposes of the when deployed the formation will usually be heading towards or
game, given the scales involved, spotter aircraft double the parallel to the enemy.
prevailing visibility range from their owning ship.
There will be cases where the position of enemy units is such that
Launching and recovering Ships’ Planes deployment nearer to them is unavoidable, for instance if there are
Spotter aircraft can be launched in any direction, regardless of the two enemy units, one on either side of the deploying formation. If
location of the catapult or wind direction. In these rules, the number this happens, ascertain which formation is the closest to the Contact
of catapults is not recorded, just that the ship has spotter capacity. Marker, which is where the Commander’s vessel must be deployed.
A Crew Test must be carried out by the ship’s crew to determine Having done this, deploy the ships such as to maximise the distance
availability of the aircraft. If the test fails, the aircraft or catapult between them and the enemy closest to the leader. At the same
has malfunctioned badly and counts as unserviceable for the rest of time, if it is possible to deploy in a particular formation which
the game. If the test is successful, the aircraft is launched and a maximises the distance from other enemy formations as well, then
counter or aircraft model is placed beside the owning ship. This this must be used.
marks clearly which ships have double visibility range. Aircraft squadrons are deployed so that they are on the Aircraft
To recover launched spotters the “owning” ship cannot move while Contact Marker. They may not be deployed partially on and off the
the aircraft is hoisted aboard, and counts as being stationary. marker.
Aircraft which are recovered can be launched again next turn,
subject to a successful Crew Test for availability.
Enemy Aircraft and Spotter Planes
If enemy fighter aircraft are deployed on the table, then the spotter
plane is immediately treated as having withdrawn from the area and
its benefits are lost. If the enemy fighter aircraft leave the table then
the spotter can resume its function at the start of the following turn.
CM
CM
7 — MOVEMENT
7.1 – Movement, General rules • Abandoning damaged, slowed or crippled Ships: It may be
desirable to drop damaged vessels out of the formation if the
In the Movement Phase, the two sides activate their Formations
Commander wishes to keep up full speed. In such cases, the
alternately, starting with the side which was determined to move
formation moves at normal speed, and the damaged ships can
first in the initiative phase. The side which won initiative may
be left behind. The abandoned ships may move (if they can)
always move one Formation last. Ships move 500 yards per knot of
following their original formation’s course. As soon as they are
speed. The order of vessels in a Division may only be altered by
no longer in contact with the formation, they will count as
changing formation.
being Out of Command and will count towards the reduction to
Surface Contact Markers move up to 10,000 yards (unless half strength of the Division. They are also likely to Panic, and
launching aircraft, in which case they do not move at all), Air will move independently in subsequent turns.
Contact Markers up to 20,000 yards. They move in any direction.
Aircraft move at a rate of 1,000 yards per speed unit. Air combat
There is no movement penalty for these actions:
caused by interaction between moving air formations is resolved
when it occurs during movement.
All ships are moved before any aircraft move, and the side which Direction of movement
moved ships first must also move aircraft first. The player who won
initiative must consider the broader picture if he has both planes
and ships on the table. Every Formation must be activated during
1 2 3 4
the turn, even if it does not move.
Off Table Formations enter according to the rules described earlier. Sunk
Disengaging formations must retreat at full speed towards their
base line. Formations which are retreating are limited in their
actions.
1 3 4
7.2 – Effects of Panic on Movement
Ships which are subject to Panic must immediately move at their
current full speed directly away from the nearest visible deployed
enemy formation (though not from Contact Markers). If there is no
visible enemy, then they must move towards their own Base Line. 1 2 3 4
They may move through any other ship or Contact Marker, and do Slowed
not have to test to make the initial turn. If the move would cause
them to have to stack at the end of the move distance, they are
stopped short of the intervening ship or Contact Marker. They
cannot shoot or carry out any other activity. If at any time during
movement they are moved closer to another visible enemy 1 3 4 2
formation of any type, except a Contact Marker, then the crew Slowed
abandon ship and scuttle it. It is treated as a Cripple for game
purposes and marked accordingly.
7.5 – Interaction with other Formations
7.3 – Changing Formation
Deployed Formations and Contact Markers may never move
A change in formation can occur either before or after movement. through Contact Markers or deployed formations of the same type
Formation changes cannot be carried out if any part of a formation and vice versa, and may never end their movement stacked with a
is in an area of Bad Visibility. A formation change requires a Contact Marker or deployed formation of any type (even those
successful Leadership Test. The following actions count as a which have not yet moved). However, Air Formations can move
change in formation. through friendly air Contact Markers and Formations.
• Altering the actual layout of the Formation: The ships change
from one formation to another, which must be one of those 7.6 – Moving Commanders between Divisions
described earlier. The order of ships in the new formation may To allow the Commander to join the new ship, the carrying vessel
not be changed. This means that ships in line astern changing to must come alongside the destination ship, with both bases touching
line abreast must be in the same relative positions to each other. after the end of all movement. Both vessels may only move half
• Changing the order of the ships: As an alternative to changing speed that turn.
the actual formation, the position of any ships in the formation 7.7 – Picking up Commanders
may be changed.
Picking up Commanders from sunk or abandoned ships will cost
7.4 – Re-establishing Formations the formation half a move, as boats are lowered to pick up the
wounded command crew. If a Commander’s ship is sunk, the
The following manoeuvres can be carried out at no movement
command flag is moved to the new ship and may well have its
penalty.
ratings altered if the Command Crew was injured. The action is
• Closing Gaps: If there have been ships sunk, a Formation must made during the movement phase (of the following turn in the case
move to close up gaps, always moving towards the lead ship. of sunk ships).
This could cause some ships to appear to move further than
they could normally.
7.8 – Taking Command more difficult to get large vessels to make difficult manoeuvres.
The unit then moves forward in the usual manner. If the test fails
A Commander can attempt to take command of a vessel that is turns in excess of 45° (or 90°) cannot be made.
within his Command radius and is out of command, before
movement. This requires a successful Leadership Test. If a Formation of ships is made up of a number of groups each must
test separately for a tight turn. This could cause part of a formation
7.9 – Movement and Manoeuvre to go out of command.
When moving a Formation the bow of the lead ship in a Division 7.10 – Effects of Steering Damage
may not move more than the current maximum permitted speed of
the slowest ship in the formation (after allowing for formation If a ship has been marked with Steering Damage it must take a
changes). All ships in a formation face in the same direction. Crew Test before moving each turn. If a ship is hit in the Steering
Gear more than once it takes additional Steering Damage. If the
Formations my be made up of one or more groups of ships within Crew Test fails, then the rudder is jammed and 1D6 is rolled for the
the Command radius of their flagship. All of these groups move direction.
when the Formation is activated in a turn. each group moves and
manoeuvres independently, and all movement restrictions apply to • 1, 2 Steering Jammed forcing a turn to port
each group. They start their movement after any formation changes. • 3, 4 Steering Jammed ahead
The move track is a straight line, which does not have to be the
• 5, 6 Steering Jammed forcing a turn to starboard
width of the formation, but which may not cross any impassable
terrain or contravene the rules for Interaction with other Formations If it passes the test then its moves as normal as part of its Division,
during and after Movement. When a formation turns, the start point though turns are limited to 45°. It is possible for the effects to
of this line must be the front corner on the inside of the turn. After fluctuate from turn to turn as the crew try to rectify the problem.
movement, the formation must be deployed so that its same side is Ships with jammed steering turn 45° if required by the die roll, and
along the line. then must move ahead their own base length then stop. If this is
less than the equivalent of 10 knots then this has an effect on enemy
Movement requirements
gunnery. They may choose not to move at all, in which case they
Units are not required to move during the turn, however a ship that are treated as stationary targets. Individual ships with damaged
does not move forward at least a distance equivalent to 10 knots is steering may also have to be dropped by formations during
easier to hit. This limitation does not apply to aircraft. movement.
Manoeuvre Damage Control can be used to repair damaged steering and
Formations and ships may make a turn of up to 45° at the start of removes damaged steering markers until it is repaired.
their movement, unless they are Size 1 ships or any aircraft, both of 7.11 – Making Smokescreens
which can turn up to 90°. Flotillas with a Size 2 leader can also turn
90°. Following a turn the lead ship of the division is moved the Ships may make smoke while moving, in which case smoke
desired distance and the subsequent vessels follow the track of the markers are laid alongside the formation. The smokescreen itself is
lead ship round the turn. The original Sea Wars system of having the length of the Division after movement and placed beside the
all formations in a straight line no longer applies. models. Aircraft cannot make smoke.
Tight Turns
These are permitted to all ships and formations. A tight turn is a
manoeuvre of over 45° (90° in the case of Size 1 and aircraft) and
up to 180°. To make such a turn requires a successful Leadership
test, adding the size of the largest ship in the formation or the
basic Hit Points of the aircraft type to the die score. If this is
successful a turn of up to 180° can be made. As you can see it is
This move is not The flotilla may move through the two
permitted, because the divisions because the track does not cross the
track from the INSIDE of base, however if the arrowhead marks its full
the turn crosses land move, then it cannot move there because it
would be forced to stack with the other division
7.12 – Going Aground • If he passes, both Ships suffer a Glancing Blow which causes
damage using the Torpedo Damage chart and an SV equal to
Areas of shallow water are be defined before the game, and there is
the opposing ship’s Size.
a risk that vessels will ground as shown in the table below.
• If he fails it was a good solid hit and Collision damage is
Grade (depth) Ship Size Safe Ship Size Grounding assessed. Proceed as above then further damage is inflicted on
the ship struck using an SV equal to its size plus 1 per 5 knots
1 — 1–5 of current maximum speed.
