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SEA WARS

FLEET ACTIONS

NAVAL WARGAMES RULES


FOR FLEET ACTIONS IN THE AGE OF STEEL
1890 TO 1945
BY ANDREW FINCH AND ALAN BUTLER

Jonathan Rennick (order #1405975) 6


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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

Sea Wars First Published © by A&AGE 1998


Download Edition published by A&AGE 2005
Sea Wars 4th Edition Copyright © 2001, 2002, 2003 A&AGE
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means,
electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the publisher and authors.
Permission is granted to photocopy the Record Cards for personal use only.

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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

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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).

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1.1 – Definitions FLOTILLA is a formation permitted to groups of 4 to 16 ships of


Size 1. It may include 1 ship of up to Size 2 as leader. The
ATTACK VALUE (AV): The attack value of a gun battery is its formation can be applied to any ships of Size 1.
penetrating power at medium range. The attack value increases as
short range and decreases at long range. The Attack Value comes in FORMATION is used to refer to Divisions, Squadrons or Flotillas,
three grades: Superior (indicated by ‘+’) , Normal and Inferior when the rules would affect any and all of the described formations.
(indicated by ‘–’). Formation Sizes are defined in the table below.
ATTACK ROLLS are made throughout the game, either applying HIT POINTS (HP): All ships have hit points, calculated at a rate of
damage or to score hits. 1 per 500 tons displacement (standard or normal) or part thereof. A
displacement of 1001 tons will therefore provide 3 points. They are
BARRAGE WEAPONS incorporate all guns with a calibre of less also an indicator of the durability of aircraft. Armour on a ship
than 5.5”. These are Quickfirers, Anti Aircraft Guns cannon and confers a bonus to its hit points.
machine-guns.
HITS are mentioned throughout these rules. Gunnery does not
BATTERY is the term used to describe the group of guns mounted require a “To Hit” roll. However, where there is a roll required on a
on the ship. A ship may have Main, Secondary, Tertiary and D10 this is mentioned.
Barrage Batteries, disposed around the ship. Most ships will only
have Main and Secondary Batteries. Larger ships may have IN COMMAND: A formation of Ships is in Command if
Tertiary batteries. Smaller ships may only have Barrage Batteries. • they are in a group in base to base contact and one of them has
The minimum gun calibre for any Battery (except Barrage) is 5.5” a commander on board with Leadership of 1 or more, or
and all smaller calibre guns are placed in the Barrage Battery. • if they are a separate group and one of their number is within
COMMANDER describes an officer of appropriate rank to the Command radius of the Commander, or
command the Division where he is located. He may be of any rank
• it is an individual ship with a Commander on board with
between Captain and Admiral though this need not be specified.
Leadership of 1 or more.
COMMAND RADIUS is the equivalent of 1,000 yards per
Squadrons are in command if they have a Commander on board
Leadership level of the Commander.
with Leadership of 1 or more.
CONTACT MARKERS are used to represent the fog of war,
OUT OF COMMAND formations are those where their
floating logs, etc. and the difficulty of accurate identification during
commander can no longer co-ordinate activities (his Leadership
combat.
rating has been reduced to zero). If a ship or group of ships is no
CRIPPLE: A crippled ship is one which is reduced to ZERO Hit longer in contact with its formation, or out of the Commander’s
Points or less, or abandoned by its crew. It may neither move nor Command Radius it will also go Out of Command. Such formations
shoot. have reduced ability in combat.
DEFENCE VALUE (DV) of a ship represents its ability to resist PANICKING ships and formations are those which are Out of
attack by armour piercing shells. It is derived from the armour on Command and have failed a Crew Test.
the Belt and Deck of a ship which also confer a bonus to the ship’s
SHIP SIZES are defined in the table below.
Hit Points. Like the AV, this value comes in three grades: Superior
(indicated by ‘+’) , Normal and Inferior (indicated by ‘–’). SKILL TESTS describe a number of tests required during the
game. These tests will fail if a 10 is rolled, even if the skill value is
DEMORALISED formations are those whose determination to
10.
continue the fight has taken a knock due to the loss of 50% of its
original number of ships or aircraft hit points. • LEADERSHIP: This test uses a D10, the score of which must
DETECTION RANGE is the greater of the appropriate visibility or be equal to or lower than the Leadership rating of the Division
radar range (if available). or Squadron Commander in order to pass.
DISENGAGING formations are those which have failed a morale • CREW TESTS: These usually use a D10, which must be equal
test. to or lower than the Crew Quality of the ship or aircraft in order
DIVISION is used to describe a group of ships in a recognised to pass.
formation (which is defined in the rules). In tactical terms, the SPOTTER AIRCRAFT are usually single aircraft on a
division is the command level which affects play. reconnaissance mission. If a ship is using a spotter this is
FIREPOWER FACTORS are the gunnery values of aircraft. represented by an counter by the side of the “owning” vessel.
FLIGHTS define the size, combat and points values of groups of SQUADRON: This is a group of one or more flights of aircraft all
aircraft. Each flight will have a number of identical aircraft which with the same combat statistics. A Squadron is represented by a
varies depending on different national tactical doctrines. single stand of aircraft models on a card counter. A Squadron made
up of three flights of aircraft with 4 HP per flight is recorded as
having 12 HP. All Squadrons have but one attack.

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

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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

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2 — COMMAND STRUCTURES & CREW


2.1 – Fleet Organisation Assigning Surface Commanders and Crew
The basic formation for movement and shooting is a Division of Surface Division Commanders and ships’ crews must be generated
ships or Squadron of aircraft. Ships in a Division must be in base to before the start of the game and recorded separately.
base contact, or in Command radius of their Commander as defined • SHIPS: Commanders generated for each division. You may
earlier, unless one of them is crippled by gunfire and drops out. wish to have some spare commanders in Divisions so they can
Large numbers of small formations are more flexible, but more be split.
expensive to purchase. A Division may consist of a single ship as A Leadership Rating is assigned to each Commander when he is
long as it has a Commander on board. initially “recruited” by rolling a D6 and adding an agreed value
Command Leadership from the National Characteristics table. If having generated a
Commanders must be purchased for each formation and have a number of Commanders you are faced with some very bad ones,
LEADERSHIP rating which is used to influence the game. It is then you may re-roll the entire Command Group ONCE. Having re-
used to control the formations and offers initiative bonuses. It can rolled the group, he must then use the new set of Commanders. We
also be an expression of the Commander’s charisma and the recommend naming Commanders to give a suitable flavour to the
likelihood of a formation under his command carrying on when it game.
takes losses. Higher numbers of Commanders offer more Crew are generated using the same Table. Crew cannot be re-rolled,
flexibility. The Leadership rating also defines his Command radius so if you get a bad lot, you are stuck with them.
is 000’s of yards. Commanders and Crew are then assigned to Divisions as desired by
Crew rating the owning player at the start of the game, with the proviso that the
Surface Commander with the highest Leadership Rating must be
Crew are also purchased for each ship and their CREW RATING is assigned to the Fleet Flagship first as Commander in Chief. His
a reflection of their tenacity and motivation. These ratings are rated Leadership value will be used to modify initiative rolls.
from 1 to 10, 10 being the best. Players will find that their
Commanders and Crew do NOT always carry out their orders ! Assigning Air Commanders and Crew to Aircraft
Before the game starts, a pool of air commanders must be
2.2 – National Characteristics purchased and a commander is allocated from this pool whenever a
These values are not intended in any way to denigrate the courage Squadron is launched, and returned there when they land. This acts
and seamanship of the officers and crews of any nations listed. All as a limit to the number of Squadrons that can be airborne at one
nations had their good and bad crews and you will see that often the time.
random generation will give the ostensibly poor nation a more Squadron commanders’ Leadership Ratings and Crew Quality are
capable crew than the “better” opponent. The values are used for generated each time a squadron takes off. These are generated using
various tests during the game and can be reduced by the effects of the same table as ships in the same way.
combat.
• AIRCRAFT: Commanders and crew are generated for each
squadron each time it takes off.
Table of National Characteristic Ratings In a game where one side is only operating aircraft, the Squadron
Nationality NCR Commander with the highest rating is assigned as Air Strike
Commander and his Leadership will be used to modify initiative
Austria WW1 0 to 2 rolls.
British & Empire WW1 (before Jutland) 0 to 2 If it is desired to start the game with some Squadrons in the air,
British & Empire WW1 (post Jutland) 1 to 3 Commanders and crew are assigned at the start in the usual manner.
British & Empire WW2 2 to 4
2.3 – Commanders
France 1940 and before 1 to 3
France 1941 – 1943 (Vichy) 0 to 2 The position of Commanders on the table should be indicated by a
France 1942 onwards (Free French) 1 to 3 small flag along side the base of the model where they are located.
This will add to the visual impact of the game, and will also make it
Germany WW1 2 or 3
easy to see which ships and squadrons are in command.
Germany WW2 1942 and earlier 3 or 4
Germany WW2 1943 and later 1 or 2 Command Cost
Holland 1 to 3 For the purposes of purchasing Commanders as well as victory or
defeat, a value of 250 points is assigned to each ship commander
Italy Wide variation between ships & Aircraft 0 to 3
and 125 points to each aircraft commander.
Japan 1942 and earlier 3 or 4 Leadership
Japan 1943 2 or 3
Japan 1944 1 or 2 Better levels of Leadership give initiative bonuses and also affect
Japan 1945 0 to 2 how well a Division and Squadron can manoeuvre. If this rating is
reduced to ZERO the division will be unable to manoeuvre
Russia (Post revolution) 0 to 4
Very variable
effectively as turns will be restricted to 45° or 90°. A single ship
with no Commander is regarded as having Leadership Rating 0.
USA 1942 and before 0 to 2 Leadership ratings can be reduced through command casualties due
USA 1943 1 to 3 to Special Damage. If Leadership is reduced to 0, the Commander
USA 1944 onwards 2 to 4
is regarded as having died of his wounds, or the command team has
Other nations would tend to be in the range 0 to 2

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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

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2.8 – Types of Formation 2.11 – Grand Tactical Games


Groups of ships in Divisions must be formed up in one of the The ideas we have put together for operating air groups can also be
following formations shown below. A Formation may be made up used just as easily for a large battle over several tables in a big hall.
of a number of such groups, as long as one of the ships in each is (Think of Jutland here).
within the Command Radius of the Flagship. In such a case each table will operate at its own pace, and you can
move between tables with task forces using the system developed
above. In this case you move your division to the edge of the table,
at which time it turns into a Contact Marker. At the next available
Operational Turn on the destination table, which might be running
Direction of movement at a different speed from the table you left, you place the entering
Divisions anywhere on the table edge nearest to the table you left.
These have to roll to enter when activated by passing a Leadership
test.
The roll shown above is modified as follows:
• If there are only friends on the table, reduce the die score by –2
(instead of –1).
• If there are only enemies on the table, increase the die score by
+2.
2.9 – Inter-penetration of formations • If both sides are present, then roll as normal.
Within these rules it is not permitted for two formations to If they fail the roll they wait on the edge until the roll succeeds.
interpenetrate. Movement is sequential and players have to make a These formations cannot be spotted until they have actually entered
decision which formation to move first, perhaps to cut off escape or the table.
attack routes. If you win initiative and can see a move that will We recommend that the routes between tables should be prepared
cause the enemy “some inconvenience” you should take it. This is before the game, using maps of the battle area or just a grid if open
what initiative is for. If the opponent cannot move how he wants he sea. You draw lines between the possible exit and entry points,
is scuppered. That is the effect of having poor leadership. If you get probably based on each side of the table, perhaps on corners as
forced into a “close action” and are forced to move less than 10 well. Of course you can draw a line that leaves the east edge of one
knots on the table top, that is bad luck. The result will be lots of table and enters on the north edge of another if the geography of the
damage (which is right). area appears like this.
If one line of movement is obstructed the you will have to find an If you are using both aircraft and ships in this case, the aircraft
alternative. Remember however that formations cannot completely move from one table to the next leaving on one Game Turn and
stop, so the route may become available later, unless the opponent attempting to enter the destination table at the start of the next
actually slows his ships making them move less that 10 knots on available Game Turn (not Operational Turn). In this system the
the table. This would make these ships more vulnerable to attack. tables are roughly an hour’s steaming apart (aircraft move much
If you feel that you are going to need to make your formations faster).
manoeuvre in radical ways, then you will have to give them a good
leader who will usually pass his tests. Poor leaders will have to rely
on simpler manoeuvres.
2.10 – Off Table Formations
In many games there will be additional forces off the table
appearing during the game. Normally a Leadership test is made for
every off-table formation every turn, until they come on. Off table
forces can enter on any edge except for the enemy base line edge.
• If friendly forces are present on the table, deduct 1 from the die
score on the Leadership Test.
• If entering from the side of the table, add 1 to the die score on
the Leadership Test for every 10,000 yards that the entry point
is away from the friendly base line edge.
If the Leadership test is successful, place a Contact Marker on the
table edge where it is entering, which may have to be based on the
course of approach in some scenarios. The Contact Marker is then
moved in the usual manner.

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3 — FLOTILLAS AND THEIR EFFECT IN THE GAME


3.1 – Flotilla Formations 3.3 – Effects of Flotillas in Combat
In these rules Flotillas are used to move larger bodies of small Shooting from Flotillas
faster ships, which are moving and attacking together. As such
Because the flotilla formation is made up of a number of vessels
units move they will mask each other’s fire in the heat of combat,
moving around at high speed, blocking each others’ lines of sight
and thus there is a limit on the number of vessels that can fire. On
there is a limit on how many vessels can shoot from a flotilla shown
the other hand, because of their formation, individual targets cannot
in the Table below, the choice of which being the owning player’s.
be picked off.
Ships which shoot engage targets in accordance with normal
All ships of Size 1 may be formed into Flotilla Formations if there gunnery restrictions.
are 4 such vessels in the Division. If there are more than 4 vessels
in the formation, then they MUST form a Flotilla. Normally the
limit for the number of ships in a Flotilla is 16 (including the Ships in Flotilla: up to 4: 5 to 9 10 to 16
Leader), though there may be exceptions. The ships must be placed # that can shoot 2 3 4
as near as possible in a square formation and the leading edges of
the bases of the front ships in each column must be lined up. A The owner can decide which of the ships can fire from the
Flotilla Formation falling below 4 ships must be reformed in formation, and each can choose a target. They do not have to fire at
another formation next turn. The Diagram below shows typical the same target. It may be possible for a ship to attack one target
Flotilla formations, and formations which are not permitted. with guns and another with torpedoes.
Flotillas are treated as a single ship for all purposes, including Shooting at Flotillas
laying smoke, concentration of fire and measuring ranges from the
front corners, so if the bow corner nearest an enemy trying to shoot When attacking a flotilla determine the number of effect rolls
at the Flotilla is in Bad Visibility, the enemy cannot normally shoot which will be required. If Secondary or Tertiary guns, or
at it. Quickfirers are being fired at a flotilla with the SV split down
several attacks could be being made. Similarly a torpedo attack may
hit a different target in the flotilla.
Permitted Not Permitted Therefore, when attacking a flotilla each hit is applied randomly to
a target vessel in the flotilla, and an effect roll is made separately
for each on the Consolidated Damage Table. All vessels that are
still in the formation or are in base to base contact with one of its
members are at risk. (This may include crippled vessels or other
ships of any size that are not actually members of the formation.)
We suggest using a D6 or a D10 and the Division Roster.

Leader can be at any


location in formation

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.

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4 — SETTING UP THE GAME


The players either decide on an action to be recreated, or select as lost. Shallows are classed from 1 to 5 by a roll of 1D6 (If the
forces from an agreed points value. They may also make use of one score is 6, then they are replaced with an area of Bad Visibility
of the Scenarios produced for use in conjunction with these rules. instead. This die is rolled when placing the terrain item. The
Selecting Forces for One-off Games number represents the size of ship (and larger) which will have to
test for going aground as described under movement. Sandbars
For a normal one-off game we recommend that both sides use count as “Shallows 0” and all ships test for grounding.
forces with equal points to start with. Do not forget that
Commanders also cost points too. For more realistic games, where 4.1 – Determining the Game Environment
the sides are not usually evenly matched, you will need to work out The players agree whether the battle is being fought by Day or at
a Correction Factor which is applied to the Victory Points scored by Night. In some circumstances the game may have been defined as
the player with the smaller force. The Correction Factor is the day or night by the Scenario or Umpire, and the game visibility
figure resulting from dividing the points value of the larger force by may also have been pre-defined for the Scenario.
that of the smaller force.
Visibility
For example, if a game is being played between Player A with 3000
points and Player B with 2000 points, then any Victory points • To determine Visibility range by day, each side rolls 2D6. The
scored by B are multiplied by 1.5. players may elect to re-roll one or both of their D6s once if they
so wish. The final total of all four dice is added to 10 and the
Tactical Advantage
result is the Visibility for the game in thousands of yards.
This represents the ability of one side to out-manoeuvre the other
due to its intelligence and skills. Both players roll 1D10 and add the • At night, visibility is determined by the Quality of the Crew on
number of Commanders that have been purchased for the game. the observing ship.
The highest score wins, ties being resolved by rolling an additional Wind Direction
1D10 each. The winner is considered to have the tactical advantage
• Number one corner or edge of the table 1 (North), and,
and the loser will normally have to deploy a formation first. the
counting clockwise, allocate the 8 cardinal compass points. The
winner can always choose to deploy one formation last.
wind can be blowing from corner to corner or side to side. Roll
Weather Effects and Terrain 1D10 to determine whence the wind is coming. If the result is 9
After setting out their fleets on a side table, and allocating or 10 there is a calm, with no wind. If there is a wind blowing,
commanders, one of the players rolls 1D6 to determine the number 1D6 will be rolled each turn to determine how far areas of Bad
of areas of Bad Visibility to be deployed, and another rolls 1D6 to Visibility or Clouds will be moved.
determine the number of areas of Clouds. These items are placed in Determining Game Time and the effect on Visibility
a pile on the table. They are always generated, and are in addition
Before the game starts and before deployment roll 1D10 to
to any which may be generated from the Optional Terrain Chart.
determine how many turns will be played before night turns into
In some games terrain will have to be agreed to provide targets for day and vice versa. Under certain circumstances an Umpire may
a Shore Bombardment. Otherwise, each side rolls 1D10 to generate say that the roll must be on 1D6 plus 4. If the game is being played
terrain from table below. These items are placed with the Clouds by night, and the result is 5 or less, then the whole game will be
and areas of Bad Visibility. played by night. If the game is being played by day, and the result
Weather and Terrain items are now deployed alternately starting is 7 or less, then the whole game will take place during the day.
with the player with the tactical advantage who selects one item Otherwise, the result is the number of turns before a major change
from the pile. Terrain items can be placed anywhere the player in light conditions occurs. When a change occurs, the following
wishes, and may be stacked if this is appropriate. happens:
Determining the Base Line and deploying Targets • Day to Night
The side with the tactical advantage now decides which side of the On the first turn of change, before initiative is rolled, reduce
table he wishes to use as his base line, with the provision that the visibility by 1D6.
defender against a Shore Bombardment must have a base line On the second and third turns, reduce by 1D10.
which causes the target of these missions to be on his half of the On the fourth turn, if it is not already zero, visibility becomes 0,
table. After terrain is set out, targets of a Shore Bombardment are and the game now plays at night.
deployed by the defender.
• Night to Day
Terrain Effects
On the first turn of change, before initiative is rolled, increase
Terrain features are impassable and if a ship is stacked with them visibility by 1D6.
with any part of its base after movement it is wrecked, and counts On the second and third turns, increase by 1D10.
On the fourth turn, double the current visibility, and the game
Die Item Surface area at least
now plays by day.
1, 2 Nothing ---
4.2 – Initial Deployment
3, 4 An island, area of rocks or 8 inches2
The side that won the Tactical Advantage can now decide whether
sandbar
to deploy first or second, bearing in mind that the side which won
5, 6 Shallow water 12 inches2 the tactical advantage can also ALWAYS deploy one Formation
7, 8 An area of coastline 16 inches2
last. Formations are initially deployed as Contact Markers unless
the player chooses to take advantage of the use of deployed vessels
9, 10 1D6 areas of bad visibility 16 inches2