2 1 2–5
7.14 – Damage Control
3 1–2 3–5 Ships come equipped with Damage Control parties. They do not
4 1–3 4 and 5 have to be in command to carry out damage control. Fire is the
greatest danger, and the most vital damage control activity is its
5 1–4 5
prevention. Burning ships are marked accordingly.
An individual ship can try to engage in Damage Control activities
If the ship is at risk according to the table, make a Crew Skill Test. during the Movement Phase. This will use up half the movement
If this fails make a Torpedo damage roll on the appropriate Effects allowance of the Division (unless the ship is dropped from the
Chart using an SV of 1 per 5 knots of current maximum speed or formation).
part thereof, PLUS the Size of the ship. After grounding the ship’s A Crew Test is required on the ship concerned. If it passes the test
speed becomes 0 (i.e. Size 4 at 23 knots = 4 + 5 = SV of 9). Until it gets Damage Control points equal to the dice score rolled. These
an attempt is made to re-float it, the ship will count as a Stationary can be used for the following on a 1 for 1 basis:
Target. An unfortunate roll on the Effects Chart could rip the
bottom out of a ship. • Repair Hit Points
The crew may make one attempt to get the ship off by making one • Restore 1 unit of speed
Crew Test. If they fail, then the ship cannot move and is treated as a • Reduce the receiving ship’s fire level by 1
Stationary Target for the rest of the game. If they succeed the ship
may move ½ move backwards, and the following turn after it can • Repair Steering reducing damage level by 1. Steering damage
move normally (damage permitting). cannot be repaired if its level exceeds Ship Size.
A Division can combine all its Damage Control rolls and then
7.13 – Ramming ONLY apply them to FIGHT FIRES on any ships in the Division.
Deliberate ramming is not a viable tactic in the period covered by This represents assistance from other ships, perhaps manoeuvring
these rules, but could happen if the moving vessel has suffered to cut off wind fanning flames, etc. Each vessel must pass a Crew
from jammed steering. The following effects represent the desire to Test, based on its Crew rating. When combining the effects, roll all
avoid hitting the other vessel, i.e. avoid a collision the Damage Control rolls for the division, taking care to use the
The moving ship is stopped adjacent to the target at the point where correct Crew Quality for the ships, total the number available, then
the edges of the bases first come into contact. To resolve the ram apply them to any ships in the division to fight fires.
the attacker takes a crew test. This uses up half of the movement allowance of the Division,
• If he passes he misses the target ship. though in this case the Division does not move at all. It does NOT
count as being a Stationary Target, and may conduct one other
• If he fails, he has hit the target. activity that would use up half the movement allowance, such as a
If he hits the target, the defender takes a crew test. formation change, transfer of an Admiral.
8 — SHIP COMBAT
8.1 – The Basics segments.
Attacks are carried out by Formations, alternately, starting with the If the borders of the firing and target arcs line up so that they match
player who won initiative. All shooting within a division is carried exactly, the decision about which arc is used is always decided by
out sequentially ship by ship and damage effects are applied the firing player, however a decision made for guns must also be
immediately. Remember that Contact Markers cannot undertake applied to torpedoes. The attacker may have a choice to make
any combat action, nor can they be shot at. taking into account the effect of the target aspect on his “To Hit”
factor.
Arcs of Fire If two ship bases are actually touching (such as after ramming) and
Arcs of fire apply in two ways in the revised game. When shooting they wish to exchange gunfire then the arc of fire is determined by
from a vessel, there are normally no restrictions in the arcs of fire, the relative positions of the models. If either wishes to fire at any
i.e. they cover 360°. The effective number of guns is based on the other target, then the normal rules apply.
coverage of each mount around the ship.
Spotter Planes and Gunnery
When shooting at a vessel, it is necessary to define whether the
shells are approaching the target along its length, i.e. “Crossing the Spotter planes enable ships to fire up to twice the current visibility
T”, in which case there are modifiers that apply. To test whether range. Spotter planes cannot be used at night.
incoming shots hit the front or side or rear are usually determined at
the bow corners of the model bases by a 45° line to the left and
right of the ship’s course, which effectively defines four 90°
8.9 – Gun Damage no Crew Tests. This counts as a devastating hit, which either
blows up the cargo, or causes such damage that the ship sinks.
For each attack being resolved roll on the Consolidated Damage
Table below to determine the effect. The table of modifiers takes • All naval vessels have poor protection before 1915, and later on
into account the type of attack (AP or HE) and target (Armour or military conversions based on a civilian hulls (armed merchant
not). For each attack roll 1D10 and apply damage as shown to the cruisers, escort carriers, etc.) also count as having poor flash
target Hit Points (and speed where appropriate). protection. These ships ignore the test and go straight to the
effect roll.
Tactical Modifiers to Gun Damage Effect roll The following ships get a Crew Test to see if the crew have
Target moving less than 10 knots +1 maintained safe operation. If they succeed in passing the Crew Test
then there is no effect.
Stationary Target +2
• GERMAN ships have Good Protection fitted from 1915
Quickfirers -2 (actually after Dogger Bank).
Class 1 ship target (not if using Quickfirers)
Attacking Ship out of Command • BRITISH ships have it fitted from 1917 (following Jutland).
Attacking Ship on Fire • All other navies have it fitted from 1919.
Target ship already shot at by another ship with guns this turn
Which magazine is hit depends on the roll of 1D6 on the table on
AP Attack not penetrating armour -4 the next page. If the magazine is not on the vessel, move down the
HE or Quickfirer Attack vs. any armoured (excl. DV ‘H’) table until you get a valid result. Otherwise, apply the result shown.
Target or Attacking ship is under a smokescreen or line of sight -1D6 It is traditional for the loud cry of “BOOM !” to alert other players
crosses a smokescreen (per smokescreen) unless using radar to the explosive demise of the target.
9 — AIRCRAFT
9.1 – Air Operations values change as time progresses and tactics changed. The player
purchases Flights of aircraft with pre-calculated game values and
Squadrons are formed of Flights of identical types of aircraft. Air Hit Points determined by aircraft size, role and tactical doctrine.
Commanders are generated in the usual fashion at the start and
allocated to carriers or Air Bases. They can lead any air formation. In game terms, the size of the squadron in its component flights
For the purposes of these rules Heavy Bombers are ignored, unless determines how durable it is when trying to get through to its target.
they are being used as maritime patrol aircraft with special attacks. If a player creates a squadron with 4 flights it will have good
durability but will still only make one attack. If he wants to try to
Tactical doctrine for flight sizes make an attack with more “strikes” against the enemy, he will have
The tactical doctrine for various countries has been taken into to put up more squadrons with fewer flights and hence lower
account in the Aircraft game data. You may find that costs and durability.
Fighter Bomber Fighters equipped for a secondary role as light Great Britain All 3
attack aircraft Fighters from 1941 2
Torpedo bomber Low level attack dropping torpedoes Italy All 3
Any Squadron sent aloft requires a Commander and crew generated base size. This means that an Air base that can handle Size 5
at the time of take-off, and must take off made up of full strength aircraft must have Air Handling of 5 and will have 250 hit points.
flights. Air bases may also be the objective of a bombardment mission, so
A Base with handling capacity of 2 and 12 aircraft made up when a box is destroyed by bombardment, the Handling capacity of
of 4 Flights with 3 HP each could launch a Squadron made the air base will be reduced. Air Bases should have AA (Barrage
up of 2 Flights of 3 (i.e. 6 HP) and retain 2 Flights for later weapon) defences, which will be similar to the values of a large
use. Aircraft Carrier.
In use the following factors are combined from all the Flights to Carrier and Air Base Damage
give the squadron game values: These suffer damage in the usual manner when hit with shells and
• Points Value (plus 125 for the CO). bombs. They can catch fire and can lose Air Handling from Special
• Hit Points. Damage. Air Bases are treated in the same way as Carriers in the
Damage and Special Damage Effects tables. Aircraft are lost first
The following are NOT combined. from those being readied on the runway before any in hangars.
• Firepower Factors*. Effects of Fire
• Torpedo and/or Rocket Salvos on a Flight*. Carriers and Air bases that are on Fire cannot launch, recover, or
• Bomb and/or Guided Weapon Salvos on a Flight*. ready aircraft as long as the fires are burning.
* These values are used as the attack value of an entire squadron. 9.4 – Air Handling Activities
Remember that the larger the squadron is, the better chance it has of
survival to deliver its attack. Carriers and Air bases have hangars and dispersal areas based on
their true capacity. This allows them to store a finite number of
Aircraft attack ordnance aircraft (in the game in an abstract way by recording the number
All Flights in a squadron carry an identical load of bombs, and type of each on the record sheet). As aircraft are readied and
torpedoes, etc. A squadron will make the number of attacks that is launched they are taken from the “hangar” and when they land they
appropriate for ONE flight of the aircraft type that makes up the are returned there. At the start of the game, aircraft are treated as
squadron. The details of attack load-out for the different aircraft can armed and fuelled and they will eventually need to return to their
be found in the aircraft data in the Game Data Book and in the bases to re-arm.
Preparation Guidelines. Allocating Air handling Capacity
9.2 – Air operations at night At the start of a ship’s (air base’s) activation each turn, Air
Air operations are not permitted at night or in areas of bad Handling Capacity is allocated to:
visibility. Aircraft can be launched and recovered during the three • Fuel and Re-arm
turns of twilight, but if any squadrons are still airborne after the end
• Launch
of the last twilight turn, they lose half their remaining Hit Points
each turn until they reach their carrier, base, or parent ship. • Recover. Recover is applied automatically to any Air handling
capacity that is not used.
9.3 – Aircraft Carriers and Air Bases This allocation cannot be changed during the turn.
Aircraft Carriers Readying Aircraft
Aircraft Carriers cannot carry out any air operations in Bad Readying aircraft takes place during the Movement Phase when the
Weather, if the Carrier is crippled or until all fires are extinguished. ship or air base is activated.
Carriers are equipped with Hangar spaces and a Flight Deck. For
game purposes this is treated as Air Handling Capacity, which is • Flights are readied, one per Fuel and re-arm capacity allocated
defined as follows: this turn.
• Modern Carriers with a through Flight Deck (1930 onwards) • There must be a squadron commander available.
have a capacity of 1 per size, plus 1. • The flight must be at full strength in Hit Points.
• Early carriers with a through Flight Deck (1919 to 1929) have a • The Base or Carrier must pass a Crew Test. If this is successful
capacity of 1 per size. generate the Squadron Commander and Crew values. The
• Early WW1 experimental carriers with no through Flight Deck Squadron Commander must taken from the available Command
(1907 to 1918) have a capacity of 1. pool on the ship. These values are generated each time a
squadron is readied for take-off and reflect effects of fatigue or
• Hybrid Carriers, such as converted Battleships like the Ise and readiness.
Hyuga of the Second World War, Seaplane Carriers and Scout
All aircraft flights in Refuel and Re-arm are readied if the Crew
cruisers (such as Japanese Tone Class) have a capacity of 1.
Test is successful. They could be launched next turn using Air
• The initial Air Handling Capacity also defines the maximum Handling capacity allocated to that purpose.
size of aircraft that the carrier can handle, with a Maximum size Carrier Shokaku is readying an air strike. It allocates 4
value of 3. Smaller and earlier carriers will be limited by the AHC to ready out of a total of 5. It readies 12 Vals (2HP
Air Handling Capacity. each) (4 flights). the Crew Test is successful, and a
Air Bases commander is available. Crew and Command values are
Air Bases should be given a number of Hit Points, usually at least generated. Next turn 4 AHC are allocated to Launch, and
50. Air Bases will have a number of runway boxes depending on the 12 Vals take off. One box was spare each turn and
the size of the base, each of which is treated as Air Handling could have been used to recover incoming squadrons.
Capacity. These are allocated on the basis of 1 per 25 points of air Alternatively, Shokaku could have allocated 2 to Ready and
2 to Launch. This would mean that the 2 readied flights
(Un)Friendly Fire
2
If friendly aircraft are in contact with an enemy squadron that gets 5
shot at by AA fire, they are equally subject to an attack, even if
they are out of range. This attack is rolled separately with an 1
identical value to the factors assigned to the attack on the enemy 4
unit.
9.7 – Combat between Aircraft (Dogfights) Two rolls
Short One roll
Standard Out
OutofofRange
Range
An Squadron that is in contact with one or more enemy squadrons 3" 6" 9"
Although the bow of target 3 is beyond short range, part of
may attempt to attack one or more of these regardless of direction.
the basethe
Although in bow
within
of that range
Target so the attack
3 is beyond is treated
3" range, as
part of the
The choice of which target is being attacked and by how many
beingisat
base shortthat
within range.
range, so the attack die will be rolled twice
factors is made by the attacker. The Firepower Factor is applied
similarly to AA Fire above, except that it is not required to attack
all those in contact. Note that air combat is not possible if either of Resolving Air Attacks
the aircraft stands is on Clouds (even if only partially).
A squadron makes its selected attacks, after which its ordnance
Break-through Attacks record is updated. It can use as many attack types as desired in an
If an attacking FIGHTER (not Fighter-Bomber) Squadron attack, up to a limit of the number carried. For each attack type
eliminates a target that was in contact with its FRONT edge, the made, cross out one salvo on the Squadron Record sheet and roll
victorious squadron may immediately move up to 2,500 yards once “To Hit” using the Air Attack table. For each successful
straight ahead in a “Break-through” move. If it contacts another attack roll once on the Consolidated Damage table.
enemy squadron, it is stopped and may immediately attack this new Combined Attacks
target, using the Air Combat rules.
The various forms of attack have different priorities and if a
If the Squadron “Breaking-through” was in contact with one or
squadron has multiple attack types it can make use of all of these in
more other enemy squadrons (to its sides or rear), these can no
one turn if the player wishes, in accordance with the attack
longer attack it this turn, but may be able to move and pin it next
priorities.
turn. Note that conducting a Break-through permits escape from
other enemy squadrons and does not count as a Disengagement,
which would have given them a free attack. Note that a Break-
through attack only occurs during the Combat Phase, never as a
reaction to Disengagement during the Movement Phase.
Fighter Bombers select and attack any one target within the covered
area. They may also if necessary engage in one round of dog-
fighting (using the standard rules) at the same time as they make
their ordnance attack. They may also choose to act as a fighter, and
engage solely in a dogfight, though in such a case they will be
penalised when shot at if they are still carrying their payload. In the
figure any one of targets 1 to 5 can be attacked.
Rocket Attacks
These are usually carried out by Fighters, Fighter Bombers or Light
Bombers, though they may also be carried out by Medium, Torpedo
and Dive Bombers as well. Consult historical records for actual
details.
The squadron attacks the NEAREST TWO targets (enemy or
friendly) in the covered area. The effect is determined separately
for each target. In the figure, targets 1 and 2 are attacked. The effect
is always treated as an HE attack.
Dive Bombers
The squadron must attack the NEAREST target in the covered area.
• “Jutland, the German Perspective”, V. E. Tarrant, Arms and For General Naval History and Warship Development:
Armour Press, 1995 • “Engage the Enemy More Closely”, Corelli Barnett, Hodder
• “Jutland, an Analysis of the Fighting”, John Campbell, Conway and Stoughton 1991.
Classics, 1986, 1998. • “War beneath the Sea”, Peter Padfield, John Murray, 1995.
• “The Battle of Leyte Gulf”, Thomas J. Cutler, Harper Collins, • “Warrior to Dreadnought”, D. K. Brown, Chatham Publishing,
1994. 1997.
For the details of Carrier Actions and Air Combat: • “The Grand Fleet”, D. K. Brown, Chatham Publishing, 1999.
• “The Big E - The story of the U.S.S. Enterprise”, Commander • “Nelson to Vanguard”, D. K. Brown, Chatham Publishing,
Edward P. Stafford U.S.N., Random House, 1962. 2000.
• “Carrier Operations in World War II”, David Brown, Ian Allan
1974. (This is out of print and was a series of at least two,
probably three volumes.)
• “The Battle of Midway”, Peter C. Smith, Spellmount, 1976,
1996.
For Ship Details:
• “All the World’s Fighting Ships”, volumes 1860-1905, 1906-
1921, and 1922 - 1946, Conway Maritime Press. The most
reliable source and probably essential for Naval Wargamers:
• “Battleships and Battlecruisers 1905-1970”, Siegfried Breyer,
Macdonald and Janes. (Now out of print but available in
libraries. The book was originally published in German and
gives the best technical analysis of these types of ships. An
English translation was also published.)
• “Battleship, Cruiser, Destroyer”, Haines and Coward,
Promotional Reprint Company. (These were originally
published separately by Ian Allan and cover actions by these
three types of ship. There are excellent first hand accounts
throughout, as well as very good photographs.)
For Naval Weapons:
• “Warship Losses of WW2”, David Brown, Arms and Armour
Press 1996.
• “Naval Weapons of World War 2”, John Campbell, Conway
Maritime Press 1985. This is an excellent source of information
for any naval weapon of World war 2, regrettably out of print.
For Historical examination of Naval Actions:
• “Battleships in Action” (2 vols.), H W Wilson, Conway
Maritime Press 1995 (reprint). (While expensive, these two
volumes by written by an expert in naval activities for the
period up to end of World War 1, responsible for many of the
changes to the Navy at the turn of the Century and after. This
excellent work, written just after most of the actions described
took place, should be on any naval wargamer’s bookshelves.)
• “Sea Battles in Close-Up - World War 2”, Eric Grove, First
published by Ian Allan in the 1970s, and re-published by them
in 1993 (Volume 2) and 1995 (Volume 1). (Both deal with
World War 2 and are available at HMS Belfast book shop.)
• “Salvo”, Bernard Edwards, Arms and Armour Press, 1995. (A
selection of actions from 1894 to 1944 and the inspiration for
these rules !)