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(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

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of the counter this turn. 4.6 – Fleet Encounter


4.4 – Assessment of Victory Points (VPs) Points Values:
Since this is only a game, we suggest various criteria for winning a Both sides select their forces from an agreed points values. These
game. You win by amassing Victory Points (VPs) during the game will usually be equal, though they do not have to be. If the points
by inflicting damage on the other side’s ships and carrying out values are unequal, then the Correction Factor is applied to the VPs
various missions which you choose at the start of the game. You gained by the lower valued force.
can assess the game at various points, depending on how much time
is available. Since VPs are most commonly gained by sinking or Deployment:
crippling half an enemy formation, it follows that in order to win Use the standard deployment rules from the rules.
you need to sink about 25% of the enemy’s ships, although this will Victory:
vary depending on the organisation of his fleet, and the relative
strengths of the two sides. If there is not enough time to run a game No special conditions.
to a conclusion, the current level of VPs for each side (adjusted by 4.7 – Convoy Attack
the Correction Factor if necessary) can be used to assess who wins
the “draw”. Points Values:
VPs are awarded for: The player attacking the convoy selects his forces in the same way
as he would for a Fleet Encounter.
• Demoralising an enemy formation, i.e. sinking, crippling or
shooting down at least half of its (original) number. The VP The convoy player can spend his points on merchant ships and
awarded are equal to the enemy formation’s starting points warships (as escorts). Merchants ships should be formed into
value (including the value of any Commanders). divisions of about 4 to 6 ships, with a Commander for each as
usual. The points values of the merchant divisions’ Commanders
• Demoralisation may also occur because a division is forced to are included in the total agreed for the game. For instance, if the
drop a ship from the formation due to damage and doing this total is 3000 points for both sides, a player might choose a
reduced its strength to below half. merchant division of 6 ships at 160, total cost 1210, and another
• Air Squadrons which make several attacks during a game will merchant division of 4 ships at 80, total cost 570. This leaves 1220
provide VPs to the enemy each time they fall below half points for the escorts, which might not look a very powerful force,
strength. but remember that they do not actually have to fight anyone, just
distract the opposing player long enough for the merchants to steam
• If a Formation of any kind is forced to retreat from the table
across the table to the exit box, when their owner can claim 1780
due to morale effects such as Panic.
VPs, which wins the game outright because the enemy could only
• Successfully carrying out a mission, such as getting your gain 1220 victory points (unless he captured enemy commanders
merchant ships across the table, or bombarding a land target. gaining him bonus points). He can afford to lose 3 of the merchants
The VP awarded are defined by the Scenario. en route, as long as they are not from the same division.
• Capturing an enemy ship at the end of the game that is dead in If the points values are unequal, then the Correction Factor is
the water is worth 50% of its points value. applied to the VPs gained by the lower valued force.
• Enemy crippled ships still afloat at the end of the game are Deployment:
worth 10% of their points value. The side running the convoy defines a 1 foot square Entry Zone in
The final two items represent the intelligence value of these vessels. one corner of his Base Line, and a similar 1 foot square Exit Zone
Level of Victory in the diagonally opposite corner of the table. Tactical Advantage
applies to deployment in the usual manner.
After totalling the Victory Points for each side, including applying
At least half the escorts (in numbers of ships) can be deployed as if
any Correction Factor required, work out the level of victory:
for a Fleet Encounter, while the convoy and remaining escorts must
• If the ratio of VPs between “winner” and “loser” is 1.25 : 1 or be deployed in the Entry Zone.
less, then the game is a draw, although the players will
immediately start to write their memoirs, explaining in detail Side A deploys for Fleet B is convoy player
every fault in their opponent’s tactics. Encounter, but nowhere The convoy and up
in the shaded area. to ½ escorts deploy
• If the ratio is over 1.25 : 1 and up to 1.5 : 1 then it is a Minor in the "In" box
Victory.
Side A VR VR is 24"yds
is 24000 Side B
• If the ratio is over 1.5 : 1 but less than 2 : 1 then it is a Major
Victory. In
• Any result in excess of 2:1 is an Overwhelming Victory.
4.5 – Suggested Scenario Types
The following suggested Scenario Types were originally created for
Sea Wars earlier editions and modified for the Great Naval Battles
Scenario Book. They are presented here slightly amended to be
compatible with Sea Wars II.
Out

The "Out" box must be in Remaining B escorts


in this corner (the furthest deploy as for Fleet
point from the "In" box) Encounter

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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,

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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

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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

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5 — OBSERVATION, DETECTION AND SPOTTING


Before a Contact Marker can be attacked and often before it can 5.3 – Radar
itself take any action, it must be deployed on the table as a model.
In this period, radar was in its infancy and required trained crew to
5.1 – Spotting (and Revealing) Contact Markers interpret the readings. It was effective as an air warning system, and
Contact Markers can be revealed voluntarily by a player BEFORE enabled guns to shoot blind at aircraft and ships. While being
a Formation’s movement to gain a speed advantage. They may also fragile, it was also capable of being repaired if there was minor
be revealed due to the proximity of a deployed enemy formation. It damage This is covered by the effect of degrading the radar due to
is possible to slip past an enemy in very low visibility because a damage. Radar is not available to all navies during WW2 and only
Contact Marker that starts and ends its turn beyond the enemy’s then in various grades as the war progresses. Zero denotes no radar
automatic spotting range is not revealed, even if it passed close to a capability at the time.
formation which could have spotted it during its movement. Use of Radar in the game and Cost
Real life is such that it is very hard to find the opposition, and often Players can choose whether or not they are going to use radar for a
even when they are found, the report that they are there is ignored. game. The type of radar available is shown in the following table
Think of Kurita’s Task Force bearing down on Taffy Three, who and the points value of the vessel on which it is fitted goes up by a
line up on deck to watch the “retreating Japs”. On the other hand, cost equal to 10% of the vessel’s hit points for each grade of radar.
we need to actually have a game, so not seeing them at all leads to a
boring game, while seeing them too easily also feels wrong. The
Year British USA Germany Japan, Others
above modification provides a better balance.
Empire, Italy,
At the end of a formation’s movement in the Movement Phase it France Vichy
may attempt to spot an enemy Contact Marker under the following
conditions: 1939 1 0 2 0 0

• The observing formation must have been deployed as models 1940 1 1 2 0 0


and be in Command. 1941 2 1 2 0 1
• A Formation may only attempt to spot one enemy Contact
1942 3 1 2 1 1
Marker per turn.
1943 3 3 2 1 1
• The opposing Contact Marker must be in detection range
appropriate to the target type bearing in mind the effect on 1944 3 3 2 1 2
radar of Lines of Sight, land and aircraft.
1945 4 4 2 1 2
• It is not possible to spot a Contact Marker if the line of sight
passes over another surface ship, but it is possible to draw the Radar Ranges and Lines of Sight
line of sight over another Contact Marker. The basic radar range is 10,000 yards per grade. Radar lines of
The nearest ship in the spotting division to the enemy Contact sight are blocked by land and by the base of any ship. It is not
Marker being examined makes the attempt to spot it by taking a blocked by a Contact Marker. Radar is ineffective:
Crew Test as modified below. If this is successful, then the enemy • if trying to spot a Contact Marker which is within 2,500 yards
Division must be deployed. of land.
• if trying to shoot at a target which is within 2,500 yards of land.
Modifiers to Crew Value for Test
Radar Operation
Contact marker is at half prevailing visibility range (If using a +2
Radar can only be used if the ship has been deployed on table. In
spotter plane in daylight this equates to the actual visibility range)
order to successfully use Radar in the game, the ship in which it is
German WW1 at Night/Twilight +1 fitted must declare a Crew Test to get the set switched on. If they
are successful the set will operate for the rest of the game (unless
British WW2 at Night/Twilight +1
damaged of course). If they fail then the radar will not work for the
Japanese WW2 at Night/Twilight +1 whole of the current game.
Radar and Spotting
Italy WW2 at Night/Twilight –1
Unless the radar line of sight is blocked or suffering from land
USA WW2 at Night/Twilight –1 interference, radar can be used to try to spot enemy Contact
Markers within radar range either on the table in clear visibility, or,
more usefully, at night or if hidden in or by areas of bad visibility.
5.2 – Spotting at Night and Twilight Details of how Radar is used to spot a target are shown under
At night the spotting range of a formation is equal to the Crew “Contact Markers”.
Quality of the observing element expressed in ’000s of yards, so Radar detection ranges are doubled when using it to spot, or spot
crew 5 can see 5,000 yards. If radar is used, this will overcome the from, aircraft.
limitations imposed by Crew Quality.
During the period between day and night while visibility is Radar and Gunnery
changing, the visibility range is always the higher of the actual As long as the radar line of sight is not blocked, radar of Grade 2 or
range, or the Crew Quality of the observer expressed in ’000s of better can be used to engage targets which cannot be seen due to
yards. limits in visibility range by day or night, targets hidden in or by
areas of bad visibility or smoke, and air targets hidden by clouds. It

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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.

This distance is closer...


Direction of movement Side A Side B

...then this distance

CM

Direction of movement after deployment


Direction of movement after deployment

CM

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6. MASTER GAME TURN SEQUENCE


A. Initiative Phase • If the ship has damaged steering, take a Crew Test for the
effects for this turn (q.v.).
• Modify visibility between day and night if required, by rolling
the visibility modifier as described under Setting up the Game. • Make a turn and then move up to current remaining speed
allowance.
• Roll initiative on 1D10, modified by Leadership of C in C as
long as the ships in his division have been deployed on the • Ships carry out air activities (ready/launch aircraft)
table, and he is on board ship. (His location will have been • Aircraft land.
revealed because he is transmitting orders to his fleet.).
• DISENGAGING formations must head for their own back line.
• The winner is the side with the higher total. The winner of the
• PANICKED units move directly away from the nearest enemy.
initiative determines which side moves first and may always
move one Formation last. If the results are equal, re-roll. • Change formation after moving, (requiring a Leadership Test).
• If the initiative dice scores match, the Game Environment • Lay smoke after movement and any formation changes have
changes. been completed.
• If using Variable Game Length modify the game End counter. • Attempt to spot one enemy Contact Marker, after movement.
• Attempt to carry out Damage Control (q.v.), taking half or a
Score Effect whole move.
1, 2 Visibility drops by 1D6 000 yards C. “Fire and Wind”
At night, spotting distances are halved (i.e. use half crew
quality) - A really murky night! • If any ship is still on fire after all movement has been
completed, the opponent rolls one D10 per ship still on fire on
3, 4 Visibility increases by 1D6 000 yards the Gunnery Damage table and applies the damage effect
At night, spotting distances are doubled (i.e. use double
immediately.
crew quality) - The moon comes out
• After all movement is completed roll 1D6 for each area of Bad
5, 6 Wind turns Clockwise
Visibility or Clouds (assuming there is a wind) and move each
7, 8 Wind turns Counter clockwise the number of inches downwind indicated by the score. Items
which leave the table from one edge are replaced on the
9, 10 Wind change
If no wind, then wind starts, and vice versa (diagonally) opposite table edge .
D. Combat Phase
B. Movement Phase Players conduct attacks with their Divisions or Squadrons
alternately, starting with the player who won the initiative roll. The
Sides activate Formations alternately, including those currently off-
actions of aircraft and ships are “intermingled” depending on the
table, which test to come on table.
whims of the players.
All ships are moved, followed by all aircraft. Whichever player
moved ships first also moves aircraft first. The winner of the E. Reaction Phase
initiative roll may always move one formation last when ships are • If necessary, check the morale of DEMORALISED formations.
moved AND when aircraft move. Mark those which fail their test as DISENGAGING.
As a formation activates, it may carry out one or more of the
• If necessary, check the morale of OUT OF COMMAND ships
following actions, in this order:
and aircraft flights. Mark those which fail as PANICKED.
• Any formation that was attacked by torpedoes in the
previous turn must make a Leadership Test. If this test fails, F. End Phase
the formation must attempt turn away from the attacker and • Remove Smoke Screens and shell splashes.
then must move its full allowance forward unless prevented by
impassable terrain. If terrain is in the way, the course is • Roll 1D6 for each crippled ship. If the score is equal to or
adjusted to avoid the terrain. If they pass the Leadership Test greater than the ship’s size, then it sinks. If rolling for a ship
then they can proceed with the following options. with inferior underwater protection or a civilian hulled vessel
(including conversions) add 1 to the die, if the ship has superior
• A formation Commander may attempt to take command of an underwater protection deduct 1 from the die.
unattached vessel that is Out of Command and within his
Command Radius, before he moves. This requires a successful • If the players have determined that the game has ended,
Leadership test. depending on the method in use, establish who has won.
• Reveal a formation from a Contact Marker.
• Change formation before moving, (requiring a Leadership
Test).
• Moving a Commander between ships or pick up a Commander.
(This costs half the movement of the ship or Division doing the
action).
• Air units may have to attempt to break off from combat before
they move.

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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.

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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

This move is permitted, the track


does not cross the land

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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°

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Radar and Gunnery Fire Control Limitations on Shooting


Even if the target is not in normal visibility range, or is obscured by • There must be a clear line of sight to the target(s).
bad visibility, clouds, or smoke screens, it may be possible to shoot
at it if it is within radar and gun range, and the shooting ship is
• Torpedoes can be launched all round the firing ship and no
more torpedo salvos can be launched than there are mounts or
equipped with a functioning radar set with an effective grade of 2
salvos available (whichever is lower).
or better. Radar range is 10,000 yards per grade in excess of 1, so
Grade 3 has 20,000 yards range for Gunnery. Shoot as normal Stationary Targets
using the standard tactical modifiers. See Observation, Detection These are:
and Spotting rules on Radar. Radar confers no benefit to torpedo
fire. • All land targets;

Attacking at Night • Ships with a speed of zero;


When fighting at night, there are some additional limitations. • Ships which have stopped to pick up float planes;
Firstly, it assumed that not everyone is proficient at night fighting, • Ships which have just run aground;
so the first rule is that basically, NO ONE can shoot, EXCEPT: • Ships which have grounded and failed to re-float.
• If using radar, the ship can fire at up to radar gunnery range (a
minimum of 10,000 yards for Class 2 radar). 8.3 – Lines of Sight
• If no radar is available, a ship can shoot to a range equal to The line of sight is blocked if:
1,000 yards per Crew Quality i.e. Crew 5 sees 5,000 yards. For Gunnery:
• A burning target can be engaged at a range equal to TWO • it crosses the base of an intervening ship which is of equal size
TIMES the Crew Quality in 000s of yards (even bad crew can to, or larger than either of two engaged ships;
see the flames !).
• it goes through an area of Bad Visibility or if the bow of the
8.2 – Fire Control target is in an area of Bad Visibility (this may be overcome by
using radar).
In the period covered by these rules, control systems ranged from
Top Spot to Radar Directed Fire Control. In a particular time period • it crosses land;
during which a game is being fought the opposing sides will have • it crosses the base of a ship that is on fire or crippled (this may
broadly the same Fire Control Systems on board their ships. These be overcome by using radar).
may be some form of advanced technical plotting table, or may just
be a number of gunnery officers directing shooting. Historically, For Torpedoes:
ships had several Fire Control stations and/or Directors, though for • it crosses the base of any intervening ship (including cripples);
the purposes of game play, the Fire Control is factored into the
gunnery and damage system.
• it goes through an area of Bad Visibility or if the bow of the
target is in an area of Bad Visibility (this cannot be overcome
Target Limitations for Weapons Systems by using radar which gives no benefit to torpedoes).
• Main, Secondary, Tertiary, Barrage and Torpedo batteries can • it crosses land;
be used to shoot at ships.
For Shooting between Aircraft:
• Guns over 6.1” may not fire at targets of Size 1 or unarmoured
ships if there are any larger targets present (= deployed on the
• it crosses any part of a Cloud formation, or the front of the
aircraft stand is in Clouds (this may be overcome by using
table as models).
radar).
• Aircraft can only be engaged by Barrage Weapons.
For Combat between Ships and aircraft:
Gun Batteries and Arcs of Fire
• the front of the aircraft stand is in clouds and/or the bow of the
The following rules pre-suppose an SV of at least 1 is available. Ship is in Bad Visibility.
• Main Gun Batteries may engage one target per turn using the • it crosses any part of a Cloud formation or area of Bad
current SV value of the battery. Visibility.
• Secondary (and Tertiary) Gun Batteries may engage up to two
targets per turn, each one with a maximum of HALF the current 8.4 – Smokescreens
SV for the battery. If the SV is reduced to 1 then only 1 target If gunnery or torpedo attacks are being carried out by a ship in a
can be engaged. formation that is making smoke, or if such a ship is a target, or if
the line of sight passes through smoke, the effect or to hit rolls
• See Aircraft Rules regarding the use of Barrage Weapons.
suffer penalties (except in the case of gunfire with radar support).
• See Quickfirer rules for Barrage Weapons. They may engage See Observation, Detection and Spotting rules on Radar.
up to two SURFACE targets per turn, each one with a
maximum of HALF the current SV for the battery. If the SV is 8.5 – Using Attack SV
reduced to 1 then only 1 target can be engaged. AA rules are The Attack SV represents the strength of the attack that a ship can
different. use to damage its target. This has been calculated for each vessel
taking into account the firepower which bears into which arcs, and
the damage caused over a period of time during the game turn. An
attack can only be made if the SV is greater than 0. Weapon SV
values are modified during the game for tactical reasons and
because of damage to weapon systems and injury to crew members,
all of which will have an effect on fighting efficiency.