CA CA
KING YUAN 1887 PV: 63 ALGERIE 1934 PV: 242
HP: 19 Spd: 16 DV: C Sz: 2 HP: 31 Spd: 31 DV: E+ Sz: 3
8.2"/35 Pen: D- 10000 yds SV: 1 Spotter Aircraft
5.9"/35 Pen: E- 8000 yds SV: 1 8"/50 Pen: E- 33000 yds SV: 8
AA/QF: 8000 yds SV: 0 AA/QF: 16000 yds SV: 7
PING YUEN 1888 PV: 37 21.6" AtkTn: 1/Torps: 3/ 2 Salvos 11000 yds SV: 7
HP: 16 Spd: 11 DV: D+ Sz: 2 (Vichy 1941) No aircraft from 1941
10.2"/** Pen: C 8000 yds SV: 1 COLBERT 1930 PV: 204
5.9"/35 Pen: E- 8000 yds SV: 1 HP: 26 Spd: 31 DV: F- Sz: 2
AA/QF: 8000 yds SV: 0 Spotter Aircraft
8"/50 Pen: E- 32800 yds SV: 8
TB
AA/QF: 16000 yds SV: 6
FU LUNG 1885 PV: 6 (Vichy 1941)
HP: 1 Spd: 24 DV: H Sz: 1 DUQUESNE 1928 PV: 236
AA/QF: 8000 yds SV: 1 HP: 26 Spd: 34 DV: G+ Sz: 3
14" AtkTn: 2/Torps: 1/ 2 Salvos 2000 yds SV: 4 Spotter Aircraft
TSO I 1887 PV: 7 8"/50 Pen: E- 32800 yds SV: 8
HP: 1 Spd: 24 DV: H Sz: 1 AA/QF: 16000 yds SV: 5
AA/QF: 8000 yds SV: 2 21.6" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 7
14" AtkTn: 2/Torps: 1/ 3 Salvos 2000 yds SV: 4 (FNFL 1943) AA/QF 6
TGB SUFFREN 1930 PV: 211
KUANG YI 1890 PV: 13 HP: 26 Spd: 31 DV: F- Sz: 2
HP: 3 Spd: 17 DV: G Sz: 1 Spotter Aircraft
AA/QF: 8000 yds SV: 4 8"/50 Pen: E- 32800 yds SV: 8
AA/QF: 16000 yds SV: 5
FRANCE 21.6" AtkTn: 2/Torps: 3/ 4 Salvos 11000 yds SV: 7
AA/QF 6 from 1942. (FNFL 1943)
BB
BRETAGNE 1939 PV: 291 CL
HP: 60 Spd: 20 DV: B- Sz: 4 DUGUAY-TROUIN 1935 PV: 161
13.4"/45 Pen: B- 29100 yds SV: 13 HP: 18 Spd: 33 DV: G+ Sz: 2
AA/QF: 16000 yds SV: 8 Spotter Aircraft
Lorraine (FNFL 1941). Bretagne, Provence (Vichy 1940) 6.1"/55 Pen: F 28500 yds SV: 5
COURBET 1939 PV: 309 AA/QF: 16000 yds SV: 3
HP: 61 Spd: 22 DV: B- Sz: 4 21.6" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 7
12"/45 Pen: C- 28000 yds SV: 10 Duguay-Trouin (FNFL 1943 - AA/QF 5). Lamotte-Piquet, Primauget
AA/QF: 16000 yds SV: 8 (Vichy 1941 - AA/QF 4 in 1942)
RICHELIEU 1940 PV: 826 EMILE BERTIN 1934 PV: 147
HP: 110 Spd: 32 DV: A- Sz: 4 HP: 16 Spd: 34 DV: G+ Sz: 2
Spotter Aircraft Spotter Aircraft
15"/45 Pen: B- 45600 yds SV: 15 6"/50 Pen: F 29000 yds SV: 6
6"/55 Pen: F 29000 yds SV: 5 AA/QF: 16000 yds SV: 5
AA/QF: 16000 yds SV: 7 21.6" AtkTn: 1/Torps: 3/ 4 Salvos 11000 yds SV: 7
(Vichy 1940). (FNFL 1944 - AA/QF 11) (Vichy 1941). (FNFL 1943 - AA/QF 6, Torpedoes and Aircraft removed)
JEANNE D'ARC 1939 PV: 110
BC
HP: 17 Spd: 25 DV: G+ Sz: 2
DUNKERQUE 1939 PV: 572 Spotter Aircraft
HP: 79 Spd: 30 DV: B- Sz: 4 6.1"/55 Pen: F 28500 yds SV: 5
Spotter Aircraft AA/QF: 16000 yds SV: 4
13"/52 Pen: D+ 45600 yds SV: 14 (FNFL 1943 - AA/QF 5, Aircraft and Torpedoes removed)
AA/QF: 16000 yds SV: 9 LA GALISSONNIERE 1935 PV: 182
(Vichy 1940) HP: 23 Spd: 31 DV: E- Sz: 2
CV Spotter Aircraft
BEARN 1939 PV: 318 6"/50 Pen: F 29000 yds SV: 6
HP: 51 Spd: 22 DV: E- Sz: 4 AA/QF: 16000 yds SV: 6
Air Handling: 4 - Aircraft: 40 21.6" AtkTn: 1/Torps: 2/ 4 Salvos 11000 yds SV: 7
6.1"/55 Pen: F 28500 yds SV: 2 Gloire, Montcalm, Georges Leygues (FNFL 1943 - AA/QF 7, no aircraft).
AA/QF: 16000 yds SV: 5 La Galissonniere, Jean de Vienne, Gloire, Georges Leygues (Vichy 1941)
(FNFL 1943) PLUTON 1939 PV: 74
HP: 10 Spd: 30 DV: H Sz: 2
CVS 5.5"/45 Pen: F 18200 yds SV: 4
COMMANDANTE TESTE 1932 PV: 164 AA/QF: 16000 yds SV: 4
HP: 24 Spd: 21 DV: F Sz: 2 DD
Air Handling: 1 - Aircraft: 26
AA/QF: 16000 yds SV: 7 AIGLE 1931 PV: 58
(Vichy 1940) HP: 6 Spd: 36 DV: H Sz: 1
5.5"/40 Pen: F 18200 yds SV: 4
AA/QF: 16000 yds SV: 2
21.6" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 7
Aigle, Gerfaut, Albatros, Vautour (Vichy 1941, 1942 AA/QF 3)
O 1941 PV: 40 CA
HP: 4 Spd: 37 DV: H Sz: 1
AVEROF 1911 PV: 158
AA/QF: 16000 yds SV: 4
HP: 30 Spd: 23 DV: D Sz: 2
21" AtkTn: 1/Torps: 4/ 1 Salvo 13000 yds SV: 7
9.2"/45 Pen: D+ 14000 yds SV: 5
O, P 1941 PV: 40
7.5"/50 Pen: E+ 14000 yds SV: 4
HP: 4 Spd: 37 DV: H Sz: 1
AA/QF: 12000 yds SV: 6
AA/QF: 16000 yds SV: 4
21" AtkTn: 1/Torps: 4/ 1 Salvo 13000 yds SV: 7 DD
S (Admiralty) 1939 PV: 30 AETOS 1911 PV: 18
HP: 3 Spd: 36 DV: H Sz: 1 HP: 2 Spd: 32 DV: H Sz: 1
AA/QF: 16000 yds SV: 4 AA/QF: 12000 yds SV: 3
21" AtkTn: 2/Torps: 2/ 2 Salvos 8000 yds SV: 5 21" AtkTn: 2/Torps: 1/ 4 Salvos 8000 yds SV: 5
Torpedo Tubes removed in 1940.
S, T, U, V, W 1942 PV: 43
ITALY
HP: 4 Spd: 37 DV: H Sz: 1 B
AA/QF: 16000 yds SV: 4
AMMIRAGLIO DI SAINT BON 1901 PV: 137
21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
HP: 34 Spd: 18 DV: C Sz: 3
AA/QF 5 from 1944.
10"/40 Pen: D 16000 yds SV: 5
SCOTT 1939 PV: 47
6"/40 Pen: F+ 10000 yds SV: 2
HP: 5 Spd: 37 DV: H Sz: 1
AA/QF: 8000 yds SV: 6
AA/QF: 16000 yds SV: 5
REGINA ELENA 1907 PV: 177
21" AtkTn: 2/Torps: 3/ 2 Salvos 8000 yds SV: 5
HP: 38 Spd: 21 DV: C- Sz: 3
Guns reduced by half in 1941.
12"/40 Pen: C+ 16000 yds SV: 4
TALISMAN 1915 PV: 26
8"/45 Pen: E+ 16000 yds SV: 4
HP: 3 Spd: 32 DV: H Sz: 1
AA/QF: 8000 yds SV: 6
AA/QF: 12000 yds SV: 4
REGINA MARGHERITA 1904 PV: 164
21" AtkTn: 2/Torps: 2/ 2 Salvos 8000 yds SV: 5
HP: 36 Spd: 20 DV: D- Sz: 3
TRIBAL 1937 PV: 42
12"/40 Pen: C+ 16000 yds SV: 5
HP: 4 Spd: 36 DV: H Sz: 1
8"/45 Pen: E+ 16000 yds SV: 2
AA/QF: 16000 yds SV: 6
6"/40 Pen: F+ 10000 yds SV: 3
21" AtkTn: 1/Torps: 4/ 1 Salvo 13000 yds SV: 7
AA/QF: 8000 yds SV: 7
V, W 1939 PV: 29
HP: 3 Spd: 34 DV: H Sz: 1 BB
AA/QF: 16000 yds SV: 4 CAVOUR 1914 PV: 303
21" AtkTn: 2/Torps: 3/ 2 Salvos 8000 yds SV: 5 HP: 61 Spd: 22 DV: C+ Sz: 4
Some have AA/QF 3 and no tubes. 12"/46 Pen: C+ 26000 yds SV: 9
DDC AA/QF: 12000 yds SV: 9
CAVOUR 1937 PV: 408
FLOWER 1941 PV: 13
HP: 63 Spd: 28 DV: C+ Sz: 4
HP: 3 Spd: 17 DV: H Sz: 1
12.6"/44 Pen: C+ 31300 yds SV: 13
AA/QF: 16000 yds SV: 2
AA/QF: 16000 yds SV: 9
DDE DANTE ALIGHIERI 1913 PV: 264
C, D 1943 PV: 30 HP: 52 Spd: 22 DV: C- Sz: 3
HP: 3 Spd: 36 DV: H Sz: 1 12"/46 Pen: C+ 26000 yds SV: 9
AA/QF: 16000 yds SV: 3 AA/QF: 12000 yds SV: 10
21" AtkTn: 2/Torps: 2/ 2 Salvos 13000 yds SV: 7 DORIA 1916 PV: 287
HUNT II 1941 PV: 23 HP: 60 Spd: 21 DV: C+ Sz: 4
HP: 3 Spd: 27 DV: H Sz: 1 12"/46 Pen: C+ 26000 yds SV: 9
AA/QF: 16000 yds SV: 4 6"/45 Pen: F+ 16000 yds SV: 3
W 1943 PV: 34 AA/QF: 12000 yds SV: 6
HP: 4 Spd: 34 DV: H Sz: 1 DORIA 1937 PV: 389
AA/QF: 16000 yds SV: 4 HP: 64 Spd: 26 DV: C+ Sz: 4
W (Modified) 1943 PV: 32 12.6"/44 Pen: C+ 31300 yds SV: 13
HP: 4 Spd: 34 DV: H Sz: 1 AA/QF: 16000 yds SV: 10
AA/QF: 16000 yds SV: 3 LITTORIO 1940 PV: 731
HP: 102 Spd: 30 DV: B+ Sz: 5
M/S Spotter Aircraft
ALGERINE 1942 PV: 15 15"/50 Pen: B- 46200 yds SV: 14
HP: 3 Spd: 17 DV: H Sz: 1 6"/55 Pen: F 28200 yds SV: 5
AA/QF: 16000 yds SV: 3 AA/QF: 16000 yds SV: 9
HALCYON 1933 PV: 10
HP: 2 Spd: 17 DV: H Sz: 1 C
AA/QF: 16000 yds SV: 2 CAMPANIA 1917 PV: 27
HP: 6 Spd: 16 DV: G Sz: 2
GREECE 6"/40 Pen: F+ 10000 yds SV: 4
B AA/QF: 12000 yds SV: 3
LIBIA 1913 PV: 67
SPETSAI 1889 PV: 50
HP: 12 Spd: 23 DV: F Sz: 2
HP: 13 Spd: 17 DV: F- Sz: 2
6"/50 Pen: F 16000 yds SV: 2
10.8"/34 Pen: D 10000 yds SV: 2
AA/QF: 12000 yds SV: 7
5.9"/36 Pen: F+ 6000 yds SV: 1
AA/QF: 8000 yds SV: 4
GB CL
GROZYASHCHI 1891 PV: 31 ALFONSO 1925 PV: 157
HP: 9 Spd: 14 DV: F+ Sz: 2 HP: 20 Spd: 33 DV: F+ Sz: 2
9"/35 Pen: C 10000 yds SV: 2 5.9"/50 Pen: F+ 20000 yds SV: 6
6"/35 Pen: F+ 8000 yds SV: 2 AA/QF: 16000 yds SV: 4
AA/QF: 8000 yds SV: 3 21" AtkTn: 2/Torps: 3/ 4 Salvos 9000 yds SV: 6
KORIETZ 1887 PV: 14 Almirante Cervera (Nationalist). Miguel de Cervantes, Principe Alfonso
HP: 3 Spd: 13 DV: H Sz: 2 (Republican)
8"/35 Pen: E- 12000 yds SV: 1 MENDEZ NUNEZ 1924 PV: 100
6"/35 Pen: F+ 8000 yds SV: 2 HP: 14 Spd: 29 DV: F Sz: 2
AA/QF: 8000 yds SV: 4 6"/45 Pen: F+ 22300 yds SV: 4
Y AA/QF: 16000 yds SV: 2
21" AtkTn: 2/Torps: 3/ 4 Salvos 9000 yds SV: 6
ALMAZ 1903 PV: 19
Mendez Nunez (Republican)
HP: 4 Spd: 19 DV: H Sz: 2
NAVARRA 1937 PV: 110
AA/QF: 8000 yds SV: 5
HP: 18 Spd: 26 DV: E- Sz: 2
SPAIN 6"/45 Pen: F+ 22300 yds SV: 5
AA/QF: 16000 yds SV: 2
BB 21" AtkTn: 1/Torps: 2/ 2 Salvos 9000 yds SV: 6
ESPANA 1913 PV: 192 (Nationalist)
HP: 41 Spd: 20 DV: D Sz: 3 REINA VICTORIA EUGENIA 1923 PV: 108
12"/50 Pen: B 20000 yds SV: 9 HP: 18 Spd: 26 DV: E- Sz: 2
AA/QF: 12000 yds SV: 8 6"/45 Pen: F+ 22300 yds SV: 4
Jaime I (Republican). Espana (Nationalist) AA/QF: 16000 yds SV: 2
C 21" AtkTn: 1/Torps: 2/ 2 Salvos 9000 yds SV: 6
Renamed Republica 1931.
ALFONSO XII 1887 PV: 30
HP: 7 Spd: 17 DV: H Sz: 2 CP
6.4"/30 Pen: E 8000 yds SV: 3 ISLA DE LUZON 1886 PV: 18
AA/QF: 8000 yds SV: 5 HP: 5 Spd: 14 DV: G+ Sz: 1
ARAGON 1879 PV: 27 AA/QF: 8000 yds SV: 5
HP: 7 Spd: 14 DV: H Sz: 2
5.9"/40 Pen: E 10000 yds SV: 3 DD
AA/QF: 8000 yds SV: 5 ALSEDO 1922 PV: 16
(Navarra and Castilla) HP: 3 Spd: 15 DV: H Sz: 1
ARAGON 1879 PV: 25 AA/QF: 16000 yds SV: 3
HP: 7 Spd: 14 DV: H Sz: 2 21" AtkTn: 2/Torps: 2/ 2 Salvos 9000 yds SV: 6
6.4"/30 Pen: E 8000 yds SV: 3 Alsedo, Juan Lazaga (Republican). Velasco (Nationalist)
AA/QF: 8000 yds SV: 4 CHURRUCA 1925 PV: 43
(Aragon) HP: 4 Spd: 36 DV: H Sz: 1
VELASCO 1881 PV: 11 AA/QF: 16000 yds SV: 4
HP: 3 Spd: 13 DV: H Sz: 1 21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6
AA/QF: 8000 yds SV: 4 Alcala Galiano, Almirante Antequera, Almirante Juan Ferrandiz,
(Infanta Isabel, Cristobal Colon, Don Juan de Austria, Don Antonio Almirante Miranda, Almirante Valdez, Ciscar, Escano, Gravina, Jorge
Uloa, Conde del Venadito) Juan, Jose Luis Diez, Lepanto, Sanchez Barcaiztegui, Ulloa (Republican).
VELASCO 1881 PV: 11 Churruca (Nationalist)
HP: 3 Spd: 13 DV: H Sz: 1 HUESCA 1940 PV: 27
6"/40 Pen: E- 10000 yds SV: 2 HP: 3 Spd: 32 DV: H Sz: 1
AA/QF: 8000 yds SV: 2 AA/QF: 16000 yds SV: 4
(Velasco and Gravina) 17.7" AtkTn: 2/Torps: 2/ 2 Salvos 6000 yds SV: 5
Huesca, Teruel (Nationalist)
CA MELILLA 1938 PV: 37
CANARIAS 1931 PV: 217 HP: 4 Spd: 35 DV: H Sz: 1
HP: 28 Spd: 33 DV: E Sz: 3 AA/QF: 16000 yds SV: 5
8"/50 Pen: E- 32530 yds SV: 5 17.7" AtkTn: 1/Torps: 2/ 2 Salvos 6000 yds SV: 5
AA/QF: 16000 yds SV: 6 Ceuta, Melilla (Nationalist)
21" AtkTn: 2/Torps: 3/ 4 Salvos 9000 yds SV: 6
Baleares, Canarias (Nationalist) GB
CRISTOBAL COLON 1896 PV: 98 CALVO SOTELO 1934 PV: 22
HP: 22 Spd: 20 DV: E Sz: 2 HP: 4 Spd: 20 DV: H Sz: 1
8"/45 Pen: E+ 16000 yds SV: 2 AA/QF: 16000 yds SV: 4
6"/40 Pen: F+ 10000 yds SV: 3 (Republican)
AA/QF: 8000 yds SV: 5 GENERAL CONCHA 1885 PV: 7
INFANTA MARIA TERESA 1890 PV: 128 HP: 2 Spd: 11 DV: H Sz: 1
HP: 29 Spd: 20 DV: C+ Sz: 2 AA/QF: 8000 yds SV: 3
11"/35 Pen: C+ 10000 yds SV: 3 JUPITER 1934 PV: 26
5.5"/35 Pen: F+ 10000 yds SV: 4 HP: 5 Spd: 20 DV: H Sz: 1
AA/QF: 8000 yds SV: 6 AA/QF: 16000 yds SV: 4
Jupiter (Nationalist). Marte, Neptuno, Vulcano (Republican)
FLETCHER 1942 PV: 54 In the first column under ‘Battery’ enter the description of the gun,
HP: 5 Spd: 38 DV: H Sz: 1 and in the last under ‘SV’ enter the SV value. You will need to
AA/QF: 16000 yds SV: 5 calculate the ranges and penetration using the following guidelines.
21" AtkTn: 2/Torps: 5/ 2 Salvos 11000 yds SV: 7
AA/QF 6 from 1944. • The RANGE in the tables is the maximum, i.e. Long range, so
GLEAVES 1940 PV: 42 medium is half this, and short a quarter. You might wish to
HP: 4 Spd: 35 DV: H Sz: 1 show these distances in the measurement units you have
AA/QF: 16000 yds SV: 4 decided on for the game.
21" AtkTn: 2/Torps: 5/ 2 Salvos 11000 yds SV: 7
As built. • The PENETRATION shown is that at Medium range.
GLEAVES 1941 PV: 45 Remember that Short Range penetration is one grade better and
HP: 4 Spd: 35 DV: H Sz: 1 Long range two grades worse. Enter these values on the card.