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8.6 – Armour and Gun Penetration 8.7 – Resolving Gunnery


Armour Grades (DV) run from A+ down to G-. Unarmoured ships The attacking ship selects its target and declares the SV value being
have DV of H which does not count as armour. applied against it. This may be the total SV available, or may be
Guns penetrate different armour values at different ranges. All guns part of it, if the Battery is allowed to shoot at two targets and there
have been given an Attack Value (AV), an alphabetic penetration are several targets in range and line of sight. Before firing it might
code between A and G, which is also graded Superior (‘+’), Normal be preferable to ascertain if the guns in use will penetrate the
or Inferior (‘–’). If the AV is the same grade or greater than the Armour (DV) on the target, and whether the target is in range and
target DV, then the shell will penetrate, otherwise (or if the AV is can be seen.
degraded to H) it will not. • Short Range is up to a quarter of the indicated range for the gun
A Gun with an AV of D + will defeat any D armour and in the ship specifications.
worse. A Gun with D – will defeat another D – and any E, • Medium Range is a quarter to a half the distance.
F or G.
Shells with HE only capability have penetration code H.
• Long range is the maximum shown.
If using a spotter plane the distance bands indicated here do not get
The AV is modified using the following table. Penetration that
bigger, but the visibility range is increased. Spotter planes do not
degrades to lower than G– is treated as H and will not penetrate any
increase shooting range but do increase the distance at which you
armour. In addition if the calibre is greater than 6.1” it will be less
can see the enemy and therefore engage him.
effective if the target is unarmoured.
Next roll 1D10 on the Consolidated Damage Table, using the
Modifiers to AV or AV grade correct column for the range at which the attack is being made.
Modify the score for the tactical situation and read the result, which
Reason Modifier to AV is usually the SV or a value derived from it. Bear in mind the effect
Short Range (quarter or less) +1 of Armour against HE shells and no armour on AP shells (which
could have had the base SV reduced to 1).
Long Range (over half) -2
Apply the resulting SV number as damage against the hit points on
“Crossing the T” (attacking through bow or +2 the target. If a critical hit is scored (which is determined by the final
stern arcs) (not Quickfirers) dice score of 10 or more (9 or more in some cases), then SV
damage is applied and additional Special Damage is rolled for on
Obsolete Guns* vs Contemporary Armour -2 Grades
the Special Damage table. Critical Hits by guns, Bombs, Rockets
Contemporary Guns vs Obsolete Armour* +1 Grade and Missiles also cause a fire to start as indicated in the table.
For Gunnery (and Aircraft Combat) there is no actual to hit roll,
* Obsolete Guns and Armour
though there is a to hit roll for Torpedo and Air Attacks.
These rules reflect the use of older ships such as pre-dreadnoughts
in actions against modern units. This is most likely to be noticeable 8.8 – Tactical Modifiers
in the period leading up to the First World War when there was still The tactical situations shown in the table overleaf affect the damage
extensive development of both guns and armour going on. To a die score.
lesser extent this could also apply in World War Two with modern
vessels being used against very old unreconstructed ships.
Concentration of Gunfire
If more than one ship shoots at a target it is very difficult to correct
Examples of modifications shots because the shell splashes will all look very similar.
If the AV is increased, then a C – gun would become a B – Therefore, when shooting, the first ship to shoot at a target places a
gun. If decreased it would become an E – gun. An A Gun shell splash next to its base. Any other ship shooting at this target
that increases in value is treated as an A + gun. An later in this turn shoots at reduced effect. A splash marker placed
obsolete B+ gun used against contemporary armour beside a Flotilla formation applies to later shots against any target
reduces to B –, while a contemporary D + gun against in the division, regardless of which ship(s) may have been hit by
obsolete armour becomes C –. An obsolete D+ gun fired the first salvo. This rule only applies to ships’ gunfire.
against contemporary armour becomes D-. At short range
this would become C-. If crossing the T at short range it
“Crossing the T”
then would become A-. Despite the general rule that the attack factor is valid over 360
degrees round the ship, you can only claim the effect of “Crossing
HE shells and Armoured Targets the T” under the following conditions:
If your larger calibre guns have been equipped with HE
• the firing gun is not a Quickfirer,
ammunition for a shore bombardment, these will be less effective
against armoured targets. • the firing vessel must be broadside on to the target,
Unarmoured Targets • the target must be approaching perpendicularly at an angle of
Unarmoured vessels (DV of ‘H’ - which includes most Size 1 ships less than 45 degrees,
such as destroyers, merchant ships) can really only be effectively • all of the target base must be within an area defined by the two
engaged by guns of 6.1” calibre or less, which carry a suitable mix parallel lines drawn at right angles from the bow and stern of
of ammunition and will attack such targets with HE. Larger shells the firing ship base.
(esp. AP) usually pass through the hull, leaving a neat hole. The attack benefit of bow and stern rakes reflects that the shells
• If firing guns over 6.1” calibre against an unarmoured target, will be striking superstructure and lateral subdivision on the target
the SV for all guns becomes 1. ships, which tends to be weaker than the armour belt.

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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.

Hits on Carriers and Air Bases


Special Damage Table
Such targets automatically lose 1 aircraft (if any are present) per
point of SV when they are attacked. Aircraft are taken first from Score Effect: If system not available on target, drop down 1
those being readied on deck before any in hangars. row until suitable effect is found
8.10 – Special Damage 1 Aircraft facilities hit – lose all spotter planes, add 1 to Fires
CARRIERS & AIR BASES – Lose 1 Aircraft handling, 1D6
Which system is hit depends on the roll of 1D10. If the system is Aircraft on vessel and add 1D6 Fires
not on the vessel, move down the table until you get a valid result.
2 Tertiary and Barrage battery reduced by 1D6 each
Bridge Hits
3 Secondary battery reduced by 1D6
The effects are as follows: MERCHANTS lose 1D6 points of cargo
• If there is a Commander on Board, carry out a Leadership test
4 Roll 1D6: 1-3: Torpedoes lose 1 attack
for each. If they fail then they are Wounded (see Command 4, 5: Torpedoes lose 1 salvo
Casualties rule). 6: Torpedoes lose 1 salvo and 1 attack
• Reduce radar grade on ship by 1 5 Main battery SV reduced by 1D6
• Reduce SV of Main, Secondary and Tertiary batteries by 1 each 6 Propulsion – Lose 1D10 knots
(due to damage to fire control systems). There is no effect on
AA / Quickfirers or Torpedoes which fire under local control. 7 Major Structural Damage – lose 1D10 Hit points
Magazine Hits 8 Steering – add 1 steering damage
A crew test may be rolled depending on whether the ship is fitted 9 Bridge Hit – see Special Damage
with Good, or Poor / no Flash Protection:
10 Magazine Hit – see Special Damage
• Civilian cargo ships have absolutely no protection at all and get
Consolidated Damage Table (The Modified Dice score is used to determines effects) Air Attacks (see Air
Attack Rules) AA Fire
Score Guns at Short Range Guns at Med. Range Guns at Long Range All Torpedoes Aircraft Combat
1 or less No effect No effect No effect SV x ½ No effect
2 SV x ½ SV x ½ No effect SV x 1 SV x 1
3 SV x 1 SV x ½ No effect SV x 1 SV x 1
4–5 SV x 1 SV x 1 SV x ½ SV x 2 SV x 1
6 SV x 1 & lose 1D6 knots SV x 1 SV x 1 SV x ½ & lose 1D6 knots SV x 1
7 SV x 2 & lose 1D6 knots SV x 1 & lose 1D6 knots SV x 1 SV x 1 & lose 1D6 knots SV x 1
8 SV x 3 & lose 1D6 knots SV x 2 & lose 1D6 knots SV x 1 SV x 2 & lose 1D6 knots SV x 2
9 Critical hit (as below) SV x 3 & lose 1D6 knots SV x 1 & lose 1D6 knots Critical hit (see below) SV x 3
10 or more Critical Hit – Roll 1D10 on Special Damage table. Aircraft Squadron loses
Torpedoes also cause 1D10+SV Hit points and lose 1D10+SV knots. 1D10+SV HP & must test
Guns, Bombs, Rockets, Missiles also cause 1 Fire and Inflict SV x 1 Damage. morale

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Magazine Explosion Effects Torpedo Type Table Range SV


Score Effect: If system not available on target, drop down 1 All Pre World War 1 2000 yards 4
row until suitable effect is found World War 1
1 Barrage Battery, reduce the Barrage SV by ½ its current value 18” 4000 yards 4
20”, 21” 8000 yards 5
2 Tertiary Battery, SV reduced to 0, add 1 fire 22” German 5000 yards 5
3 Torpedo Warheads, add 2 to fire, lose all reload salvos (i.e. the World War 2
number of salvos in excess of the current number of mounts) 17.7” Italian 6000 yards 5
21” British 13000 yards 7
4 Secondary Battery, + 3 Fire, –1D6 HPs, SV reduced to 0
21” Dutch 9000 yards 7
5 Main battery, +4 Fire, –1D10 HPs, SV reduced to 0 21” German 11000 yards 6
21” Italian, Japanese, Russian 9000 yards 6
6 BOOM ! Ship explodes and sinks at end of turn 21” US 11000 yards 7
21.6” French 11000 yards 7
24” Japanese(old) 15000 yards 7
8.11 – Effects of Fire 24” Japanese Long Lance 20000 yards 8
Some of the Combat Results call for fires to be started on the target Air
ship. The order of actions in the Game Turn allows a captain to try 15.7” French —– 5
to put out the fires during the Movement Phase of every turn. At the 17.7” German, Russian —– 6
17.7” Japanese (Nell & Kate) —– 6
end of every Movement Phase, a roll is made for each ship that is
17.7” Japanese (Betty) —– 7
still on fire, treating the number of fires as an SV. This roll is made 18” British (Old/Modern) —– 5
on the Short Range Guns column of the Consolidated Damage 21” German, Italian —– 5/6
table, and ignores any tactical modifiers. 22.5” US Air (Pre 1944/1944 onwards) —– 5/6
8.12 – Torpedo Attacks
Many ships are equipped with torpedoes, however in reality only Torpedo To Hit Number (See separate Table for Air Attacks)
those equipped with swivelling mounts, such as destroyers and later Tactical Effect Modifier to “To Hit”
cruisers, have any realistic chance of causing a hit. For this reason,
fixed and submerged tubes are discounted in these rules. Each Tube in mount +1
Vessels are equipped with a number of trainable mounts and salvos Short Range (quarter or less)
Target moving less than 10 knots
for these. Normally this is on the basis of 1 for 1, however there are Japanese ship attacker
exceptions and many craft carry reloads. Where a ship does carry
reloads, it is assumed that these are loaded by the start of next turn. Stationary Target +2
Torpedo arcs cover all 360°. You can only attack a target that is in German ship attacker in WW2 before 1943 -1
visibility range (radar is not effective), and you must have a clear
line of site as mentioned earlier. Long Range (over half) -2
Attacking Ship out of Command
A vessel can fire one or more salvos at a single target vessel during Attacking Ship on Fire
the action phase, crossing off each salvo as it is fired. You cannot Torpedo Overshoot Attack
fire more salvos than there are mounts available. Target attacked in bow arc
Torpedo attacks are not possible between ships the bases of which US ship attacker in WW2 before 1944
are touching. The ranges used in these rules are the effective ranges Target attacked in stern arc -4
for game purposes. In the case of Japanese Long Lance Torpedoes
these actually had a maximum range of over 20 miles. Aircraft have Target or Attacking ship is under a -1D6
smokescreen or line of sight crosses a
been given a standard range of 5,000 yards to match the shorter smokescreen (per smokescreen)
distances usually used in attacks by these craft.
The data tables show the number of attacks that can be made per
turn, the number of tubes that are used each time a mount is fired Overshoots
(to determine the to hit roll), and the number of salvos carried by If the mount misses, then there may be an Overshoot. If a torpedo
the ship. shot misses a target in a flotilla it cannot affect any of the other
Each time you fire a mount, you reduce the number of available ships in the flotilla, but the overshoot can affect other ships beyond.
salvos by 1. When you have no salvos left, then you cannot fire any Torpedo Overshoot may extend further than visibility range.
more. Torpedoes and Salvos can be reduced by Special Damage. Line up the track of the torpedo from the bow of the firing ship to
Note that regardless of effect the target formation will have to the bow of the target ship, then extend the line out to its maximum
take a leadership test at the start of its movement next turn. range. If this line passes over any part of any other ship’s base,
whether friendly or enemy, test for a hit in the usual manner. The
Determining Torpedo Hits “To Hit” chance is reduced for the overshoot as shown in the table
The attacking player checks the range and identifies the target. The above, in addition to any other tactical modifiers. If a hit is scored,
“To Hit” chance is calculated for the tactical circumstances using ascertain the damage as usual. Once an overshoot hits a target no
the Tactical Modifiers. To get a hit you need to roll the “To Hit further tests are made for that mount.
Number” or lower on 1D10. The base number is 0 and the
modifiers are applied from the table to reach the To Hit Number.

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8.13 – Torpedo Damage 8.14 – Shooting with Quickfirers


Roll 1D10 to determine damage per torpedo hit. Ships with poor or While some Quickfirers were capable of firing AP, such as the
superior underwater protection modify the damage die. Damage is British 4.7”, for the purpose of these rules all are treated as having
scored to the targets using the Consolidated Damage Table no penetration and therefore will use HE attacks (AV = H).
appearing earlier. Barrage Weapons can be fired at vessels at the ranges indicated in
If you fire two triple mounts at a target each needs a 3 to the table below. Two targets can be engaged each with up to half
hit on a D10, assuming no other modifiers. If you get a hit, the current Barrage Value. If the SV has been reduced to 1 then
it is treated as a single hit. The D10 damage roll is where only 1 target can be attacked. If one “half” of the battery SV has
any additional hits are hidden. been used to shoot at ships, it is permissible for the unused factors
to be fired at Aircraft using the AA rules.
Ranges
Underwater Protection: Vessel Type and Protection and tactical
Modifier to Damage Effect Roll When using Quickfirers in a game, agree beforehand whether you
are going to use the range bands for the era in which you are
• Modern battleships and battlecruisers introduced into Superior fighting (the easier option) or the era in which the ship was
service in 1938 or later Modifier
constructed (making older ships less capable).
-1
• Modern Cruisers introduced into service in 1942 or later
(These are vessels with extensive subdivision, bulges with Ship Built Short Medium Long
fuel oil, superior damage control, etc)
Pre WW1 2,000 yards 4,000 yards 8,000 yards
• all German vessels introduced into service in 1907 or later. Normal World War 1 3,000 yards 6,000 yards 12,000 yards
Modifier
• all other vessels introduced into service in 1919 or later. Nil
World War 2 4,000 yards 8,000 yards 16,000 yards
• all vessels which underwent reconstruction between the
wars.
Resolution
• all vessels introduced into service in 1906 or earlier. Inferior
Modifier The attack is resolved rolling 1D10 on the Consolidated Damage
• all non-German vessels introduced into service from 1909 +2
to 1918. Table using the appropriate range columns, and the Gunnery
modifiers shown earlier. Bear in mind that Quickfirers will not be
• all merchant vessels or warships based on merchant hulls.
This will include many Japanese and Allied carriers, and
very effective against armoured targets, having modifiers of –2 for
all Armed Merchant Cruisers. being Quickfirers and –4 for firing against armoured targets.

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.

Type Description Nationality Tactical Doctrine Type Number


Scout Land- based or ship’s reconnaissance aircraft All Nationalities Armed Recce 3

Fighter The primary role is to engage other aircraft Germany All 2

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

Dive Bomber Single or multi-engined aircraft dropping bombs Japan All 3


while diving from medium altitude Fighters from 1944 2
Light Bomber Single or twin-engined aircraft making a level USA Fighters 2
flight attack from low altitude Bombers 3
Medium Bomber 2 or 3 engine bombers making a level flight attack Russian All 4
from medium altitude Fighters from 1944 2
Patrol Bomber 2, 3, or 4 engined maritime patrol aircraft with anti Others Fighters 3
shipping capability Bombers 4

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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

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could have been launched in the same turn as they were


readied. An aircraft sand is placed next to Shokaku to Turn up to 90° for
accept the next 6 Vals to strength the squadron. Of course, free before moving
if there were enough Commanders then two squadrons of 6
could be used to make the attack, which can in some cases
be useful.
Launching Aircraft Turn up to 90° to
Launching aircraft takes place during the Movement Phase when contact. It must
the ship or air base is activated. pivot on one front
corner
• Flights are readied, one per Launch capacity allocated this turn.
• There must be a squadron commander available (unless the The moving squadron may turn up to 90° on contacting an enemy
flights being launched are strengthening a Squadron still in squadron, pivoting on one of the front corners. This may bring it
contact with the carrier). into contact with further enemy formations. You will see from this
that how you move becomes important, as is which formation you
Aircraft taking off from a carrier flight deck require the carrier to move first.
be facing into the direction of the wind, which may mean the carrier
has to alter course before it can launch the planes. The carrier must Squadrons that start the turn in contact count as being engaged for
move at least half its current maximum speed when launching the purposes of Disengagement (see below).
aircraft, unless there is no wind, in which case it must move at full If an engaged group has not yet moved, it may either:
speed (in any direction). • Stay in place and fight the enemy during the combat phase.
Launching and climbing to altitude takes aircraft half a move, in the (Fighter-)Bombers may choose to jettison their payload (q.v.).
turn of the launch. The aircraft launched measure their move or
distance from the front of the carrier’s base. Any turns made by the
• Attempt to Disengage and move away. (Fighter-) Bombers may
aircraft during the launch turn are made at the bow of the carrier
choose to jettison their payload if they wish (q.v.).
based on its course.
Larger Squadrons can be strengthened with additional flights in Disengaging
subsequent turns if they are left adjacent to the carrier immediately When disengaging, a squadron may be subject to attack from
after launch. In such a case, they are placed in base to base contact enemy aircraft squadrons with which it was in contact.
with the carrier and are moved with the Carrier during its • If the engaged group is trying to escape from enemy fighters,
movement. each of the latter get one free round of air combat per turn
Recovering Aircraft against one disengaging squadron.
Aircraft are recovered when they activate during the Movement • If the engaged group is trying to escape from non-fighters (this
Phase. includes Fighter-Bombers), the non-fighters can only get a free
• one Air Handling Capacity must have been allocated to attack if they first pass a Leadership Test. Fighter-Bombers
Recover per SQUADRON being landed this turn. (Note that may choose to jettison their payload to allow themselves a free
Unallocated capacity is automatically regarded as Recover attack. This is the player’s choice made at the time.
capacity). Any attacks must be declared as soon as a squadron disengages. If
A squadron landing on a carrier must approach from anywhere in several enemy squadrons are in contact with the one disengaging,
its rear arc, descending from a pattern and landing costing a they may each attack once. If there are multiple squadrons in
squadron half a move. The carrier must be facing into the wind contact on each side, the players may be able to bluff each other.
(assuming there is one) and must move at least half its current Bear in mind that each only gets one free attack per turn. You may
maximum speed when recovering aircraft, unless there is no wind, choose to not use a free attack at one disengaging squadron, then
in which case it must move at full speed (in any direction). If the the opponent does not move any of the others, and then you could
squadron has taken any damage, divide the remaining hit points by become subject of attacks if you have to move away from him.
the aircraft’s hit point value, and discard any fractions. Only The attack is resolved as if for air combat except that:
“complete” aircraft are returned to the hangar. In the time frame • The attacker applies his Firepower factor to one target.
allowed for the game, damaged aircraft will not be repaired.
• No “Break-through” occurs
A squadron lands with 11 HP. If the aircraft have 3 HP
each, 3 will be returned to the hangar, and the remaining 2 After the attack has been resolved, the survivors move, even
hit points are lost. adjacent to another enemy group in order to engage them, and
attack them if they, in turn, have not yet moved and try to
The Commander is returned to the Command Pool.
Disengage.
9.5 – Aircraft engaging enemy Air Formations Jettisoning Payload
Aircraft are equipped with guns which provide a Firepower Factor. Fighter Bombers and all aircraft carrying an offensive payload may
These factors are used to shoot at other aircraft, and like ships, a voluntarily jettison their bomb-load when they contact or are
single machine gun on a lone spotter plane will not provide any contacted by enemy aircraft during movement. This immediately
defence. expends their attack. Note that if a squadron has made all its
A squadron of aircraft will engage another if it moves into base to attacks, it DOES count as having jettisoned its payload.
base contact with it. If the moving squadron contacts several enemy Bombs, Rockets, Guided Weapons, or Torpedoes all count as
squadrons they are all engaged. Remember that aircraft cannot payload.
move through enemy air formations.

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9.6 – Anti Aircraft Fire 9.8 – Damage to Aircraft


All Ships are equipped with Barrage Weapons, assuming that Aircraft have Hit Points that get damaged in combat. The squadron
enough suitable guns are carried. One Machine Gun on a ship will loses hit points equal to the damage caused. When the number of
NOT provide effective protection. These guns are only used to Hit Points in a Squadron has been reduced to ½ strength or less, the
engage aircraft. formation has reached its Demoralisation level and must roll for
Shooting with Ships’ Barrage (AA) Weapons Morale. When Special Damage is caused, the Squadron loses
1D10+SV hit points and must roll for Morale.
Ships may engage multiple Air targets in a turn. Barrage Weapons
shoot through 360° regardless of arcs of fire. The following tactical 9.9 – Air attacks on ships or ground targets
factors are applied to the firing unit. Air attacks on ships are carried out in the Combat Phase, in the
The firing ship must split up its Barrage Factors between all enemy order determined by the attacker. The target of the air attack might
aircraft stands in range, including any that might already have not yet have fired its AA factors before the attack, depending on the
attacked. The AA SV is applied 1 per enemy stand, from the closest choices made by the players. As all attacks are resolved
outwards. Any excess is then applied on the same basis, 1 per stand, sequentially, the effects are applied immediately. Air attacks are
until all is applied. NOT possible at night. Smokescreens have no effect on air attacks.
Targets engaged must be within 5,000 yards of the firing unit, Arcs of Fire and Ranges
measured between the fore funnel and the centre of the front of the
Aircraft attacking surface targets have an arc of fire at 45° to the
aircraft base. When resolving an attack at a range of 2,500 yards or
left and right of its direction of flight, the base of the arc being 5 cm
less the attack is treated as short range. If shooting at an air target,
wide. The area covered by this arc extends up to 5,000 yards from
see also the rules about (Un)friendly Fire.
any point on the front of the base. If any part of a target’s base is
Each attack is resolved rolling 1D10 on the Consolidated Damage within the covered arc it is eligible to be attacked. A line drawn
Table, causing damage to the aircraft Hit Points depending on the between the centre of the FRONT of the base of the attacking
result. aircraft and the fore funnel on the target will determine the actual
line of attack and range.
Modifier to AA / Dogfight Damage Effect roll
Reason Modifier to die
AA Target at short range (under 2500 yards) +1
AA/Dogfight Target AIRCRAFT carrying payload
7
Attacking Ship out of Command -2
Attacking Ship on Fire and/or making smoke 3
6
5 cm.

(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.

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Air Attack Table To Hit Score Level (Light or Medium) Bombing


Bomber 2 The SV of used by the squadron is applied to every ship within the
covered area, regardless of which side they are on. In the figure
Rockets 4 targets 1 to 5 are all attacked.
Skip Bombing 3 Skip Bombing
Guided Missile 5 The American developed the “Skip Bombing” attack for use against
Torpedoes Japanese convoys. This is a low level attack by Light or Medium
bombers using an AP bomb. This attack is only possible from 1944
Modifiers to to hit score
onwards. The Squadron attacks the NEAREST target in the covered
Short range (under 2,500 yards) +1 area. Damage from Skip Bombing attacks is applied using the
Target moving less than 10 knots Torpedo Effect in the Consolidated Damage Table. In the figure
Aircraft carries 2 torpedoes target 1 is attacked.
Fighter Attacking (cannot Dive Bomb)
Torpedoes
Target Stationary +2
Dive Bomber Attacking
The squadron must attack a target in range with no intervening
targets. In the figure any one target out of 1 to 3 can be attacked.
Medium Bomber or Patrol Bomber -1 Torpedoes can also overshoot if they miss the initial target and
Torpedo Bomber using rockets attack targets 4 or 5 (depending on line of attack).
German (pre 1943) or French Aerial Torpedo
Air torpedo SV values are shown by the Torpedo rules under
German guided weapons being jammed -2 Surface Combat.
American Aerial Torpedo (pre 1944)
Attackers out of Command Guided Missiles
These are usually carried out by Medium or Patrol bombers. The
Bomb Penetration, Damage and Tactical Modifiers squadron attacks the FARTHEST target in the covered area,
Unless otherwise indicated, all bombing attacks using AP bombs or choosing how many Salvos will be launched. Each salvo rolls to hit
Guided weapons always penetrate any armour on the target. separately. In the figure target 5 is attacked being the furthest away.
• AP Bombs hitting an unarmoured target have SV of 1. Targets of German guided weapon attacks may try to jam the
control signal, which requires a Crew Test by the nearest ship to the
• HE Bombs deduct 4 from effect rolls on Consolidated Damage launching aircraft. If successful, then the to hit chance is reduced by
Table when attacking an armoured target. –2. After 9/1944, Hs 293 missiles were fitted with a wire guidance
• All air attacks add 1 to the damage effect dice for each full system rendering them immune to jamming. There is no evidence
flight remaining in the formation after the first. that the Japanese ever jammed American BAT missiles in 1944/45.
Hits on Carriers and Air Bases
Such targets automatically lose 1 aircraft (if any are present) per Date Type SV
point of SV when they are attacked. Aircraft are taken first from
those being readied on deck before any in hangars. 1943 Fritz - X (Germany) 6

9.10 – Air Attack Types 1943 Hs 293 (Germany) 8

Fighter Bombers 1944 ASM-N-2 BAT (USA) 8

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.

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10 — SPECIAL ATTACKS AND OPTIONAL RULES


10.1 – Kamikaze Air Attacks 10.2 – Optional Submarine Rules
No game would be complete without these jolly gents ! Such These rules specifically exclude submarines for reasons explained
attacks are ONLY permitted to the Japanese and involve crashing in the introduction. Nevertheless, there are occasions where they do
an aircraft into a ship. The aircraft are subject to AA fire in the have significant effects on the outcome of an action, such as the
usual manner. Typically, the AA crews had only 20 seconds to sinking of USS Yorktown and the effect of the US submarines in
totally destroy an attacking Kamikaze, and usually nothing less Palawan Passage during Leyte Gulf. Submarine attacks can be
than a 5” direct hit was guaranteed to eliminate the attacker. purchased by players at a cost of 500 points before the game starts.
Each aircraft remaining in a Squadron making a Kamikaze attack A submarine attack can be declared on an enemy division during an
determines which ship it will attack at random. The target selected opponent’s movement phase. The attacker rolls a D10: this is the
must be in the standard covered area for an air attack and the choice number of torpedoes that are fired. If there are destroyers within
must include any cripples still afloat. 5000 yards of the target division, deduct 2 from the die score.
The number of aircraft in the attack is determined by Assuming there are attacks left, these are split up one per target
dividing the number of hit points remaining in the vessel, with the exception that vessels of size 3 or greater may be
squadron, by the base hit points for that aircraft type, attacked with 2 torpedoes per ship. If there are extra torpedoes over,
discounting fractions. then these can be applied one per ship, until all are allocated
Immediately after selecting the target for the aircraft cross it off the To determine the hit, start with a base To Hit number of 1:
record sheet then roll for its attack using the numbers shown in the • add 1 per torpedo applied to this target
following table. If a cripple is selected or if the attack misses move
to the next attack. If it hits: • if the target is stationary add 2
• Firstly determine the damage from the attack. The SV of • if attacker is WW2 German pre 1943 deduct 1
damage caused will vary widely not just from the size of the • if attacker is WW2 American pre 1944 deduct 2
aircraft, but also from how much of the aircraft is still intact Roll for each attack with 1D10, requiring the To Hit number or less
when it hits the target. In addition, while they often carried to hit. Damage is assessed as normal with an SV of 5. Overshoots
bombs carried as well, the pilots often neglected to arm them are NOT possible. After the attack the submarine is expended.
(leaving the target with a bomb disposal problem later). In
The normal morale effect for a torpedo attack is tested, using a
cases where aircraft are packed with explosives (usually the
Leadership Test, at the start of the next turn based on the declared
case with the larger bomber types) add an additional 1D6 to the
point of attack.
SV.
• Now add 1D6 to the fire track. 10.3 – Experience
If you need to replace Division Commanders between battles due to
Type TO HIT Score SV casualties, these are rolled up as normal, however the resulting
rating is reduced by 1 for each time the formation has had to roll up
Ohka Rocket Bomb 5 1D6+6 a new commander.
Single engine 4 1D6 Commanders on the winning side add 1 each to their current
Leadership values. On the losing side, each Commander takes a
Multi engine 3 2D6
Leadership test: If this is passed the Leadership value is increased
by 1.
Special Japanese Morale Rule: Crew on the ships on the winning side add 1 to their current Crew
From 1944 onwards, a Japanese squadron which is demoralised due rating. On ships on the losing side, roll for a Crew Test each ship,
to Morale failure will move towards the nearest visible enemy those that pass increase their Crew value by 1.
division of ships and conduct a Kamikaze attack with all remaining In the above cases, no value may exceed 10.
aircraft. If there are no enemy ships in visibility range, then the
normal demoralisation rules apply. 10.4 – Japanese Heavy Calibre AA rounds
Note on the Ohka Rocket Bomb The Yamato and most major Japanese Warships were also equipped
with Type 3 sanshiki-dan AA shells for their main armament which
This weapon is launched from a “Betty” bomber at the end of the
fired 20 mm. incendiary ammunition in a huge airburst scatter
previous turn. While carried, the Ohka is treated as a salvo in the
covering several thousand square yards. This was used during her
same way as any other attack type, and can be lost due to the
final sortie though with little effect other than attracting the US
carrying aircraft being shot down. After it has been launched, the
planes searching for her. If using this weapon, add HALF of the SV
Ohka counter represents one or more such weapons and moves like
of the main guns to the AA value. Once they have been used for
any other aircraft for 1 turn, at a speed of 80,000 yards. The target
AA work, they may not be used for normal gunnery, due to the
of its attack, which is selected at random, must be in the covered
corrosive effect of the rounds.
arc after movement, otherwise the Ohka will crash into the sea and
be lost.
A Squadron of “Bettys” will launch one single Ohka. The number
of hit points in the flight may enable it to survive long enough to
launch the attack. To make multiple attacks will require several
“Betty” Squadrons.

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32

11 — REFERENCE SOURCES AND FURTHER READING


For details of Fleet Tactics: • “Atlas of Naval Warfare”, Helmut Pemsel, Arms and Armour
• “The Scandal of Jutland”, Admiral Sir Reginald Bacon, KCB, Press, 1977. Maps of Naval Engagements from the Ancient
KCVO, DSO. This was published in the early 1920s and World to Vietnam. This book includes a chronological list of
reprinted in 1933. This book explains much about deploying battles and detailed maps of many engagements with major
large fleets in the Dreadnought era. participants listed as well.

• “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 !)

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33

12 — SEA WARS DATA LISTS


SANKT GEORG 1905 PV: 125
12.1 – Ships HP: 25 Spd: 22 DV: D Sz: 2
AUSTRIA-HUNGARY 9.4"/40 Pen: D 18000 yds SV: 3
7.5"/42 Pen: E+ 14000 yds SV: 3
B 5.9"/40 Pen: E- 8000 yds SV: 1
ERZHERZOG KARL 1906 PV: 148 AA/QF: 8000 yds SV: 6
HP: 31 Spd: 21 DV: D Sz: 3 CL
9.4"/40 Pen: D 18000 yds SV: 4 ADMIRAL SPAUN 1910 PV: 61
7.5"/42 Pen: E+ 14000 yds SV: 4 HP: 10 Spd: 27 DV: F- Sz: 2
AA/QF: 8000 yds SV: 6 AA/QF: 12000 yds SV: 5
HABSBURG 1902 PV: 119 17.7" AtkTn: 1/Torps: 1/ 4 Salvos 4000 yds SV: 4
HP: 27 Spd: 20 DV: D Sz: 2 HELGOLAND 1914 PV: 60
9.4"/40 Pen: D 18000 yds SV: 3 HP: 10 Spd: 27 DV: F- Sz: 2
5.9"/40 Pen: F+ 10000 yds SV: 2 AA/QF: 12000 yds SV: 5
AA/QF: 8000 yds SV: 5
KRONPRINZ ERZHERZOG RUDOLF 1889 PV: 92 DD
HP: 26 Spd: 16 DV: C- Sz: 2 HUSZAR 1905 PV: 8
12"/35 Pen: B 14000 yds SV: 3 HP: 1 Spd: 28 DV: H Sz: 1
AA/QF: 8000 yds SV: 6 AA/QF: 8000 yds SV: 3
MONARCH 1898 PV: 92 17.7" AtkTn: 1/Torps: 2/ 1 Salvo 2000 yds SV: 4
HP: 22 Spd: 18 DV: D Sz: 2 TATRA 1912 PV: 19
9.4"/40 Pen: D 18000 yds SV: 4 HP: 2 Spd: 33 DV: H Sz: 1
5.9"/40 Pen: F+ 10000 yds SV: 2 AA/QF: 12000 yds SV: 4
AA/QF: 8000 yds SV: 4 17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4
RADETSKY 1910 PV: 210
HP: 41 Spd: 21 DV: D+ Sz: 3
TB
12"/45 Pen: B- 22000 yds SV: 8 KAIMAN 1905 PV: 7
9.4"/45 Pen: D 18000 yds SV: 6 HP: 1 Spd: 26 DV: H Sz: 1
AA/QF: 12000 yds SV: 8 AA/QF: 8000 yds SV: 2
17.7" AtkTn: 3/Torps: 1/ 3 Salvos 2000 yds SV: 4
BB MAGNET 1887 PV: 10
TEGETTHOFF 1912 PV: 257 HP: 2 Spd: 18 DV: H Sz: 1
HP: 54 Spd: 20 DV: C Sz: 4 AA/QF: 8000 yds SV: 3
12"/45 Pen: B- 22000 yds SV: 13 17.7" AtkTn: 2/Torps: 1/ 2 Salvos 2000 yds SV: 4
5.9"/50 Pen: F 18000 yds SV: 3 Tb 74T 1912 PV: 8
AA/QF: 12000 yds SV: 6 HP: 1 Spd: 28 DV: H Sz: 1
C AA/QF: 12000 yds SV: 2
17.7" AtkTn: 1/Torps: 2/ 1 Salvo 4000 yds SV: 4
KAISER FRANZ JOSEF I 1890 PV: 53
HP: 12 Spd: 19 DV: F Sz: 2 CHINA
9.4"/35 Pen: D+ 10000 yds SV: 3
5.9"/35 Pen: E- 8000 yds SV: 2
B
AA/QF: 8000 yds SV: 4 TING YUEN 1881 PV: 104
Rearmed in 1906 HP: 32 Spd: 16 DV: B- Sz: 2
KAISER FRANZ JOSEF I 1906 PV: 52 12"/20 Pen: B 8000 yds SV: 1
HP: 12 Spd: 19 DV: F Sz: 2 5.9"/35 Pen: E- 8000 yds SV: 1
5.9"/40 Pen: F+ 10000 yds SV: 2 AA/QF: 8000 yds SV: 0
5.9"/35 Pen: E- 8000 yds SV: 2 C
AA/QF: 8000 yds SV: 4 CHAO YUNG 1880 PV: 14
ZENTA 1899 PV: 34 HP: 3 Spd: 17 DV: H Sz: 2
HP: 7 Spd: 21 DV: G+ Sz: 2 10"/30 Pen: C+ 8000 yds SV: 1
AA/QF: 8000 yds SV: 6 AA/QF: 8000 yds SV: 4
CA CHI YUAN 1883 PV: 35
K u K MARIA THERESIA 1894 PV: 76 HP: 9 Spd: 17 DV: F Sz: 2
HP: 17 Spd: 19 DV: E- Sz: 2 8.2"/35 Pen: D- 10000 yds SV: 1
9.4"/40 Pen: D 18000 yds SV: 3 5.9"/35 Pen: E- 8000 yds SV: 1
5.9"/35 Pen: E- 8000 yds SV: 2 AA/QF: 8000 yds SV: 3
AA/QF: 8000 yds SV: 5 CHIH YUAN 1886 PV: 37
K u K MARIA THERESIA 1910 PV: 78 HP: 9 Spd: 18 DV: F Sz: 2
HP: 17 Spd: 19 DV: E- Sz: 2 8.2"/35 Pen: D- 10000 yds SV: 1
7.5"/42 Pen: E+ 14000 yds SV: 4 5.9"/35 Pen: E- 8000 yds SV: 1
5.9"/35 Pen: E- 8000 yds SV: 2 AA/QF: 8000 yds SV: 4
AA/QF: 12000 yds SV: 5 KUANG CHIA 1887 PV: 12
Rearmed in 1910 HP: 3 Spd: 14 DV: H Sz: 2
KAISER KARL IV 1900 PV: 107 AA/QF: 8000 yds SV: 4
HP: 23 Spd: 21 DV: D Sz: 2
9.4"/40 Pen: D 18000 yds SV: 3
5.9"/40 Pen: F+ 10000 yds SV: 1
AA/QF: 8000 yds SV: 5

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

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34

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)