AA/QF: 16000 yds SV: 5 Also shown are all guns in the AA/QF battery. These are all guns
21" AtkTn: 1/Torps: 5/ 1 Salvo 11000 yds SV: 7
smaller than 5.5”, and they can be used against surface and/or air
As rebuilt 1941. Remaining torpedo tubes removed from 1943.
GRIDLEY 1937 PV: 55 targets depending on the era of the action. The ranges shown are
HP: 4 Spd: 39 DV: H Sz: 1 the maximum for anti-ship use, and these are entered in the table as
AA/QF: 16000 yds SV: 4 mentioned above. If used as Anti aircraft guns they have a range
21" AtkTn: 2/Torps: 4/ 4 Salvos 11000 yds SV: 7 indicated in the AA rules of 5000 yards. They have no penetration
MAHAN 1935 PV: 38 and are resolved using the Quickfirer table against ships and the
HP: 3 Spd: 37 DV: H Sz: 1 AA table against aircraft. The SV for their attack is shown.
AA/QF: 16000 yds SV: 4
21" AtkTn: 2/Torps: 4/ 3 Salvos 11000 yds SV: 7
Torpedoes are shown by calibre, the number of attacks that can be
AA/QF 5 after 1943. made in a turn, the number of torpedoes that are launched in each
PORTER 1936 PV: 45 attack (which generates the to hit score) and the overall number of
HP: 4 Spd: 37 DV: H Sz: 1 salvos (= attacks) carried on board the ship. The maximum torpedo
AA/QF: 16000 yds SV: 6 range and SV are also shown. The details are entered in the relevant
21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 7 boxes, range being calculated as for guns.
SIMS 1938 PV: 41
Aircraft carriers have an additional line showing the handling
HP: 4 Spd: 35 DV: H Sz: 1
AA/QF: 16000 yds SV: 4 capacity (= the number of flights that can be launched in a turn),
21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 7 and the maximum number of aircraft carried. Use this combined
AA/QF 5 and torpedo tubes removed in 1945. with the aircraft data to establish the value of the carrier (which
SOMERS 1941 PV: 56 will be quite considerable on a big carrier). This data is entered in
HP: 5 Spd: 37 DV: H Sz: 1 the ‘Other’ line on the record card.
AA/QF: 16000 yds SV: 6 Finally there is a line showing remarks or modifications etc. that
21" AtkTn: 2/Torps: 4/ 3 Salvos 11000 yds SV: 7
occur during the ships’ service.
DDE
Note on Radar
WGT Class 1943 PV: 23
HP: 3 Spd: 23 DV: H Sz: 1 None of the values include costs for radar. If you add radar this
AA/QF: 16000 yds SV: 4 costs 10% of the ship’s hit points per grade carried. Refer to the
21" AtkTn: 1/Torps: 3/ 1 Salvo 11000 yds SV: 7 radar section.
GB 12.3 – How to use the Aircraft data
GLOUCESTER 1898 PV: 9
HP: 2 Spd: 17 DV: H Sz: 1 The aircraft data consist of a description of the aircraft type, the
AA/QF: 8000 yds SV: 3 date of introduction into service and points value that is valid for
PETREL 1889 PV: 8 one flight of aircraft.
HP: 2 Spd: 11 DV: H Sz: 1 The flight of aircraft has a number of hit points as shown, a speed
6"/30 Pen: E- 8000 yds SV: 3 in units (of 1000 yards), a note of how many hit points an
AA/QF: 8000 yds SV: 2
YORKTOWN 1889 PV: 18
individual aircraft has so you can see how many aircraft are landed
HP: 4 Spd: 16 DV: H Sz: 1 back on the carrier or base, and how many aircraft make up a full
6"/30 Pen: E- 8000 yds SV: 4 strength flight (because you can only launch squadrons made up of
AA/QF: 8000 yds SV: 3 full strength flights).
12.2 – Using the Ship data to fill in the Ship Card The air to air firepower used in dogfights is shown with an SV
value which determines the amount of damage inflicted. Dogfights
The ship data lists the class name, the date of introduction or the are carried out in base to base contact as indicated.
date for which the data is valid, and a points value for the ship. The
Bombing values have a penetration value of either A+ (which
hit points, speed in knots (1 knot = 500 yards), its Defence value
penetrates everything) of H which means it is an HE attack.
(armour) which is H for unarmoured vessels, and its size, which
Rockets are all HE attacks. The attack range in yards is shown, as is
can have an effect on some operations. This information is entered
the SV inflicted if the bomb hits.
in the spaces provided. Ships carrying spotter planes, radar or cargo
have this information entered in the bottom line marked ‘Other’. German guided missiles have two attacks, which must be made on
separate turns.
Guns in the various batteries are described in order, Main,
Secondary, Tertiary. Many ships only have Main batteries, few Torpedoes get one attack and usually only have one torpedo
have Tertiaries. Each of these gun batteries contains weapons that (though some planes carry two, which is indicated, and which
are 5.5” calibre or larger. Mid-range penetration, Maximum range improves their chance to hit).
in yards, and finally the SV for the battery are shown, the last based
on the firing arcs of all the guns in that battery.
MESSERSCHMITT Bf 110 C 1939 PV: 97 de Havilland Mosquito F.B. XVIII 1944 PV: 149
HP: 4 Spd: 58 HP/Aircraft: 2 - Aircraft/Flight: 2 HP: 6 Spd: 60 HP/Aircraft: 3 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 4 Air to Air Firepower Factor: Base to base contact SV: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 8
LB
Fairey Firefly F.R.I 1943 PV: 92
JUNKERS Ju 87 D1 1941 PV: 76 HP: 4 Spd: 53 HP/Aircraft: 2 - Aircraft/Flight: 2
HP: 4 Spd: 43 HP/Aircraft: 2 - Aircraft/Flight: 2 Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 11
Dive Bombing – Pen: A+ or H 5000 yds SV: 16 Fairey Firefly F.R.IV 1944 PV: 110
MB HP: 4 Spd: 64 HP/Aircraft: 2 - Aircraft/Flight: 2
DORNIER 217 K-2 1942 PV: 146 Air to Air Firepower Factor: Base to base contact SV: 4
HP: 6 Spd: 58 HP/Aircraft: 3 - Aircraft/Flight: 2 Level Bombing – Pen: A+ or H 5000 yds SV: 11
Air to Air Firepower Factor: Base to base contact SV: 2 FTR
FX 1400 Fritz X x2 – Pen: A+ 5000 yds SV: 6 Bristol Beaufighter IF 1940 PV: 135
DORNIER 217 K-3 1942 PV: 148 HP: 6 Spd: 54 HP/Aircraft: 3 - Aircraft/Flight: 2
HP: 6 Spd: 58 HP/Aircraft: 3 - Aircraft/Flight: 2 Air to Air Firepower Factor: Base to base contact SV: 5
Air to Air Firepower Factor: Base to base contact SV: 2 Bristol Beaufighter VIF 1942 PV: 139
Henschel Hs 293 x2 – Pen: A+ 5000 yds SV: 8 HP: 6 Spd: 56 HP/Aircraft: 3 - Aircraft/Flight: 2
HEINKEL He 111 H3 1940 PV: 107 Air to Air Firepower Factor: Base to base contact SV: 5
HP: 6 Spd: 43 HP/Aircraft: 3 - Aircraft/Flight: 2 de Havilland Mosquito F.B. XVIII 1944 PV: 147
Air to Air Firepower Factor: Base to base contact SV: 2 HP: 6 Spd: 60 HP/Aircraft: 3 - Aircraft/Flight: 2
Level Bombing – Pen: A+ or H 5000 yds SV: 17 Air to Air Firepower Factor: Base to base contact SV: 3
HEINKEL He 111 H6 1940 PV: 108 Fairey Firefly F.R.I 1943 PV: 89
HP: 6 Spd: 43 HP/Aircraft: 3 - Aircraft/Flight: 2 HP: 4 Spd: 53 HP/Aircraft: 2 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 2 Air to Air Firepower Factor: Base to base contact SV: 4
Torp. AtkTn: 1/Torps: 2/ 1 Salvo 5000 yds SV: 5 Fairey Firefly F.R.IV 1944 PV: 106
JUNKERS Ju 88 A4 1940 PV: 115 HP: 4 Spd: 64 HP/Aircraft: 2 - Aircraft/Flight: 2
HP: 6 Spd: 45 HP/Aircraft: 3 - Aircraft/Flight: 2 Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1 Fairey Fulmar II 1941 PV: 74
Dive Bombing – Pen: A+ or H 5000 yds SV: 20 HP: 4 Spd: 44 HP/Aircraft: 2 - Aircraft/Flight: 2
PB Air to Air Firepower Factor: Base to base contact SV: 4
HEINKEL He 177 A-5/R2 1942 PV: 173 Gloster Gladiator 1937 PV: 53
HP: 8 Spd: 51 HP/Aircraft: 4 - Aircraft/Flight: 2 HP: 3 Spd: 42 HP/Aircraft: 1 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2 Air to Air Firepower Factor: Base to base contact SV: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 12 Hawker Sea Hurricane Ia 1941 PV: 47
Henschel Hs 293 x2 – Pen: A+ 5000 yds SV: 8 HP: 2 Spd: 54 HP/Aircraft: 1 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 4
REC Hawker Sea Hurricane Ic 1941 PV: 47
BLOHM und VOSS Ha 139 1939 PV: 49 HP: 2 Spd: 54 HP/Aircraft: 1 - Aircraft/Flight: 2
HP: 4 Spd: 30 HP/Aircraft: 4 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1 Supermarine Spitfire VB 1942 PV: 52
HEINKEL He 115 B1 1939 PV: 45 HP: 2 Spd: 60 HP/Aircraft: 1 - Aircraft/Flight: 2
HP: 3 Spd: 37 HP/Aircraft: 3 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1 LB
GREAT BRITAIN Blackburn Skua II 1938 PV: 96
HP: 6 Spd: 38 HP/Aircraft: 2 - Aircraft/Flight: 3
FBT
Air to Air Firepower Factor: Base to base contact SV: 2
Supermarine Walrus 1935 PV: 10 Dive Bombing – Pen: A+ or H 5000 yds SV: 6
HP: 1 Spd: 23 HP/Aircraft: 1 - Aircraft/Flight: 1 Bristol Beaufort 1939 PV: 160
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 9 Spd: 43 HP/Aircraft: 3 - Aircraft/Flight: 3
FTB Air to Air Firepower Factor: Base to base contact SV: 2
Bristol Beaufighter T.F. X 1943 PV: 135 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
HP: 6 Spd: 51 HP/Aircraft: 3 - Aircraft/Flight: 2 Bristol Blenheim 1936 PV: 109
Air to Air Firepower Factor: Base to base contact SV: 5 HP: 6 Spd: 44 HP/Aircraft: 2 - Aircraft/Flight: 3
Rockets Pen: H 5000 yds SV: 7 Air to Air Firepower Factor: Base to base contact SV: 2
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6 Level Bombing – Pen: A+ or H 5000 yds SV: 8
Bristol Beaufighter T.F. X 1943 PV: 133 Fairey Albacore 1940 PV: 67
HP: 6 Spd: 51 HP/Aircraft: 3 - Aircraft/Flight: 2 HP: 6 Spd: 27 HP/Aircraft: 2 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 5 Air to Air Firepower Factor: Base to base contact SV: 1
Level Bombing – Pen: A+ or H 5000 yds SV: 6 Level Bombing – Pen: A+ or H 5000 yds SV: 8
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6 Fairey Albacore 1940 PV: 68
de Havilland Mosquito F.B. VI 1943 PV: 152 HP: 6 Spd: 27 HP/Aircraft: 2 - Aircraft/Flight: 3
HP: 6 Spd: 60 HP/Aircraft: 3 - Aircraft/Flight: 2 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 5 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Rockets Pen: H 5000 yds SV: 5 Fairey Barracuda II 1940 PV: 97
de Havilland Mosquito F.B. VI 1943 PV: 152 HP: 6 Spd: 38 HP/Aircraft: 2 - Aircraft/Flight: 3
HP: 6 Spd: 60 HP/Aircraft: 3 - Aircraft/Flight: 2 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 5 Dive Bombing – Pen: A+ or H 5000 yds SV: 11
Level Bombing – Pen: A+ or H 5000 yds SV: 11
Savoia Marchetti S.M.79-I 1937 PV: 165 Nakajima B5N1 "Kate" 1941 PV: 47
HP: 9 Spd: 45 HP/Aircraft: 3 - Aircraft/Flight: 3 HP: 3 Spd: 36 HP/Aircraft: 1 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2 Air to Air Firepower Factor: Base to base contact SV: 1
Level Bombing – Pen: A+ or H 5000 yds SV: 13 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
Savoia-Marchetti S.M.81 1935 PV: 129 Nakajima B6N "Jill" 1943 PV: 124
HP: 9 Spd: 35 HP/Aircraft: 3 - Aircraft/Flight: 3 HP: 6 Spd: 50 HP/Aircraft: 2 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2 Air to Air Firepower Factor: Base to base contact SV: 1
Level Bombing – Pen: A+ or H 5000 yds SV: 13 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
JAPAN Nakajima C6N "Myrt" 1944 PV: 155
HP: 6 Spd: 63 HP/Aircraft: 2 - Aircraft/Flight: 3
FBT Air to Air Firepower Factor: Base to base contact SV: 1
Kawanishi H6K "Mavis" 1935 PV: 48 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
HP: 4 Spd: 29 HP/Aircraft: 4 - Aircraft/Flight: 1 MB
Air to Air Firepower Factor: Base to base contact SV: 1 Mitsubishi G3M2 "Nell" 1941 PV: 142
Level Bombing – Pen: A+ or H 5000 yds SV: 4
Kawanishi H8K "Emily" 1942 PV: 100 HP: 9 Spd: 39 HP/Aircraft: 3 - Aircraft/Flight: 3
HP: 5 Spd: 48 HP/Aircraft: 5 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 2 Level Bombing – Pen: A+ or H 5000 yds SV: 10
Level Bombing – Pen: A+ or H 5000 yds SV: 17 Mitsubishi G3M2 "Nell" 1941 PV: 144
HP: 9 Spd: 39 HP/Aircraft: 3 - Aircraft/Flight: 3
FPL Air to Air Firepower Factor: Base to base contact SV: 1
Aichi E13A1 "Jake" 1941 PV: 31 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
HP: 2 Spd: 39 HP/Aircraft: 2 - Aircraft/Flight: 1 Mitsubishi G4M1 "Betty" 1941 PV: 162
Air to Air Firepower Factor: Base to base contact SV: 0 HP: 9 Spd: 44 HP/Aircraft: 3 - Aircraft/Flight: 3
Kawanishi E7K2 Type 94 "Alf" 1938 PV: 13 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 1 Spd: 29 HP/Aircraft: 1 - Aircraft/Flight: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 12
Air to Air Firepower Factor: Base to base contact SV: 1 Mitsubishi G4M1 "Betty" 1941 PV: 163
Mitsubishi F1M2 "Pete" 1941 PV: 16 HP: 9 Spd: 44 HP/Aircraft: 3 - Aircraft/Flight: 3
HP: 1 Spd: 38 HP/Aircraft: 1 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 2
Air to Air Firepower Factor: Base to base contact SV: 1 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 7
Nakajima E8N2 "Dave" 1935 PV: 13
HP: 1 Spd: 31 HP/Aircraft: 1 - Aircraft/Flight: 1 REC
Air to Air Firepower Factor: Base to base contact SV: 1 Aichi E13A1 "Jake" 1941 PV: 95
Yokosuka E14Y1 "Glen" 1937 PV: 10 HP: 6 Spd: 39 HP/Aircraft: 2 - Aircraft/Flight: 3
HP: 1 Spd: 26 HP/Aircraft: 1 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 0 Kawanishi E7K2 Type 94 "Alf" 1938 PV: 36
HP: 3 Spd: 29 HP/Aircraft: 1 - Aircraft/Flight: 3
FTB Air to Air Firepower Factor: Base to base contact SV: 1
Nakajima Ki-84 "Frank" 1944 PV: 110 Kawanishi H6K "Mavis" 1935 PV: 141
HP: 4 Spd: 65 HP/Aircraft: 2 - Aircraft/Flight: 2 HP: 12 Spd: 29 HP/Aircraft: 4 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 4 Air to Air Firepower Factor: Base to base contact SV: 2
Level Bombing – Pen: A+ or H 5000 yds SV: 8 Kawanishi H8K "Emily" 1942 PV: 291
FTR HP: 15 Spd: 48 HP/Aircraft: 5 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 3
Mitsubishi A6M2 "Zero" 1941 PV: 68
Mitsubishi F1M2 "Pete" 1941 PV: 47
HP: 3 Spd: 53 HP/Aircraft: 1 - Aircraft/Flight: 3
HP: 3 Spd: 38 HP/Aircraft: 1 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1
Mitsubishi A6M6 "Zero" 1944 PV: 37
Nakajima E8N2 "Dave" 1935 PV: 38
HP: 2 Spd: 41 HP/Aircraft: 1 - Aircraft/Flight: 2
HP: 3 Spd: 31 HP/Aircraft: 1 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 4
Air to Air Firepower Factor: Base to base contact SV: 1
Mitsubishi J2M "Jack" 1942 PV: 154
HP: 6 Spd: 62 HP/Aircraft: 2 - Aircraft/Flight: 3 NETHERLANDS
Air to Air Firepower Factor: Base to base contact SV: 5
Mitsubishi J2M "Jack" 1944 PV: 103 FPL
HP: 4 Spd: 62 HP/Aircraft: 2 - Aircraft/Flight: 2 Fokker C.XI-W 1935 PV: 13
Air to Air Firepower Factor: Base to base contact SV: 4 HP: 1 Spd: 29 HP/Aircraft: 1 - Aircraft/Flight: 1
Nakajima A6M2-N "Rufe" 1941 PV: 58 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 3 Spd: 45 HP/Aircraft: 1 - Aircraft/Flight: 3 UNITED STATES
Air to Air Firepower Factor: Base to base contact SV: 4
Nakajima Ki-84 "Frank" 1944 PV: 108 FPL
HP: 4 Spd: 65 HP/Aircraft: 2 - Aircraft/Flight: 2 VOUGHT OSU-2 Kingfisher 1941 PV: 12
Air to Air Firepower Factor: Base to base contact SV: 4 HP: 1 Spd: 27 HP/Aircraft: 1 - Aircraft/Flight: 1
LB Air to Air Firepower Factor: Base to base contact SV: 1
Aichi D3A1 "Val" 1941 PV: 100 FTB
HP: 6 Spd: 40 HP/Aircraft: 2 - Aircraft/Flight: 3 Lockheed P-38F Lightning 1941 PV: 147
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 6 Spd: 58 HP/Aircraft: 3 - Aircraft/Flight: 2
Dive Bombing – Pen: A+ or H 5000 yds SV: 7 Air to Air Firepower Factor: Base to base contact SV: 4
Nakajima B5N1 "Kate" 1941 PV: 46 Level Bombing – Pen: A+ or H 5000 yds SV: 11
HP: 3 Spd: 36 HP/Aircraft: 1 - Aircraft/Flight: 3 Lockheed P-38J Lightning 1943 PV: 173
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 6 Spd: 69 HP/Aircraft: 3 - Aircraft/Flight: 2
Level Bombing – Pen: A+ or H 5000 yds SV: 10 Air to Air Firepower Factor: Base to base contact SV: 4
Level Bombing – Pen: A+ or H 5000 yds SV: 11
Lockheed P-38J Lightning 1943 PV: 173 Vought SB2U-1 Vindicator 1940 PV: 55