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35

AIGLE 1931 PV: 60 MERCHANT 10000T **** PV: 90


HP: 6 Spd: 36 DV: H Sz: 1 HP: 20 Spd: 12 DV: H Sz: 2
5.5"/40 Pen: F 18200 yds SV: 4 Cargo: 40
AA/QF: 16000 yds SV: 3 AA/QF: 8000 yds SV: 3
21.6" AtkTn: 2/Torps: 2/ 3 Salvos 11000 yds SV: 7 Armed with AA
Epervier, Milan (Vichy 1941, 1942 AA/QF 3) MERCHANT 15000T **** PV: 135
BOURRASQUE 1939 PV: 31 HP: 30 Spd: 12 DV: H Sz: 3
HP: 3 Spd: 33 DV: H Sz: 1 Cargo: 60
AA/QF: 16000 yds SV: 4 AA/QF: 8000 yds SV: 4
21.6" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 7 Armed with AA
Typhon, Simoun, Tramontane, Ouragan, Tempete, Tornade, Trombe MERCHANT 15000T **** PV: 132
(Vichy 1941) HP: 30 Spd: 12 DV: H Sz: 3
CHACAL 1939 PV: 48 Cargo: 60
HP: 5 Spd: 35 DV: H Sz: 1 Unarmed
AA/QF: 16000 yds SV: 5 MERCHANT 5000T **** PV: 45
21.6" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 7 HP: 10 Spd: 12 DV: H Sz: 2
Leopard (FNFL 1940). Lynx, Tigre, Panthere (Vichy 1940) Cargo: 20
GUEPARD 1939 PV: 58 AA/QF: 8000 yds SV: 1
HP: 6 Spd: 36 DV: H Sz: 1 Armed with AA
5.5"/40 Pen: F 18200 yds SV: 4 MERCHANT 5000T **** PV: 44
AA/QF: 16000 yds SV: 2 HP: 10 Spd: 12 DV: H Sz: 2
21.6" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 7 Cargo: 20
Guepard, Valmy, Verdun, Bison, Vauban (Vichy 1940) Unarmed
L'ADROIT 1939 PV: 31 MERCHANT 7000T **** PV: 62
HP: 3 Spd: 33 DV: H Sz: 1 HP: 14 Spd: 12 DV: H Sz: 2
AA/QF: 16000 yds SV: 4 Cargo: 28
21.6" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 7 Unarmed
L'Alcyon, La Palme, Le Mars, Le Fortune, Brestois, Bordelais, MERCHANT 7000T **** PV: 63
Boulonnais, Forbin, Fougueux, Basque, Frondeur (Vichy 1940) HP: 14 Spd: 12 DV: H Sz: 2
LE FANTASQUE 1939 PV: 63 Cargo: 28
HP: 6 Spd: 37 DV: H Sz: 1 AA/QF: 8000 yds SV: 2
5.5"/45 Pen: F 21900 yds SV: 4 Armed with AA
AA/QF: 16000 yds SV: 2 MERCHANT 8000T **** PV: 72
21.6" AtkTn: 2/Torps: 3/ 3 Salvos 11000 yds SV: 7 HP: 16 Spd: 12 DV: H Sz: 2
Le Triomphant (FNFL 1941). Le Malin, Le Terrible, L'Indomptable, Cargo: 32
L'Audacieux, Le Fantasque (Vichy 1940) AA/QF: 8000 yds SV: 2
LE HARDI 1941 PV: 41 Armed with AA
HP: 4 Spd: 35 DV: H Sz: 1 MERCHANT 8000T **** PV: 70
AA/QF: 16000 yds SV: 5 HP: 16 Spd: 12 DV: H Sz: 2
21.6" AtkTn: 2/Torps: 2/ 3 Salvos 11000 yds SV: 7 Cargo: 32
(Vichy) Unarmed
MOGADOR 1939 PV: 78 GERMANY
HP: 7 Spd: 39 DV: H Sz: 1
5.5"/45 Pen: F 21900 yds SV: 5 B
AA/QF: 16000 yds SV: 2 BRANDENBURG 1893 PV: 140
21.6" AtkTn: 2/Torps: 3/ 4 Salvos 11000 yds SV: 7 HP: 38 Spd: 17 DV: B- Sz: 3
(Vichy 1940) 11.1"/40 Pen: D+ 20500 yds SV: 3
VAUQUELIN 1931 PV: 58 AA/QF: 8000 yds SV: 6
HP: 6 Spd: 36 DV: H Sz: 1 BRAUNSCHWEIG 1904 PV: 170
5.5"/40 Pen: F 18200 yds SV: 4 HP: 41 Spd: 18 DV: C- Sz: 3
AA/QF: 16000 yds SV: 2 11.1"/40 Pen: D+ 20500 yds SV: 5
21.6" AtkTn: 2/Torps: 2/ 3 Salvos 11000 yds SV: 7 6.7"/40 Pen: E 15800 yds SV: 4
Vauquelin, Cassard, Kersaint, Tartu (Vichy 1940) AA/QF: 8000 yds SV: 7
VAUQUELIN 1941 PV: 58 DEUTSCHLAND 1906 PV: 174
HP: 6 Spd: 36 DV: H Sz: 1 HP: 40 Spd: 19 DV: C- Sz: 3
5.5"/40 Pen: F 18200 yds SV: 4 11.1"/40 Pen: D+ 20500 yds SV: 5
AA/QF: 16000 yds SV: 3 6.7"/40 Pen: E 15800 yds SV: 4
21.6" AtkTn: 1/Torps: 2/ 2 Salvos 11000 yds SV: 7 AA/QF: 8000 yds SV: 7
(Vichy 1941)
BB
GENERAL
BAYERN 1916 PV: 349
AMC HP: 71 Spd: 21 DV: C+ Sz: 4
AMC 1914 PV: 78 15"/45 Pen: B+ 25300 yds SV: 16
HP: 20 Spd: 18 DV: H Sz: 3 5.9"/45 Pen: F+ 18300 yds SV: 3
AA/QF: 12000 yds SV: 5 AA/QF: 12000 yds SV: 4
BISMARCK 1940 PV: 721
MC HP: 104 Spd: 29 DV: B+ Sz: 4
MERCHANT 10000T **** PV: 88 Spotter Aircraft
HP: 20 Spd: 12 DV: H Sz: 2 15"/47 Pen: B- 38900 yds SV: 17
Cargo: 40 5.9"/55 Pen: F 25200 yds SV: 5
Unarmed AA/QF: 16000 yds SV: 8

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


36

HELGOLAND 1911 PV: 268 SCHARNHORST 1942 PV: 683


HP: 60 Spd: 20 DV: C+ Sz: 4 HP: 90 Spd: 32 DV: B+ Sz: 4
12"/50 Pen: B- 22200 yds SV: 7 Spotter Aircraft
5.9"/45 Pen: F+ 18300 yds SV: 3 11.1"/55 Pen: E+ 44800 yds SV: 11
AA/QF: 12000 yds SV: 6 5.9"/55 Pen: F 25200 yds SV: 5
KAISER 1912 PV: 322 AA/QF: 16000 yds SV: 9
HP: 67 Spd: 22 DV: B Sz: 4 21" AtkTn: 1/Torps: 3/ 4 Salvos 11000 yds SV: 6
12"/50 Pen: B- 22200 yds SV: 7 SEYDLITZ 1913 PV: 379
5.9"/45 Pen: F+ 18300 yds SV: 3 HP: 65 Spd: 27 DV: C+ Sz: 4
AA/QF: 12000 yds SV: 5 11.1"/50 Pen: C 20800 yds SV: 8
KÖNIG 1915 PV: 319 5.9"/45 Pen: F+ 18300 yds SV: 3
HP: 69 Spd: 21 DV: B Sz: 4 AA/QF: 12000 yds SV: 5
12"/50 Pen: B- 22200 yds SV: 8 VON DER TANN 1911 PV: 288
5.9"/45 Pen: F+ 18300 yds SV: 3 HP: 52 Spd: 25 DV: C Sz: 3
AA/QF: 12000 yds SV: 5 11.1"/45 Pen: C- 22200 yds SV: 7
NASSAU 1910 PV: 242 5.9"/45 Pen: F+ 18300 yds SV: 3
HP: 53 Spd: 20 DV: C+ Sz: 3 AA/QF: 12000 yds SV: 6
11.1"/45 Pen: C- 22200 yds SV: 8 CA
5.9"/45 Pen: F+ 18300 yds SV: 3
AA/QF: 12000 yds SV: 6 BLÜCHER 1910 PV: 228
TIRPITZ 1942 PV: 745 HP: 42 Spd: 24 DV: D Sz: 3
HP: 106 Spd: 29 DV: B+ Sz: 4 8.2"/45 Pen: E+ 20900 yds SV: 7
Spotter Aircraft 5.9"/45 Pen: E- 14700 yds SV: 3
15"/47 Pen: B- 38900 yds SV: 17 AA/QF: 12000 yds SV: 6
5.9"/55 Pen: F 25200 yds SV: 5 HIPPER 1939 PV: 327
AA/QF: 16000 yds SV: 9 HP: 40 Spd: 33 DV: E- Sz: 3
21" AtkTn: 1/Torps: 4/ 4 Salvos 11000 yds SV: 6 Spotter Aircraft
8"/60 Pen: E- 36700 yds SV: 7
BBL AA/QF: 16000 yds SV: 7
DEUTSCHLAND 1934 PV: 229 21" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 6
HP: 29 Spd: 28 DV: F+ Sz: 3 Prinz Eugen and Hipper have AA/QF 8 from 1943
Spotter Aircraft SCHARNHORST 1907 PV: 181
11.1"/55 Pen: D- 39900 yds SV: 9 HP: 34 Spd: 24 DV: E+ Sz: 3
5.9"/55 Pen: F 25200 yds SV: 4 8.2"/40 Pen: E 17800 yds SV: 5
AA/QF: 16000 yds SV: 5 5.9"/40 Pen: F+ 14900 yds SV: 2
21" AtkTn: 1/Torps: 4/ 2 Salvos 11000 yds SV: 6 AA/QF: 8000 yds SV: 7
BC CL
DERFFLINGER 1914 PV: 394 BREMEN 1904 PV: 55
HP: 68 Spd: 27 DV: C+ Sz: 4 HP: 11 Spd: 23 DV: F- Sz: 2
12"/50 Pen: B- 22200 yds SV: 7 AA/QF: 8000 yds SV: 6
5.9"/45 Pen: F+ 18300 yds SV: 3 DRESDEN 1908 PV: 53
AA/QF: 12000 yds SV: 5 HP: 10 Spd: 24 DV: G+ Sz: 2
GNEISENAU 1942 PV: 673 AA/QF: 8000 yds SV: 6
HP: 90 Spd: 32 DV: B+ Sz: 4 EMDEN 1939 PV: 110
Spotter Aircraft HP: 15 Spd: 29 DV: F- Sz: 2
11.1"/55 Pen: E+ 44800 yds SV: 11 5.9"/45 Pen: F 21200 yds SV: 5
5.9"/55 Pen: F 25200 yds SV: 5 AA/QF: 16000 yds SV: 3
AA/QF: 16000 yds SV: 8 21" AtkTn: 1/Torps: 2/ 6 Salvos 11000 yds SV: 6
HINDENBURG 1917 PV: 411 EMDEN 1942 PV: 112
HP: 69 Spd: 28 DV: C+ Sz: 4 HP: 15 Spd: 29 DV: F- Sz: 2
12"/50 Pen: B- 22200 yds SV: 7 5.9"/45 Pen: F 25700 yds SV: 4
5.9"/45 Pen: F+ 18300 yds SV: 3 AA/QF: 16000 yds SV: 4
AA/QF: 12000 yds SV: 3 21" AtkTn: 1/Torps: 2/ 6 Salvos 11000 yds SV: 6
LÜTZOW 1914 PV: 394 GAZELLE 1900 PV: 41
HP: 68 Spd: 27 DV: C+ Sz: 4 HP: 9 Spd: 20 DV: G+ Sz: 2
12"/50 Pen: B- 22200 yds SV: 7 AA/QF: 8000 yds SV: 6
5.9"/45 Pen: F+ 18300 yds SV: 3 GRAUDENZ 1914 PV: 86
AA/QF: 12000 yds SV: 5 HP: 14 Spd: 28 DV: F Sz: 2
MOLTKE 1912 PV: 340 AA/QF: 12000 yds SV: 6
HP: 60 Spd: 26 DV: C+ Sz: 4 K 1930 PV: 167
11.1"/50 Pen: C 20800 yds SV: 8 HP: 19 Spd: 32 DV: F+ Sz: 2
5.9"/45 Pen: F+ 18300 yds SV: 3 Spotter Aircraft
AA/QF: 12000 yds SV: 5 5.9"/60 Pen: F 28100 yds SV: 6
SCHARNHORST 1939 PV: 673 AA/QF: 16000 yds SV: 5
HP: 90 Spd: 32 DV: B+ Sz: 4 21" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 6
Spotter Aircraft Aircraft removed from 1944
11.1"/55 Pen: E+ 44800 yds SV: 11 KARLSRUHE 1914 PV: 83
5.9"/55 Pen: F 25200 yds SV: 5 HP: 14 Spd: 27 DV: F Sz: 2
AA/QF: 16000 yds SV: 8 AA/QF: 12000 yds SV: 6
Scharnhorst and Gneisenau KOLBERG 1909 PV: 62
HP: 11 Spd: 26 DV: G+ Sz: 2
AA/QF: 8000 yds SV: 6

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KÖNIGSBERG 1907 PV: 48 S 31 1913 PV: 20


HP: 9 Spd: 24 DV: G+ Sz: 2 HP: 2 Spd: 34 DV: H Sz: 1
AA/QF: 8000 yds SV: 6 AA/QF: 12000 yds SV: 3
KÖNIGSBERG (II) 1916 PV: 97 19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5
HP: 15 Spd: 28 DV: F Sz: 2 S 49 1915 PV: 20
5.9"/45 Pen: F+ 19200 yds SV: 5 HP: 2 Spd: 34 DV: H Sz: 1
AA/QF: 12000 yds SV: 2 AA/QF: 12000 yds SV: 3
17.7" AtkTn: 1/Torps: 1/ 4 Salvos 4000 yds SV: 4 19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5
LEIPZIG 1931 PV: 152 TYPE 1934 1934 PV: 54
HP: 17 Spd: 32 DV: F- Sz: 2 HP: 4 Spd: 38 DV: H Sz: 1
Spotter Aircraft AA/QF: 16000 yds SV: 5
5.9"/60 Pen: F 28100 yds SV: 6 21" AtkTn: 2/Torps: 4/ 6 Salvos 11000 yds SV: 6
AA/QF: 16000 yds SV: 4 TYPE 1934A 1934 PV: 54
21" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 6 HP: 4 Spd: 38 DV: H Sz: 1
Half of torpedo tubes removed 1941, aircraft removed 1944 AA/QF: 16000 yds SV: 5
MAGDEBURG 1912 PV: 86 21" AtkTn: 2/Torps: 4/ 6 Salvos 11000 yds SV: 6
HP: 14 Spd: 28 DV: F Sz: 2 AA/QF 6 from 1944
AA/QF: 12000 yds SV: 6 TYPE 1936 1937 PV: 45
NÜRNBERG 1935 PV: 162 HP: 4 Spd: 40 DV: H Sz: 1
HP: 18 Spd: 32 DV: F Sz: 2 AA/QF: 16000 yds SV: 5
Spotter Aircraft 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 6
5.9"/60 Pen: F 28100 yds SV: 6 AA/QF 3 from 1944
AA/QF: 16000 yds SV: 6 TYPE 1936A 1940 PV: 80
21" AtkTn: 2/Torps: 3/ 8 Salvos 11000 yds SV: 6 HP: 8 Spd: 39 DV: H Sz: 1
Half of torpedo tubes removed 1940, aircraft removed 1942. 5.9"/50 Pen: F 25700 yds SV: 3
PILLAU 1914 PV: 79 AA/QF: 16000 yds SV: 3
HP: 12 Spd: 28 DV: F- Sz: 2 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 6
5.9"/45 Pen: F+ 19200 yds SV: 4 Z 23, Z 24, Z 25, Z 29 upgunned 1941/42. AA/QF 5 from 1944
AA/QF: 12000 yds SV: 2 TYPE 1936A 1942 PV: 83
19.7" AtkTn: 1/Torps: 1/ 4 Salvos 8000 yds SV: 5 HP: 8 Spd: 39 DV: H Sz: 1
WIESBADEN 1915 PV: 98 5.9"/50 Pen: F 25700 yds SV: 4
HP: 15 Spd: 28 DV: F Sz: 2 AA/QF: 16000 yds SV: 3
5.9"/45 Pen: F+ 19200 yds SV: 5 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 6
AA/QF: 12000 yds SV: 2 Z 23, Z 24, Z 25, Z 29. AA/QF 5 from 1944
19.7" AtkTn: 1/Torps: 1/ 4 Salvos 8000 yds SV: 5 TYPE 1936A (Mob) 1941 PV: 67
HP: 6 Spd: 39 DV: H Sz: 1
CLML
5.9"/50 Pen: F 25700 yds SV: 4
BRUMMER 1916 PV: 78 AA/QF: 16000 yds SV: 3
HP: 12 Spd: 28 DV: F- Sz: 2 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 6
5.9"/45 Pen: F+ 19200 yds SV: 4 Except Z 31, Z 31 this configuration from 1944. AA/QF 5 from 1945
AA/QF: 12000 yds SV: 2 TYPE 1936A (Mob) 1941 PV: 65
19.7" AtkTn: 1/Torps: 1/ 3 Salvos 8000 yds SV: 5 HP: 6 Spd: 39 DV: H Sz: 1
DD 5.9"/50 Pen: F 25700 yds SV: 3
B 97 1914 PV: 29 AA/QF: 16000 yds SV: 3
HP: 3 Spd: 37 DV: H Sz: 1 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 6
AA/QF: 12000 yds SV: 3 Z 31. AA/QF 5 from 1945
19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5 TYPE 1936B 1943 PV: 61
G 101 1914 PV: 27 HP: 6 Spd: 38 DV: H Sz: 1
HP: 3 Spd: 34 DV: H Sz: 1 AA/QF: 0 yds SV: 6
AA/QF: 12000 yds SV: 3 21" AtkTn: 2/Torps: 4/ 6 Salvos 11000 yds SV: 6
19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5 V1 1911 PV: 17
G 192 1910 PV: 17 HP: 2 Spd: 32 DV: H Sz: 1
HP: 2 Spd: 32 DV: H Sz: 1 AA/QF: 12000 yds SV: 2
AA/QF: 12000 yds SV: 2 19.7" AtkTn: 3/Torps: 1/ 4 Salvos 8000 yds SV: 5
19.7" AtkTn: 3/Torps: 1/ 4 Salvos 8000 yds SV: 5 V 125 1917 PV: 20
G 37 1914 PV: 20 HP: 2 Spd: 34 DV: H Sz: 1
HP: 2 Spd: 34 DV: H Sz: 1 AA/QF: 12000 yds SV: 3
AA/QF: 12000 yds SV: 3 19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5
19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5 V 180 1909 PV: 16
G7 1911 PV: 17 HP: 2 Spd: 32 DV: H Sz: 1
HP: 2 Spd: 32 DV: H Sz: 1 AA/QF: 8000 yds SV: 2
AA/QF: 12000 yds SV: 2 19.7" AtkTn: 3/Torps: 1/ 4 Salvos 8000 yds SV: 5
19.7" AtkTn: 3/Torps: 1/ 4 Salvos 8000 yds SV: 5 V 25 1914 PV: 20
G 85 1915 PV: 20 HP: 2 Spd: 34 DV: H Sz: 1
HP: 2 Spd: 34 DV: H Sz: 1 AA/QF: 12000 yds SV: 3
AA/QF: 12000 yds SV: 3 19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5
19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5 V 43 1915 PV: 21
S 13 1911 PV: 17 HP: 2 Spd: 35 DV: H Sz: 1
HP: 2 Spd: 33 DV: H Sz: 1 AA/QF: 12000 yds SV: 3
AA/QF: 12000 yds SV: 2 19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5
19.7" AtkTn: 3/Torps: 1/ 4 Salvos 8000 yds SV: 5

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


38

V 67 1915 PV: 20 KING GEORGE V 1941 PV: 630


HP: 2 Spd: 34 DV: H Sz: 1 HP: 95 Spd: 28 DV: B+ Sz: 4
AA/QF: 12000 yds SV: 3 Spotter Aircraft
19.7" AtkTn: 3/Torps: 2/ 4 Salvos 8000 yds SV: 5 14"/45 Pen: C+ 38500 yds SV: 15
TB AA/QF: 16000 yds SV: 10
AA/QF 14 by the end of the war. Aircraft removed
TYPE 1923 1931 PV: 22 NELSON 1927 PV: 485
HP: 2 Spd: 34 DV: H Sz: 1 HP: 87 Spd: 23 DV: B+ Sz: 4
AA/QF: 16000 yds SV: 3 16"/45 Pen: B 39800 yds SV: 16
21" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 6 6"/50 Pen: F 25800 yds SV: 5
AA/QF 4 from 1943 AA/QF: 16000 yds SV: 5
TYPE 1924 1931 PV: 23 AA/QF 11 by the end of the war.
HP: 2 Spd: 35 DV: H Sz: 1 NEPTUNE 1911 PV: 259
AA/QF: 16000 yds SV: 3 HP: 54 Spd: 21 DV: C+ Sz: 3
21" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 6 12"/50 Pen: B- 23400 yds SV: 10
AA/QF 4 from 1943 AA/QF: 12000 yds SV: 7
TYPE 1935 1938 PV: 23 ORION 1912 PV: 301
HP: 2 Spd: 36 DV: H Sz: 1 HP: 63 Spd: 21 DV: B Sz: 4
AA/QF: 16000 yds SV: 3 13.5"/45 Pen: B- 25900 yds SV: 11
21" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 6 AA/QF: 12000 yds SV: 7
Some have one set of torpedo tubes removed 1942 QUEEN ELIZABETH 1915 PV: 384
TYPE 1937 1939 PV: 23 HP: 73 Spd: 23 DV: B Sz: 4
HP: 2 Spd: 36 DV: H Sz: 1 15"/42 Pen: B+ 24500 yds SV: 15
AA/QF: 16000 yds SV: 3 6"/45 Pen: E- 14600 yds SV: 2
21" AtkTn: 2/Torps: 3/ 2 Salvos 11000 yds SV: 6 AA/QF: 12000 yds SV: 7
V 105 1914 PV: 8 QUEEN ELIZABETH 1931 PV: 464
HP: 1 Spd: 28 DV: H Sz: 1 HP: 79 Spd: 24 DV: B+ Sz: 4
AA/QF: 12000 yds SV: 2 Spotter Aircraft
17.7" AtkTn: 1/Torps: 1/ 2 Salvos 4000 yds SV: 4 15"/42 Pen: B 33600 yds SV: 15
GREAT BRITAIN 6"/45 Pen: E- 15700 yds SV: 3
AA/QF: 16000 yds SV: 6
B AA/QF rose to 8 on survivors by end of war. Aircraft removed about
CANOPUS 1899 PV: 141 1942.
HP: 35 Spd: 18 DV: E+ Sz: 3 QUEEN ELIZABETH 1940 PV: 465
12"/35 Pen: B- 14000 yds SV: 5 HP: 79 Spd: 24 DV: B+ Sz: 4
6"/40 Pen: E- 12000 yds SV: 3 Spotter Aircraft
AA/QF: 8000 yds SV: 5 15"/42 Pen: B 33600 yds SV: 15
AA/QF: 16000 yds SV: 10
BB
Queen Elizabeth and Valiant from 1940. AA/QF 11 from 1943, aircraft
AGINCOURT 1914 PV: 338 removed.
HP: 69 Spd: 22 DV: C+ Sz: 4 REVENGE 1916 PV: 384
12"/45 Pen: C+ 20700 yds SV: 12 HP: 74 Spd: 23 DV: B Sz: 4
6"/50 Pen: E- 13500 yds SV: 3 15"/42 Pen: B+ 24500 yds SV: 15
AA/QF: 12000 yds SV: 5 6"/45 Pen: E- 14600 yds SV: 2
BELLEROPHON 1909 PV: 245 AA/QF: 12000 yds SV: 3
HP: 52 Spd: 21 DV: C+ Sz: 3 REVENGE 1928 PV: 428
12"/45 Pen: C+ 20700 yds SV: 10 HP: 79 Spd: 23 DV: B Sz: 4
AA/QF: 8000 yds SV: 7 15"/42 Pen: B 33600 yds SV: 15
CANADA 1915 PV: 385 6"/45 Pen: E- 15700 yds SV: 3
HP: 74 Spd: 23 DV: B- Sz: 4 AA/QF: 16000 yds SV: 6
14"/45 Pen: B+ 24400 yds SV: 15 AA/QF 9 by end of the war.
6"/50 Pen: E- 16200 yds SV: 3 ST VINCENT 1909 PV: 264
AA/QF: 12000 yds SV: 3 HP: 55 Spd: 21 DV: C+ Sz: 3
COLOSSUS 1911 PV: 275 12"/50 Pen: B- 23400 yds SV: 10
HP: 58 Spd: 21 DV: B- Sz: 4 AA/QF: 12000 yds SV: 8
12"/50 Pen: B- 23400 yds SV: 10
AA/QF: 12000 yds SV: 7 BC
ERIN 1914 PV: 306 HOOD 1937 PV: 695
HP: 64 Spd: 21 DV: B Sz: 4 HP: 101 Spd: 31 DV: C+ Sz: 5
13.5"/45 Pen: B- 25900 yds SV: 11 15"/42 Pen: B 33600 yds SV: 15
6"/50 Pen: E- 14300 yds SV: 3 5.5"/50 Pen: C- 17800 yds SV: 5
AA/QF: 12000 yds SV: 4 AA/QF: 16000 yds SV: 6
IRON DUKE 1914 PV: 315 AA/QF 5 from 1939.
HP: 66 Spd: 21 DV: B- Sz: 4 HOOD 1940 PV: 689
13.5"/45 Pen: B- 25900 yds SV: 12 HP: 101 Spd: 31 DV: C+ Sz: 5
6"/50 Pen: E- 14600 yds SV: 2 15"/42 Pen: B 33600 yds SV: 15
AA/QF: 12000 yds SV: 3 AA/QF: 16000 yds SV: 8
KING GEORGE V 1912 PV: 306 As reconstructed.
HP: 64 Spd: 21 DV: B Sz: 4 INDEFATIGABLE 1911 PV: 257
13.5"/45 Pen: B- 25900 yds SV: 11 HP: 46 Spd: 25 DV: D- Sz: 3
AA/QF: 12000 yds SV: 7 12"/45 Pen: C+ 20700 yds SV: 9
AA/QF: 12000 yds SV: 7

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


39

INVINCIBLE 1908 PV: 252 CVE


HP: 44 Spd: 26 DV: D- Sz: 3
AMEER 1943 PV: 130
12"/45 Pen: B- 19900 yds SV: 9
HP: 23 Spd: 18 DV: H Sz: 3
AA/QF: 8000 yds SV: 7
Air Handling: 3 - Aircraft: 18
LION 1912 PV: 385
AA/QF: 16000 yds SV: 7
HP: 65 Spd: 27 DV: C- Sz: 4
ARCHER 1942 PV: 110
13.5"/45 Pen: B- 25900 yds SV: 10
HP: 21 Spd: 17 DV: H Sz: 3
AA/QF: 12000 yds SV: 7
Air Handling: 3 - Aircraft: 16
QUEEN MARY 1913 PV: 404
AA/QF: 16000 yds SV: 4
HP: 66 Spd: 28 DV: C- Sz: 4
ATTACKER 1942 PV: 134
13.5"/45 Pen: B- 25900 yds SV: 10
HP: 21 Spd: 19 DV: H Sz: 2
AA/QF: 12000 yds SV: 7
Air Handling: 3 - Aircraft: 24
RENOWN 1916 PV: 431
AA/QF: 16000 yds SV: 4
HP: 65 Spd: 30 DV: D- Sz: 4
AVENGER 1942 PV: 108
15"/42 Pen: B+ 24500 yds SV: 13
HP: 21 Spd: 17 DV: H Sz: 3
AA/QF: 12000 yds SV: 8
Air Handling: 3 - Aircraft: 15
RENOWN 1939 PV: 509
AA/QF: 16000 yds SV: 4
HP: 71 Spd: 30 DV: C+ Sz: 4
Spotter Aircraft CA
15"/42 Pen: B 33600 yds SV: 15 DEVONSHIRE 1905 PV: 146
AA/QF: 16000 yds SV: 9 HP: 30 Spd: 22 DV: E+ Sz: 3
AA/QF 11 from 1944. 7.5"/45 Pen: E 18000 yds SV: 4
REPULSE 1939 PV: 509 6"/45 Pen: F+ 14600 yds SV: 2
HP: 71 Spd: 30 DV: C+ Sz: 4 AA/QF: 8000 yds SV: 5
Spotter Aircraft DRAKE 1902 PV: 191
15"/42 Pen: B 33600 yds SV: 15 HP: 38 Spd: 23 DV: D- Sz: 3
AA/QF: 16000 yds SV: 9 9.2"/45 Pen: D+ 18000 yds SV: 4
TIGER 1914 PV: 421 6"/45 Pen: F+ 14600 yds SV: 3
HP: 69 Spd: 28 DV: C- Sz: 4 AA/QF: 8000 yds SV: 6
13.5"/45 Pen: B- 25900 yds SV: 11 DUKE OF EDINBURGH 1906 PV: 183
6"/45 Pen: F+ 14600 yds SV: 2 HP: 36 Spd: 23 DV: E+ Sz: 3
AA/QF: 12000 yds SV: 3 9.2"/45 Pen: D+ 18000 yds SV: 5
BCL 6"/45 Pen: F+ 14600 yds SV: 3
AA/QF: 8000 yds SV: 5
COURAGEOUS 1917 PV: 318
EXETER 1931 PV: 189
HP: 44 Spd: 32 DV: F+ Sz: 3
HP: 23 Spd: 32 DV: E- Sz: 2
15"/42 Pen: B+ 24500 yds SV: 11
Spotter Aircraft
AA/QF: 12000 yds SV: 8
8"/50 Pen: E- 30700 yds SV: 6
CV AA/QF: 16000 yds SV: 4
ARK ROYAL 1938 PV: 463 21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7
HP: 53 Spd: 31 DV: D- Sz: 4 AA/QF 6 from 1940.
Air Handling: 5 - Aircraft: 60 KENT 1928 PV: 252
AA/QF: 16000 yds SV: 9 HP: 31 Spd: 32 DV: E+ Sz: 2
COURAGEOUS 1939 PV: 404 Spotter Aircraft
HP: 49 Spd: 30 DV: F Sz: 4 8"/50 Pen: E- 30700 yds SV: 7
Air Handling: 4 - Aircraft: 48 AA/QF: 16000 yds SV: 6
AA/QF: 16000 yds SV: 9 21" AtkTn: 1/Torps: 4/ 4 Salvos 13000 yds SV: 7
EAGLE 1936 PV: 376 Torpedoes removed from 1939, AA/QF 6 in some later. Aircraft removed
HP: 65 Spd: 24 DV: D+ Sz: 4 from many 1942 onwards.
Air Handling: 4 - Aircraft: 24 LONDON 1929 PV: 233
6"/45 Pen: E- 16200 yds SV: 5 HP: 28 Spd: 32 DV: F+ Sz: 3
AA/QF: 16000 yds SV: 5 Spotter Aircraft
FURIOUS 1939 PV: 385 8"/50 Pen: E- 30700 yds SV: 7
HP: 50 Spd: 30 DV: F+ Sz: 4 AA/QF: 16000 yds SV: 7
Air Handling: 4 - Aircraft: 36 21" AtkTn: 1/Torps: 4/ 4 Salvos 13000 yds SV: 7
AA/QF: 16000 yds SV: 8 Aircraft removed in some from 1943. AA/QF in most 8 from 1944.
HERMES 1939 PV: 214 MINOTAUR 1908 PV: 196
HP: 32 Spd: 25 DV: F Sz: 3 HP: 38 Spd: 23 DV: E+ Sz: 3
Air Handling: 3 - Aircraft: 20 9.2"/45 Pen: D+ 18000 yds SV: 5
5.5"/50 Pen: F+ 17800 yds SV: 4 7.5"/50 Pen: E 18000 yds SV: 4
AA/QF: 16000 yds SV: 4 AA/QF: 8000 yds SV: 6
ILLUSTRIOUS 1941 PV: 423 MONMOUTH 1903 PV: 131
HP: 54 Spd: 31 DV: E+ Sz: 4 HP: 26 Spd: 23 DV: E- Sz: 2
Air Handling: 5 - Aircraft: 36 6"/40 Pen: F+ 14600 yds SV: 5
AA/QF: 16000 yds SV: 10 AA/QF: 8000 yds SV: 5
INDOMITABLE 1941 PV: 439 NORFOLK 1930 PV: 225
HP: 54 Spd: 31 DV: E+ Sz: 4 HP: 27 Spd: 32 DV: F+ Sz: 2
Air Handling: 5 - Aircraft: 45 Spotter Aircraft
AA/QF: 16000 yds SV: 9 8"/50 Pen: E- 30700 yds SV: 7
AA/QF: 16000 yds SV: 6
21" AtkTn: 1/Torps: 4/ 4 Salvos 13000 yds SV: 7
Aircraft removed in some from 1943. AA/QF in most 8 by end of war.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


40

WARRIOR 1907 PV: 185 CAPETOWN 1919 PV: 92


HP: 36 Spd: 23 DV: E+ Sz: 3 HP: 13 Spd: 30 DV: F Sz: 2
9.2"/45 Pen: D+ 18000 yds SV: 5 6"/45 Pen: E- 14600 yds SV: 4
7.5"/50 Pen: E 18000 yds SV: 3 AA/QF: 12000 yds SV: 3
AA/QF: 8000 yds SV: 6 21" AtkTn: 2/Torps: 2/ 6 Salvos 8000 yds SV: 5
YORK 1931 PV: 182 CAPETOWN 1941 PV: 97
HP: 22 Spd: 32 DV: F+ Sz: 2 HP: 13 Spd: 30 DV: F Sz: 2
Spotter Aircraft 6"/45 Pen: F+ 18800 yds SV: 4
8"/50 Pen: E- 30700 yds SV: 6 AA/QF: 16000 yds SV: 3
AA/QF: 16000 yds SV: 4 21" AtkTn: 1/Torps: 4/ 4 Salvos 8000 yds SV: 5
21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7 CARADOC 1942 PV: 107
CL HP: 15 Spd: 29 DV: F Sz: 2
6"/45 Pen: F+ 18800 yds SV: 4
ACTIVE 1911 PV: 48 AA/QF: 16000 yds SV: 4
HP: 8 Spd: 25 DV: G Sz: 2 21" AtkTn: 1/Torps: 4/ 4 Salvos 8000 yds SV: 5
AA/QF: 12000 yds SV: 6 CAROLINE 1914 PV: 89
18" AtkTn: 2/Torps: 1/ 4 Salvos 4000 yds SV: 4 HP: 13 Spd: 29 DV: F Sz: 2
ARETHUSA 1914 PV: 79 6"/45 Pen: E- 14600 yds SV: 3
HP: 12 Spd: 29 DV: F Sz: 2 AA/QF: 12000 yds SV: 5
6"/45 Pen: E- 14600 yds SV: 2 21" AtkTn: 1/Torps: 2/ 4 Salvos 8000 yds SV: 5
AA/QF: 12000 yds SV: 4 CENTAUR 1916 PV: 87
21" AtkTn: 1/Torps: 1/ 4 Salvos 8000 yds SV: 5 HP: 13 Spd: 29 DV: F Sz: 2
ARETHUSA 1935 PV: 136 6"/45 Pen: F+ 18800 yds SV: 4
HP: 16 Spd: 32 DV: F+ Sz: 2 AA/QF: 12000 yds SV: 3
Spotter Aircraft CERES 1917 PV: 94
6"/50 Pen: F 25500 yds SV: 5 HP: 13 Spd: 30 DV: F Sz: 2
AA/QF: 16000 yds SV: 4 6"/45 Pen: F+ 18800 yds SV: 4
21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7 AA/QF: 12000 yds SV: 3
AA/QF 6 and no aircraft from 1941. 21" AtkTn: 2/Torps: 2/ 6 Salvos 8000 yds SV: 5
BELLONA 1943 PV: 125 CERES 1942 PV: 97
HP: 16 Spd: 32 DV: F Sz: 2 HP: 13 Spd: 30 DV: F Sz: 2
AA/QF: 16000 yds SV: 7 6"/45 Pen: F+ 18800 yds SV: 4
21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7 AA/QF: 16000 yds SV: 3
BIRKENHEAD 1915 PV: 92 21" AtkTn: 1/Torps: 4/ 4 Salvos 8000 yds SV: 5
HP: 16 Spd: 26 DV: F+ Sz: 2 CHATHAM 1912 PV: 91
5.5"/50 Pen: F+ 17800 yds SV: 4 HP: 16 Spd: 26 DV: F+ Sz: 2
AA/QF: 12000 yds SV: 1 6"/50 Pen: E- 14600 yds SV: 4
BIRMINGHAM 1914 PV: 91 AA/QF: 12000 yds SV: 2
HP: 16 Spd: 26 DV: F+ Sz: 2 DANAE 1918 PV: 100
6"/45 Pen: E- 14600 yds SV: 4 HP: 14 Spd: 29 DV: F Sz: 2
AA/QF: 12000 yds SV: 2 6"/45 Pen: F+ 18800 yds SV: 4
BLONDE 1911 PV: 54 AA/QF: 12000 yds SV: 3
HP: 9 Spd: 25 DV: G+ Sz: 2 21" AtkTn: 2/Torps: 3/ 6 Salvos 8000 yds SV: 5
AA/QF: 12000 yds SV: 6 DANAE 1930 PV: 100
21" AtkTn: 1/Torps: 1/ 4 Salvos 8000 yds SV: 5 HP: 14 Spd: 29 DV: F Sz: 2
BOADICEA 1909 PV: 45 6"/45 Pen: F+ 18800 yds SV: 4
HP: 8 Spd: 25 DV: G Sz: 2 AA/QF: 16000 yds SV: 4
AA/QF: 8000 yds SV: 5 21" AtkTn: 2/Torps: 3/ 4 Salvos 8000 yds SV: 5
18" AtkTn: 1/Torps: 1/ 4 Salvos 4000 yds SV: 4 Danae and Dragon no torpedoes from 1944.
BRISTOL 1910 PV: 70 DIDO 1940 PV: 120
HP: 12 Spd: 25 DV: G+ Sz: 2 HP: 17 Spd: 32 DV: F+ Sz: 2
6"/50 Pen: E- 14300 yds SV: 2 AA/QF: 16000 yds SV: 7
AA/QF: 12000 yds SV: 6 AA/QF 8 from 1943.
CALEDON 1916 PV: 91 DIDO 1942 PV: 118
HP: 13 Spd: 29 DV: F Sz: 2 HP: 17 Spd: 32 DV: F+ Sz: 2
6"/45 Pen: F+ 18800 yds SV: 4 AA/QF: 16000 yds SV: 6
AA/QF: 12000 yds SV: 3 AA/QF 8 from 1944.
21" AtkTn: 2/Torps: 2/ 6 Salvos 8000 yds SV: 5 E Class 1939 PV: 175
CALEDON 1941 PV: 104 HP: 23 Spd: 33 DV: F Sz: 2
HP: 15 Spd: 29 DV: F Sz: 2 Spotter Aircraft
6"/45 Pen: F+ 18800 yds SV: 4 6"/45 Pen: F+ 18800 yds SV: 5
AA/QF: 16000 yds SV: 4 AA/QF: 16000 yds SV: 5
21" AtkTn: 1/Torps: 2/ 4 Salvos 8000 yds SV: 5 AA/QF 6 from 1943.
CALLIOPE 1915 PV: 96 EDINBURGH 1939 PV: 247
HP: 14 Spd: 30 DV: F+ Sz: 2 HP: 30 Spd: 33 DV: E+ Sz: 3
6"/45 Pen: E- 14600 yds SV: 3 Spotter Aircraft
AA/QF: 12000 yds SV: 5 6"/50 Pen: F 25500 yds SV: 7
21" AtkTn: 1/Torps: 1/ 4 Salvos 8000 yds SV: 5 AA/QF: 16000 yds SV: 8
CAMBRIAN 1915 PV: 86 21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7
HP: 13 Spd: 29 DV: F Sz: 2 Belfast AA/QF 6 in 1945.
6"/45 Pen: E- 14600 yds SV: 3
AA/QF: 12000 yds SV: 5