HP: 6 Spd: 69 HP/Aircraft: 3 - Aircraft/Flight: 2 HP: 3 Spd: 42 HP/Aircraft: 1 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 4 Air to Air Firepower Factor: Base to base contact SV: 1
Rockets Pen: H 5000 yds SV: 6 Dive Bombing – Pen: A+ or H 5000 yds SV: 8
Republic P-47D Thunderbolt 1943 PV: 181 MB
HP: 6 Spd: 72 HP/Aircraft: 3 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 4 Douglas Boston 1939 PV: 180
Level Bombing – Pen: A+ or H 5000 yds SV: 13 HP: 9 Spd: 49 HP/Aircraft: 3 - Aircraft/Flight: 3
Republic P-47D Thunderbolt 1943 PV: 123 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 4 Spd: 72 HP/Aircraft: 2 - Aircraft/Flight: 2 Level Bombing – Pen: A+ or H 5000 yds SV: 11
Air to Air Firepower Factor: Base to base contact SV: 5 Martin B-26A Marauder 1940 PV: 258
Rockets Pen: H 5000 yds SV: 6 HP: 12 Spd: 53 HP/Aircraft: 4 - Aircraft/Flight: 3
Republic P-47N Thunderbolt 1944 PV: 195 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 6 Spd: 78 HP/Aircraft: 3 - Aircraft/Flight: 2 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Air to Air Firepower Factor: Base to base contact SV: 5 North American B-25H Mitchell 1944 PV: 174
Rockets Pen: H 5000 yds SV: 6 HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3
Republic P-47N Thunderbolt 1944 PV: 196 Air to Air Firepower Factor: Base to base contact SV: 4
HP: 6 Spd: 78 HP/Aircraft: 3 - Aircraft/Flight: 2 Skip Bombing – Pen: As Torpedo 5000 yds SV: 14
Air to Air Firepower Factor: Base to base contact SV: 5 Rockets Pen: H 5000 yds SV: 5
Level Bombing – Pen: A+ or H 5000 yds SV: 11 North American B25J Mitchell 1942 PV: 225
HP: 12 Spd: 46 HP/Aircraft: 4 - Aircraft/Flight: 3
FTR Air to Air Firepower Factor: Base to base contact SV: 3
Brewster F2A-3 Buffalo 1940 PV: 46 Level Bombing – Pen: A+ or H 5000 yds SV: 16
HP: 2 Spd: 54 HP/Aircraft: 1 - Aircraft/Flight: 2
PB
Air to Air Firepower Factor: Base to base contact SV: 3
Grumman F4F-3 Wildcat 1940 PV: 46 Boeing B-17F Flying Fortress 1942 PV: 80
HP: 2 Spd: 54 HP/Aircraft: 1 - Aircraft/Flight: 2 HP: 4 Spd: 49 HP/Aircraft: 4 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 3 Air to Air Firepower Factor: Base to base contact SV: 2
Grumman F4F-4 Wildcat 1941 PV: 47 Consolidated B-24D Liberator 1942 PV: 84
HP: 2 Spd: 54 HP/Aircraft: 1 - Aircraft/Flight: 2 HP: 4 Spd: 51 HP/Aircraft: 4 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 4 Air to Air Firepower Factor: Base to base contact SV: 2
Grumman F6F-3 Hellcat 1943 PV: 105 Consolidated B-24J Liberator 1943 PV: 84
HP: 4 Spd: 63 HP/Aircraft: 2 - Aircraft/Flight: 2 HP: 4 Spd: 50 HP/Aircraft: 4 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 4 Air to Air Firepower Factor: Base to base contact SV: 2
Grumman G 23 1933 PV: 45 Rockets Pen: H 5000 yds SV: 5
HP: 3 Spd: 35 HP/Aircraft: 1 - Aircraft/Flight: 3 Consolidated PB2Y-3 Coronado 1941 PV: 68
Air to Air Firepower Factor: Base to base contact SV: 3 HP: 5 Spd: 33 HP/Aircraft: 5 - Aircraft/Flight: 1
Lockheed P-38F Lightning 1941 PV: 143 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 6 Spd: 58 HP/Aircraft: 3 - Aircraft/Flight: 2 Consolidated PBY Catalina 1941 PV: 41
Air to Air Firepower Factor: Base to base contact SV: 4 HP: 3 Spd: 33 HP/Aircraft: 3 - Aircraft/Flight: 1
Republic P-47B Thunderbolt 1943 PV: 120 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 4 Spd: 72 HP/Aircraft: 2 - Aircraft/Flight: 2 Lockheed Hudson 1940 PV: 151
Air to Air Firepower Factor: Base to base contact SV: 5 HP: 9 Spd: 41 HP/Aircraft: 3 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2
LB Level Bombing – Pen: A+ or H 5000 yds SV: 10
Curtiss SB2C-4 "Helldiver" 1943 PV: 168 Lockheed Hudson 1940 PV: 50
HP: 9 Spd: 45 HP/Aircraft: 3 - Aircraft/Flight: 3 HP: 3 Spd: 41 HP/Aircraft: 3 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 2 Air to Air Firepower Factor: Base to base contact SV: 1
Dive Bombing – Pen: A+ or H 5000 yds SV: 8 Martin PBM-3C Mariner 1943 PV: 54
Rockets Pen: H 5000 yds SV: 2 HP: 4 Spd: 33 HP/Aircraft: 4 - Aircraft/Flight: 1
Douglas SBD Dauntless 1941 PV: 106 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 6 Spd: 42 HP/Aircraft: 2 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2 12.5 – Points to Note on Aircraft
Dive Bombing – Pen: A+ or H 5000 yds SV: 9 The thing to bear in mind is that a squadron of aircraft can only
Douglas TBD Devastator 1941 PV: 85 make one attack per sortie. This means that to ensure that it gets to
HP: 6 Spd: 34 HP/Aircraft: 2 - Aircraft/Flight: 3 its target, it must be quite strong in flights (the hit points being
Air to Air Firepower Factor: Base to base contact SV: 1
cumulative). The trick is to purchase enough flights in advance and
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Grumman TBF-1 Avenger 1942 PV: 170 enough commanders so you can put up a strong first wave, and
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3 hope to return to base and come back with a second or third wave.
Air to Air Firepower Factor: Base to base contact SV: 2 If you have bought stacks of aircraft and plenty of commanders, as
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5 long as the commander makes it back to base, he can take up
Grumman TBF-1C Avenger 1942 PV: 173 another strike.
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3
Attrition of Commanders will mean that you will be more restricted
Air to Air Firepower Factor: Base to base contact SV: 2
Skip Bombing – Pen: As Torpedo 5000 yds SV: 11
in the number of squadrons you can put up. If defence you need
Rockets Pen: H 5000 yds SV: 5 plenty of CAP, each CAP group requiring a commander, so you
Martin 167F Maryland 1939 PV: 170 may have a difficult choice whether or not to defend with lots of
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3 small groups or one big group.
Air to Air Firepower Factor: Base to base contact SV: 2 Recce aircraft are also listed. If you want to use an aircraft as an
Level Bombing – Pen: A+ or H 5000 yds SV: 11 active Recce unit to spot the enemy, it requires a commander.
Battery Penetration at Short range Penetration at Medium Range Penetration at Long Range SV
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2:
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Other
Ship name Hit Points Speed Defence Value Size Points Value
Battery Penetration at Short range Penetration at Medium Range Penetration at Long Range SV
1:
2:
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Other
Ship name Hit Points Speed Defence Value Size Points Value
Battery Penetration at Short range Penetration at Medium Range Penetration at Long Range SV
1:
2:
3:
Other
Ship name Hit Points Speed Defence Value Size Points Value
Battery Penetration at Short range Penetration at Medium Range Penetration at Long Range SV
1:
2:
3:
Other
Air to Air attack SV Range base to base Air to Air attack SV Range base to base
Torpedo Attack # Torps Range of air to ship SV Torpedo Attack # Torps Range of air to ship SV
5000 yards 5000 yards
Aircraft Type Speed Squadron Hit Points Points Value Aircraft Type Speed Squadron Hit Points Points Value
Air to Air attack SV Range base to base Air to Air attack SV Range base to base
Torpedo Attack # Torps Range of air to ship SV Torpedo Attack # Torps Range of air to ship SV
5000 yards 5000 yards
Aircraft Type Speed Squadron Hit Points Points Value Aircraft Type Speed Squadron Hit Points Points Value
Air to Air attack SV Range base to base Air to Air attack SV Range base to base
Torpedo Attack # Torps Range of air to ship SV Torpedo Attack # Torps Range of air to ship SV
5000 yards 5000 yards
Aircraft Type Speed Squadron Hit Points Points Value Aircraft Type Speed Squadron Hit Points Points Value
Air to Air attack SV Range base to base Air to Air attack SV Range base to base
Torpedo Attack # Torps Range of air to ship SV Torpedo Attack # Torps Range of air to ship SV
5000 yards 5000 yards