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


41

EFFINGHAM 1939 PV: 200 C, D 1931 PV: 35


HP: 30 Spd: 31 DV: F+ Sz: 2 HP: 3 Spd: 36 DV: H Sz: 1
6"/45 Pen: F+ 18800 yds SV: 5 AA/QF: 16000 yds SV: 4
AA/QF: 16000 yds SV: 3 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
AA/QF 6 by end of war. E, F 1934 PV: 35
FIJI 1940 PV: 198 HP: 3 Spd: 36 DV: H Sz: 1
HP: 24 Spd: 32 DV: E- Sz: 2 AA/QF: 16000 yds SV: 4
Spotter Aircraft 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
6"/50 Pen: F 25500 yds SV: 7 Most converted to Escorts in 1941, losing 1 set torpedo tubes. AA/QF 2
AA/QF: 16000 yds SV: 6 from 1942.
21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7 E, F (Leader) 1934 PV: 36
AA/QF 8 and aircraft removed in most from 1943. HP: 3 Spd: 37 DV: H Sz: 1
GEM 1904 PV: 41 AA/QF: 16000 yds SV: 4
HP: 8 Spd: 22 DV: G+ Sz: 2 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
AA/QF: 8000 yds SV: 7 FAULKNOR 1914 PV: 31
HAWKINS 1942 PV: 206 HP: 4 Spd: 31 DV: H Sz: 1
HP: 30 Spd: 31 DV: F+ Sz: 2 AA/QF: 12000 yds SV: 4
7.5"/45 Pen: E 21100 yds SV: 5 21" AtkTn: 1/Torps: 2/ 2 Salvos 8000 yds SV: 5
AA/QF: 16000 yds SV: 6 G, H 1936 PV: 35
AA/QF 5 from 1944. HP: 3 Spd: 36 DV: H Sz: 1
LEANDER 1931 PV: 179 AA/QF: 16000 yds SV: 4
HP: 21 Spd: 33 DV: E- Sz: 2 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
Spotter Aircraft Torpedo tubes reduced by half in 1941, AA/QF increased to 2.
6"/50 Pen: F 25500 yds SV: 5 G, H, I (Leader) 1936 PV: 35
AA/QF: 16000 yds SV: 5 HP: 3 Spd: 36 DV: H Sz: 1
21" AtkTn: 1/Torps: 4/ 4 Salvos 13000 yds SV: 7 AA/QF: 16000 yds SV: 4
Barrage increased to 6 after 1943. Aircraft removed on all between 1941 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
and 1943. I 1937 PV: 37
PERTH 1936 PV: 179 HP: 3 Spd: 36 DV: H Sz: 1
HP: 21 Spd: 33 DV: E- Sz: 2 AA/QF: 16000 yds SV: 4
Spotter Aircraft 21" AtkTn: 2/Torps: 5/ 2 Salvos 13000 yds SV: 7
6"/50 Pen: F 25500 yds SV: 5 Torpedo tubes reduced by half in 1941.
AA/QF: 16000 yds SV: 5 I (Acheron) 1911 PV: 16
21" AtkTn: 1/Torps: 4/ 4 Salvos 13000 yds SV: 7 HP: 2 Spd: 28 DV: H Sz: 1
AA/QF 7 by end of war. Aircraft removed 1941. AA/QF: 12000 yds SV: 3
SOUTHAMPTON 1937 PV: 211 21" AtkTn: 2/Torps: 1/ 2 Salvos 8000 yds SV: 5
HP: 26 Spd: 32 DV: E Sz: 2 I (Acheron) (Australian) 1911 PV: 15
Spotter Aircraft HP: 2 Spd: 28 DV: H Sz: 1
6"/50 Pen: F 25500 yds SV: 7 AA/QF: 12000 yds SV: 3
AA/QF: 16000 yds SV: 6 18" AtkTn: 3/Torps: 1/ 3 Salvos 4000 yds SV: 4
21" AtkTn: 1/Torps: 3/ 4 Salvos 13000 yds SV: 7 (Huron, Parramatta, Swan, Torrens, Warrego, Yarra).
AA/QF 8 by end of war. Aircraft removed from 1944. J, K 1939 PV: 53
WEYMOUTH 1911 PV: 73 HP: 4 Spd: 36 DV: H Sz: 1
HP: 13 Spd: 25 DV: G+ Sz: 2 AA/QF: 16000 yds SV: 5
6"/50 Pen: E- 14300 yds SV: 4 21" AtkTn: 2/Torps: 5/ 2 Salvos 13000 yds SV: 7
AA/QF: 12000 yds SV: 2 Torpedo tubes reduced by half in 1941, AA/QF increased to 6.
CLAA K (Acasta) 1912 PV: 23
HP: 3 Spd: 29 DV: H Sz: 1
CALEDON 1942 PV: 97 AA/QF: 12000 yds SV: 3
HP: 15 Spd: 29 DV: F Sz: 2 21" AtkTn: 2/Torps: 1/ 4 Salvos 8000 yds SV: 5
AA/QF: 16000 yds SV: 6 L (Laforey) 1913 PV: 23
Rearmed as AA ship 1942. HP: 3 Spd: 29 DV: H Sz: 1
CARLISLE 1939 PV: 100 AA/QF: 12000 yds SV: 3
HP: 15 Spd: 30 DV: F Sz: 2 21" AtkTn: 2/Torps: 2/ 2 Salvos 8000 yds SV: 5
AA/QF: 16000 yds SV: 6 L, M 1941 PV: 44
COLOMBO 1943 PV: 100 HP: 4 Spd: 36 DV: H Sz: 1
HP: 15 Spd: 30 DV: F Sz: 2 AA/QF: 16000 yds SV: 5
AA/QF: 16000 yds SV: 6 21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7
DELHI 1941 PV: 91 Torpedo tubes reduced by half in 1941.
HP: 14 Spd: 29 DV: F Sz: 2 LIGHTFOOT 1915 PV: 27
AA/QF: 16000 yds SV: 6 HP: 3 Spd: 35 DV: H Sz: 1
DESPATCH 1944 PV: 96 AA/QF: 12000 yds SV: 4
HP: 14 Spd: 29 DV: F Sz: 2 21" AtkTn: 2/Torps: 2/ 2 Salvos 8000 yds SV: 5
AA/QF: 16000 yds SV: 6 M (Admiralty & other) 1914 PV: 19
21" AtkTn: 2/Torps: 3/ 4 Salvos 8000 yds SV: 5 HP: 2 Spd: 35 DV: H Sz: 1
DD AA/QF: 12000 yds SV: 3
A, B 1930 PV: 35 21" AtkTn: 2/Torps: 2/ 2 Salvos 8000 yds SV: 5
HP: 3 Spd: 35 DV: H Sz: 1 N 1941 PV: 41
AA/QF: 16000 yds SV: 4 HP: 4 Spd: 36 DV: H Sz: 1
21" AtkTn: 2/Torps: 4/ 2 Salvos 13000 yds SV: 7 AA/QF: 16000 yds SV: 5
All lost 1 set of Torpedo tubes in 1941. Some reduction of main armament 21" AtkTn: 1/Torps: 5/ 1 Salvo 13000 yds SV: 7
in 1942 when converted to Escort.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


42

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

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


43

UMBRIA 1894 PV: 41 CADORNA 1935 PV: 135


HP: 8 Spd: 20 DV: G+ Sz: 2 HP: 14 Spd: 37 DV: F- Sz: 2
6"/40 Pen: F+ 10000 yds SV: 3 Spotter Aircraft
AA/QF: 8000 yds SV: 7 6"/53 Pen: F 31100 yds SV: 5
CA AA/QF: 16000 yds SV: 5
21" AtkTn: 1/Torps: 2/ 4 Salvos 9000 yds SV: 6
BOLZANO 1933 PV: 247 Torpedo tubes removed from 1944.
HP: 27 Spd: 36 DV: F+ Sz: 3 CAPITANI ROMANI 1943 PV: 82
Spotter Aircraft HP: 8 Spd: 40 DV: H Sz: 2
8"/53 Pen: E- 37400 yds SV: 7 AA/QF: 16000 yds SV: 7
AA/QF: 16000 yds SV: 7 21" AtkTn: 2/Torps: 4/ 3 Salvos 9000 yds SV: 6
21" AtkTn: 1/Torps: 4/ 4 Salvos 9000 yds SV: 6 DUCA D'AOSTA 1935 PV: 198
BOLZANO 1939 PV: 247 HP: 22 Spd: 37 DV: F+ Sz: 2
HP: 27 Spd: 36 DV: F+ Sz: 3 Spotter Aircraft
Spotter Aircraft 6"/53 Pen: F 31100 yds SV: 5
8"/53 Pen: E- 37400 yds SV: 7 AA/QF: 16000 yds SV: 5
AA/QF: 16000 yds SV: 7 21" AtkTn: 1/Torps: 3/ 4 Salvos 9000 yds SV: 6
21" AtkTn: 1/Torps: 4/ 4 Salvos 9000 yds SV: 6 AA/QF 6 and Torpedo Tubes removed from 1943.
GIUSEPPE GARIBALDI 1901 PV: 105 GIUSSANO 1939 PV: 135
HP: 22 Spd: 20 DV: E Sz: 2 HP: 14 Spd: 37 DV: F- Sz: 2
10"/45 Pen: C- 18000 yds SV: 3 Spotter Aircraft
8"/45 Pen: E+ 16000 yds SV: 3 6"/53 Pen: F 31100 yds SV: 5
6"/40 Pen: F+ 10000 yds SV: 3 AA/QF: 16000 yds SV: 5
AA/QF: 8000 yds SV: 5 21" AtkTn: 1/Torps: 2/ 4 Salvos 9000 yds SV: 6
PISA 1907 PV: 179 MONTECUCCOLI 1935 PV: 173
HP: 33 Spd: 24 DV: C Sz: 2 HP: 19 Spd: 37 DV: F Sz: 2
10"/45 Pen: C- 18000 yds SV: 5 Spotter Aircraft
7.5"/45 Pen: E+ 16000 yds SV: 4 6"/53 Pen: F 31100 yds SV: 5
AA/QF: 8000 yds SV: 7 AA/QF: 16000 yds SV: 5
SAN GIORGIO 1910 PV: 180 21" AtkTn: 1/Torps: 2/ 4 Salvos 9000 yds SV: 6
HP: 31 Spd: 24 DV: D Sz: 3 AA/QF 6 and Torpedo Tubes removed from 1943.
10"/45 Pen: D- 27300 yds SV: 5 QUARTO 1913 PV: 59
7.5"/45 Pen: E- 24000 yds SV: 4 HP: 9 Spd: 29 DV: G+ Sz: 2
AA/QF: 12000 yds SV: 7 AA/QF: 12000 yds SV: 6
TRENTO 1929 PV: 241
HP: 26 Spd: 36 DV: F+ Sz: 3 DD
Spotter Aircraft AQUILA 1917 PV: 35
8"/50 Pen: E- 34300 yds SV: 8 HP: 4 Spd: 35 DV: H Sz: 1
AA/QF: 16000 yds SV: 7 AA/QF: 12000 yds SV: 5
21" AtkTn: 1/Torps: 4/ 4 Salvos 9000 yds SV: 6 17.7" AtkTn: 1/Torps: 2/ 2 Salvos 4000 yds SV: 4
TRENTO 1939 PV: 241 (Falco)
HP: 26 Spd: 36 DV: F+ Sz: 3 AQUILA 1917 PV: 35
Spotter Aircraft HP: 4 Spd: 35 DV: H Sz: 1
8"/50 Pen: E- 34300 yds SV: 8 6"/40 Pen: F+ 10000 yds SV: 3
AA/QF: 16000 yds SV: 7 AA/QF: 12000 yds SV: 3
21" AtkTn: 1/Torps: 4/ 4 Salvos 9000 yds SV: 6 17.7" AtkTn: 1/Torps: 2/ 2 Salvos 4000 yds SV: 4
ZARA 1931 PV: 257 (Aquila, Nibbio, Sparviero)
HP: 33 Spd: 32 DV: D- Sz: 3 FOLGORE 1931 PV: 32
Spotter Aircraft HP: 3 Spd: 38 DV: H Sz: 1
8"/53 Pen: E- 37400 yds SV: 7 AA/QF: 16000 yds SV: 4
AA/QF: 16000 yds SV: 7 21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6
ZARA 1939 PV: 257 AA/QF 2 from 1942. 1 set Torpedo tubes removed from 1943.
HP: 33 Spd: 32 DV: D- Sz: 3 FRECCIA 1930 PV: 32
Spotter Aircraft HP: 3 Spd: 38 DV: H Sz: 1
8"/53 Pen: E- 37400 yds SV: 7 AA/QF: 16000 yds SV: 4
AA/QF: 16000 yds SV: 7 21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6
AA/QF 2 and 1 set Torpedo tubes removed from 1943.
CL
INDOMITO 1912 PV: 16
ABRUZZI 1937 PV: 216 HP: 2 Spd: 30 DV: H Sz: 1
HP: 26 Spd: 34 DV: E Sz: 2 AA/QF: 12000 yds SV: 3
Spotter Aircraft 17.7" AtkTn: 2/Torps: 1/ 2 Salvos 4000 yds SV: 4
6"/55 Pen: F 28200 yds SV: 6 MAESTRALE 1934 PV: 42
AA/QF: 16000 yds SV: 6 HP: 4 Spd: 38 DV: H Sz: 1
21" AtkTn: 1/Torps: 3/ 4 Salvos 9000 yds SV: 6 AA/QF: 16000 yds SV: 5
BIXIO 1914 PV: 61 21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6
HP: 10 Spd: 27 DV: G+ Sz: 2 AA/QF 2 and 1 set Torpedo tubes removed from 1943.
AA/QF: 12000 yds SV: 6 MIRABELLO 1916 PV: 35
HP: 4 Spd: 35 DV: H Sz: 1
AA/QF: 12000 yds SV: 5
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4
As built/

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


44

MIRABELLO 1917 PV: 37 PEGASO 1909 PV: 7


HP: 4 Spd: 35 DV: H Sz: 1 HP: 1 Spd: 25 DV: H Sz: 1
6"/40 Pen: F+ 10000 yds SV: 2 AA/QF: 8000 yds SV: 2
AA/QF: 12000 yds SV: 5 17.7" AtkTn: 2/Torps: 1/ 3 Salvos 4000 yds SV: 4
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4 PEGASO 1937 PV: 18
Upgunned. HP: 2 Spd: 28 DV: H Sz: 1
NAVIGATORI 1935 PV: 42 AA/QF: 16000 yds SV: 3
HP: 4 Spd: 38 DV: H Sz: 1 17.7" AtkTn: 2/Torps: 3/ 2 Salvos 6000 yds SV: 5
AA/QF: 16000 yds SV: 5 AA/QF 2 from 1941.
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6 SPICA 1940 PV: 22
1 set Torpedo tubes removed from 1943. HP: 2 Spd: 34 DV: H Sz: 1
ORIANI 1936 PV: 40 AA/QF: 16000 yds SV: 4
HP: 4 Spd: 38 DV: H Sz: 1 21" AtkTn: 2/Torps: 2/ 2 Salvos 9000 yds SV: 6
AA/QF: 16000 yds SV: 4
JAPAN
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6
AA/QF 5 and 1 set Torpedo tubes removed from 1943. B
PILO 1915 PV: 17 ASAHI 1900 PV: 177
HP: 2 Spd: 30 DV: H Sz: 1 HP: 44 Spd: 18 DV: C Sz: 3
AA/QF: 12000 yds SV: 4 12"/40 Pen: C+ 16000 yds SV: 5
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4 6"/45 Pen: E- 14000 yds SV: 3
POERIO 1915 PV: 25 AA/QF: 8000 yds SV: 8
HP: 3 Spd: 32 DV: H Sz: 1 FUJI 1897 PV: 180
AA/QF: 12000 yds SV: 4 HP: 46 Spd: 18 DV: B+ Sz: 3
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4 12"/40 Pen: B- 10000 yds SV: 5
SAURO 1926 PV: 31 6"/45 Pen: E- 14000 yds SV: 3
HP: 3 Spd: 35 DV: H Sz: 1 AA/QF: 8000 yds SV: 7
AA/QF: 16000 yds SV: 4 FUSO 1878 PV: 49
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6 HP: 17 Spd: 13 DV: D- Sz: 2
SOLDATI 1907 PV: 9 9.4"/35 Pen: E+ 10000 yds SV: 1
HP: 1 Spd: 29 DV: H Sz: 1 6.7"/** Pen: E 8000 yds SV: 1
AA/QF: 8000 yds SV: 3 AA/QF: 8000 yds SV: 4
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4 MIKASA 1902 PV: 173
SOLDATI 1938 PV: 40 HP: 43 Spd: 18 DV: C- Sz: 3
HP: 4 Spd: 38 DV: H Sz: 1 12"/40 Pen: C+ 16000 yds SV: 5
AA/QF: 16000 yds SV: 4 6"/45 Pen: E- 14000 yds SV: 3
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6 AA/QF: 8000 yds SV: 8
Alpino, Artigliere, Ascari, Aviere, Bersagliere, Camicia Nera, SHIKISHIMA 1900 PV: 173
Carabiniere, Corazziere, Fuciliere, Geniere, Granatiere, Lanciere, HP: 43 Spd: 18 DV: C Sz: 3
Velite. 12"/40 Pen: C+ 16000 yds SV: 5
SOLDATI 1941 PV: 42 6"/45 Pen: E- 14000 yds SV: 3
HP: 4 Spd: 38 DV: H Sz: 1 AA/QF: 8000 yds SV: 7
AA/QF: 16000 yds SV: 5
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6 BB
Ascari, Camicia Nera, Carabiniere, Geniere, Lanciere, Bombardiere, FUSO 1935 PV: 526
Corsaro, Legionario, Mitragliere. HP: 86 Spd: 25 DV: B- Sz: 4
AA/QF 5 and 1 set Torpedo tubes removed from 1943 in many. Spotter Aircraft
TURBINE 1927 PV: 29 14"/45 Pen: C 38800 yds SV: 15
HP: 3 Spd: 33 DV: H Sz: 1 6"/50 Pen: F 23000 yds SV: 3
AA/QF: 16000 yds SV: 4 AA/QF: 16000 yds SV: 6
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 6 AA/QF 8 from 1941.
1 set Torpedo tubes removed from 1941 in many. ISE 1934 PV: 552
SL HP: 91 Spd: 25 DV: B Sz: 4
Spotter Aircraft
ERITREA 1936 PV: 26 14"/45 Pen: C 38800 yds SV: 15
HP: 5 Spd: 20 DV: H Sz: 1 5.5"/50 Pen: F 21600 yds SV: 3
AA/QF: 16000 yds SV: 4 AA/QF: 16000 yds SV: 6
TB MUSASHI 1943/09 PV: 958
ARIETE 1944 PV: 19 HP: 150 Spd: 27 DV: A- Sz: 5
HP: 2 Spd: 32 DV: H Sz: 1 Spotter Aircraft
AA/QF: 16000 yds SV: 3 18.1"/45 Pen: A 46000 yds SV: 18
17.7" AtkTn: 2/Torps: 3/ 2 Salvos 6000 yds SV: 5 6.1"/60 Pen: F 30000 yds SV: 5
CICLONE 1943 PV: 18 AA/QF: 16000 yds SV: 8
HP: 2 Spd: 26 DV: H Sz: 1 AA/QF 12 from 1944.
AA/QF: 16000 yds SV: 4 NAGATO 1936 PV: 575
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 6000 yds SV: 5 HP: 96 Spd: 25 DV: B- Sz: 4
CICLONE 1943 PV: 16 Spotter Aircraft
HP: 2 Spd: 26 DV: H Sz: 1 16.1"/45 Pen: B 42000 yds SV: 13
AA/QF: 16000 yds SV: 3 5.5"/50 Pen: F 21600 yds SV: 3
17.7" AtkTn: 2/Torps: 2/ 2 Salvos 6000 yds SV: 5 AA/QF: 16000 yds SV: 6
AA/QF 10 from 1944.

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


45

YAMATO 1941 PV: 961 RYUHO 1943 PV: 214


HP: 150 Spd: 27 DV: A- Sz: 5 HP: 27 Spd: 26 DV: H Sz: 3
Spotter Aircraft Air Handling: 4 - Aircraft: 31
18.1"/45 Pen: A 46000 yds SV: 18 AA/QF: 16000 yds SV: 7
6.1"/60 Pen: F 30000 yds SV: 6 AA/QF 8 from 1943; 9 from 1944
AA/QF: 16000 yds SV: 8 RYUJO 1942 PV: 224
Yamato and Musashi as built. HP: 24 Spd: 29 DV: G+ Sz: 3
YAMATO 1943/09 PV: 961 Air Handling: 4 - Aircraft: 37
HP: 150 Spd: 27 DV: A- Sz: 5 AA/QF: 16000 yds SV: 7
Spotter Aircraft SHINANO 1944 PV: 845
18.1"/45 Pen: A 46000 yds SV: 18 HP: 135 Spd: 27 DV: D+ Sz: 5
6.1"/60 Pen: F 30000 yds SV: 5 Air Handling: 6 - Aircraft: 47
AA/QF: 16000 yds SV: 10 AA/QF: 16000 yds SV: 14
AA/QF 14 from 1944. SHOKAKU 1941 PV: 618
BC HP: 64 Spd: 34 DV: C- Sz: 4
Air Handling: 5 - Aircraft: 84
KONGO 1940 PV: 548 AA/QF: 16000 yds SV: 9
HP: 77 Spd: 30 DV: C Sz: 4 AA/QF 12 from mid 1944
Spotter Aircraft SORYU 1937 PV: 407
14"/45 Pen: C 38800 yds SV: 13 HP: 36 Spd: 35 DV: F Sz: 3
6"/50 Pen: F 23000 yds SV: 3 Air Handling: 4 - Aircraft: 71
AA/QF: 16000 yds SV: 6 AA/QF: 16000 yds SV: 8
AA/QF 8 in 1943 and 11 in 1944. TAIHO 1944 PV: 603
BCD HP: 64 Spd: 33 DV: F+ Sz: 4
CHIN YEN 1881 PV: 105 Air Handling: 5 - Aircraft: 84
HP: 32 Spd: 15 DV: B- Sz: 2 AA/QF: 16000 yds SV: 8
12"/40 Pen: B- 10000 yds SV: 4 UNRYU 1944 PV: 420
6"/35 Pen: F+ 10000 yds SV: 2 HP: 43 Spd: 32 DV: E+ Sz: 3
AA/QF: 8000 yds SV: 4 Air Handling: 4 - Aircraft: 65
AA/QF: 16000 yds SV: 9
BBCV ZUIHO 1942 PV: 198
ISE 1943 PV: 557 HP: 23 Spd: 28 DV: H Sz: 3
HP: 90 Spd: 25 DV: B Sz: 4 Air Handling: 4 - Aircraft: 30
Air Handling: 1 - Aircraft: 22 AA/QF: 16000 yds SV: 6
14"/45 Pen: C 38800 yds SV: 12 AA/QF 8 from 1943, 10 from 1944
AA/QF: 16000 yds SV: 10 CVE
AA/QF 12 from mid 1944.
KAIYO 1944 PV: 196
CV HP: 28 Spd: 23 DV: H Sz: 3
AKAGI 1938 PV: 708 Air Handling: 3 - Aircraft: 27
HP: 82 Spd: 31 DV: D- Sz: 4 AA/QF: 16000 yds SV: 8
Air Handling: 5 - Aircraft: 91 SHINYO 1944 PV: 233
8"/50 Pen: E+ 24700 yds SV: 2 HP: 35 Spd: 22 DV: H Sz: 3
AA/QF: 16000 yds SV: 8 Air Handling: 3 - Aircraft: 33
CHITOSE 1944 PV: 206 AA/QF: 16000 yds SV: 8
HP: 23 Spd: 29 DV: H Sz: 2 TAIYO 1942 PV: 215
Air Handling: 3 - Aircraft: 30 HP: 36 Spd: 21 DV: H Sz: 3
AA/QF: 16000 yds SV: 8 Air Handling: 3 - Aircraft: 27
HIRYU 1939 PV: 438 AA/QF: 16000 yds SV: 6
HP: 41 Spd: 34 DV: E- Sz: 3 AA/QF 7 from 1943, 8 from 1944
Air Handling: 4 - Aircraft: 73 CVS
AA/QF: 16000 yds SV: 8
HOSHO 1941 PV: 127 CHITOSE 1938 PV: 189
HP: 15 Spd: 25 DV: H Sz: 2 HP: 23 Spd: 29 DV: H Sz: 3
Air Handling: 2 - Aircraft: 21 Air Handling: 1 - Aircraft: 24
5.5"/50 Pen: F 21600 yds SV: 3 AA/QF: 16000 yds SV: 5
AA/QF: 16000 yds SV: 2 KAMIKAWA MARU 1941 PV: 87
5.5" guns removed 1942. AA/QF 3. HP: 18 Spd: 18 DV: H Sz: 2
JUNYO 1942 PV: 374 Air Handling: 1 - Aircraft: 8
HP: 49 Spd: 26 DV: H Sz: 4 6"/45 Pen: E- 14000 yds SV: 3
Air Handling: 5 - Aircraft: 53 AA/QF: 16000 yds SV: 1
AA/QF: 16000 yds SV: 8 MIZUHO 1938 PV: 153
AA/QF 11 from 1944. HP: 22 Spd: 22 DV: H Sz: 3
KAGA 1938 PV: 671 Air Handling: 1 - Aircraft: 24
HP: 85 Spd: 28 DV: E+ Sz: 4 AA/QF: 16000 yds SV: 5
Air Handling: 5 - Aircraft: 90 NISSHIN 1938 PV: 184
8"/50 Pen: E+ 24700 yds SV: 1 HP: 23 Spd: 28 DV: H Sz: 3
AA/QF: 16000 yds SV: 8 Air Handling: 1 - Aircraft: 20
AA/QF 9 from 1942 5.5"/50 Pen: F 21600 yds SV: 4
AA/QF: 16000 yds SV: 4

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


46

C NISSHIN 1904 PV: 110


HP: 24 Spd: 20 DV: E+ Sz: 2
KONGO 1877 PV: 31
8"/45 Pen: E+ 16000 yds SV: 4
HP: 10 Spd: 14 DV: F+ Sz: 2
6"/40 Pen: F+ 12000 yds SV: 3
6.7"/** Pen: E 8000 yds SV: 1
AA/QF: 8000 yds SV: 5
5.9"/35 Pen: E- 8000 yds SV: 1
TAKAO 1940 PV: 323
AA/QF: 8000 yds SV: 2
HP: 34 Spd: 34 DV: E Sz: 3
CA Spotter Aircraft
ADZUMA 1900 PV: 131 8"/50 Pen: E- 32200 yds SV: 7
HP: 29 Spd: 20 DV: D Sz: 2 AA/QF: 16000 yds SV: 6
8"/40 Pen: E+ 14000 yds SV: 4 24" AtkTn: 2/Torps: 4/ 8 Salvos 20000 yds SV: 8
6"/40 Pen: F+ 12000 yds SV: 4 AA/QF 9 by end of war.
AA/QF: 8000 yds SV: 6 TONE 1938 PV: 292
AOBA 1937 PV: 205 HP: 31 Spd: 35 DV: E+ Sz: 3
HP: 23 Spd: 33 DV: E- Sz: 2 Spotter Aircraft
Spotter Aircraft 8"/50 Pen: E- 32200 yds SV: 6
8"/50 Pen: E- 32200 yds SV: 6 AA/QF: 16000 yds SV: 6
AA/QF: 16000 yds SV: 7 24" AtkTn: 2/Torps: 3/ 8 Salvos 20000 yds SV: 8
24" AtkTn: 1/Torps: 4/ 4 Salvos 15000 yds SV: 7 AA/QF 8 by end of war.
Aoba AA/QF 7 from mid 1944 with one set Torpedo Tubes removed. YAKUMO 1900 PV: 141
ASAMA 1899 PV: 143 HP: 30 Spd: 21 DV: D Sz: 2
HP: 29 Spd: 22 DV: D- Sz: 2 8"/40 Pen: E+ 14000 yds SV: 4
8"/40 Pen: E+ 14000 yds SV: 4 6"/40 Pen: F+ 12000 yds SV: 4
6"/40 Pen: F+ 12000 yds SV: 4 AA/QF: 8000 yds SV: 6
AA/QF: 8000 yds SV: 6 CL
CHIYODA 1890 PV: 51
AGANO 1943 PV: 170
HP: 12 Spd: 19 DV: E Sz: 2
HP: 17 Spd: 35 DV: F- Sz: 2
AA/QF: 8000 yds SV: 7
Spotter Aircraft
FURUTAKA 1937 PV: 202
6"/50 Pen: F 23000 yds SV: 5
HP: 23 Spd: 33 DV: E- Sz: 2
AA/QF: 16000 yds SV: 6
Spotter Aircraft
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8
8"/50 Pen: E- 32200 yds SV: 6
AA/QF 7 from 1944.
AA/QF: 16000 yds SV: 5
KATORI 1941 PV: 72
24" AtkTn: 1/Torps: 4/ 4 Salvos 15000 yds SV: 7
HP: 14 Spd: 18 DV: G+ Sz: 2
IDZUMO 1900 PV: 141
Spotter Aircraft
HP: 30 Spd: 21 DV: D Sz: 2
5.5"/50 Pen: F 21600 yds SV: 4
8"/40 Pen: E+ 14000 yds SV: 4
AA/QF: 16000 yds SV: 3
6"/40 Pen: F+ 12000 yds SV: 4
21" AtkTn: 1/Torps: 2/ 4 Salvos 9000 yds SV: 6
AA/QF: 8000 yds SV: 6
AA/QF 6 and no Torpedoes from 1943. AA/QF 7 from 1944.
KASUGA 1904 PV: 114
KUMA 1921 PV: 132
HP: 24 Spd: 20 DV: E+ Sz: 2
HP: 15 Spd: 36 DV: F Sz: 2
10"/45 Pen: D+ 18000 yds SV: 3
Spotter Aircraft
8"/45 Pen: E+ 16000 yds SV: 3
5.5"/50 Pen: F 21600 yds SV: 4
6"/40 Pen: F+ 12000 yds SV: 3
AA/QF: 16000 yds SV: 2
AA/QF: 8000 yds SV: 5
21" AtkTn: 2/Torps: 2/ 8 Salvos 9000 yds SV: 6
MOGAMI 1937 PV: 287
As built. AA/QF in all except Oi and Kitakami 6 from 1944.
HP: 30 Spd: 35 DV: E Sz: 3
NAGARA 1933 PV: 148
Spotter Aircraft
HP: 16 Spd: 36 DV: F Sz: 2
6.1"/60 Pen: F 30000 yds SV: 7
Spotter Aircraft
AA/QF: 16000 yds SV: 6
5.5"/50 Pen: F 21600 yds SV: 4
24" AtkTn: 2/Torps: 3/ 8 Salvos 20000 yds SV: 8
AA/QF: 16000 yds SV: 2
As originally built.
24" AtkTn: 2/Torps: 2/ 8 Salvos 15000 yds SV: 7
MOGAMI 1941 PV: 303
As built.
HP: 32 Spd: 35 DV: E Sz: 3
NAGARA 1943 PV: 156
Spotter Aircraft
HP: 17 Spd: 33 DV: F Sz: 2
8"/50 Pen: E- 32200 yds SV: 7
Spotter Aircraft
AA/QF: 16000 yds SV: 6
5.5"/50 Pen: F 21600 yds SV: 3
24" AtkTn: 2/Torps: 3/ 8 Salvos 20000 yds SV: 8
AA/QF: 16000 yds SV: 5
Others in class except Mogami AA/QF 8 by end of war.
24" AtkTn: 3/Torps: 4/ 6 Salvos 15000 yds SV: 7
MOGAMI 1943 PV: 298
From 1943. AA/QF 6 from mid 1944.
HP: 32 Spd: 35 DV: E Sz: 3
OYODO 1943 PV: 177
Spotter Aircraft
HP: 21 Spd: 35 DV: F Sz: 2
8"/50 Pen: E- 32200 yds SV: 5
Spotter Aircraft
AA/QF: 16000 yds SV: 7
6.1"/60 Pen: F 30000 yds SV: 5
24" AtkTn: 2/Torps: 3/ 8 Salvos 20000 yds SV: 8
AA/QF: 16000 yds SV: 6
Mogami after 1943 rebuild.
SENDAI 1924 PV: 142
NACHI 1941 PV: 309
HP: 17 Spd: 35 DV: F+ Sz: 2
HP: 32 Spd: 36 DV: E- Sz: 3
Spotter Aircraft
Spotter Aircraft
5.5"/50 Pen: F 21600 yds SV: 4
8"/50 Pen: E- 32200 yds SV: 7
AA/QF: 16000 yds SV: 2
AA/QF: 16000 yds SV: 6
21" AtkTn: 2/Torps: 2/ 6 Salvos 9000 yds SV: 6
24" AtkTn: 2/Torps: 4/ 6 Salvos 20000 yds SV: 8
As built.
AA/QF 8 by end of war. Torpedo tubes reduced by half in 1945.

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


47

SENDAI 1943 PV: 148 SAI YEN 1885 PV: 29


HP: 17 Spd: 35 DV: F+ Sz: 2 HP: 8 Spd: 15 DV: F- Sz: 2
Spotter Aircraft 8.2"/35 Pen: D- 10000 yds SV: 1
5.5"/50 Pen: F 21600 yds SV: 4 5.9"/35 Pen: E- 8000 yds SV: 1
AA/QF: 16000 yds SV: 6 AA/QF: 8000 yds SV: 4
21" AtkTn: 2/Torps: 2/ 6 Salvos 9000 yds SV: 6 SUMA 1899 PV: 40
As refitted 1943. HP: 8 Spd: 20 DV: G+ Sz: 2
TENRYU 1939 PV: 90 6"/40 Pen: F+ 12000 yds SV: 3
HP: 11 Spd: 33 DV: F- Sz: 2 AA/QF: 8000 yds SV: 6
5.5"/50 Pen: F 21600 yds SV: 3 TAKASAGO 1898 PV: 78
AA/QF: 16000 yds SV: 3 HP: 14 Spd: 24 DV: F+ Sz: 2
21" AtkTn: 1/Torps: 3/ 4 Salvos 9000 yds SV: 6 8"/40 Pen: E+ 14000 yds SV: 3
YUBARI 1923 PV: 97 AA/QF: 8000 yds SV: 8
HP: 10 Spd: 36 DV: F- Sz: 2 TSUSHIMA 1904 PV: 50
5.5"/50 Pen: F 21600 yds SV: 4 HP: 10 Spd: 20 DV: F- Sz: 2
AA/QF: 16000 yds SV: 2 6"/40 Pen: F+ 12000 yds SV: 4
24" AtkTn: 2/Torps: 2/ 4 Salvos 20000 yds SV: 8 AA/QF: 8000 yds SV: 6
As built. YAEYAMA 1892 PV: 20
YUBARI 1943 PV: 90 HP: 4 Spd: 21 DV: H Sz: 2
HP: 10 Spd: 32 DV: F- Sz: 2 AA/QF: 8000 yds SV: 4
5.5"/50 Pen: F 21600 yds SV: 4 YOSHINO 1893 PV: 72
AA/QF: 16000 yds SV: 3 HP: 14 Spd: 23 DV: F+ Sz: 2
24" AtkTn: 2/Torps: 2/ 4 Salvos 20000 yds SV: 8 6"/35 Pen: F+ 10000 yds SV: 2
As refitted 1943. AA/QF: 8000 yds SV: 7
CLAA DD
ISUZU 1944/09 PV: 155 AKATSUKI 1902 PV: 9
HP: 17 Spd: 36 DV: F Sz: 2 HP: 1 Spd: 31 DV: H Sz: 1
Spotter Aircraft AA/QF: 8000 yds SV: 3
AA/QF: 16000 yds SV: 7 18" AtkTn: 2/Torps: 1/ 2 Salvos 2000 yds SV: 4
24" AtkTn: 2/Torps: 4/ 4 Salvos 15000 yds SV: 7 AKATSUKI 1938 PV: 64
CLTT HP: 4 Spd: 34 DV: H Sz: 1
AA/QF: 16000 yds SV: 5
KITAKAMI 1941 PV: 198 24" AtkTn: 3/Torps: 3/ 6 Salvos 20000 yds SV: 8
HP: 17 Spd: 36 DV: F Sz: 2 As at start of World War 2
5.5"/50 Pen: F 21600 yds SV: 3 AKATSUKI 1942 PV: 64
AA/QF: 16000 yds SV: 3 HP: 4 Spd: 34 DV: H Sz: 1
24" AtkTn: 5/Torps: 4/ 10 Salvos 20000 yds SV: 8 AA/QF: 16000 yds SV: 5
Torpedoes mounts reduced by 2 from 1942 and by a further 2 from 1944. 24" AtkTn: 3/Torps: 3/ 6 Salvos 20000 yds SV: 8
No Torpedoes from 1945. As refitted from 1942
OI 1943 PV: 189 AKITSUKI 1941 PV: 60
HP: 16 Spd: 36 DV: F Sz: 2 HP: 6 Spd: 33 DV: H Sz: 1
AA/QF: 16000 yds SV: 6 AA/QF: 16000 yds SV: 5
24" AtkTn: 5/Torps: 4/ 10 Salvos 20000 yds SV: 8 24" AtkTn: 1/Torps: 4/ 2 Salvos 20000 yds SV: 8
CP AA/QF 8 by end of war.
AKITSUSHIMA 1894 PV: 45 ASASHIO 1937 PV: 62
HP: 10 Spd: 19 DV: F- Sz: 2 HP: 4 Spd: 35 DV: H Sz: 1
6"/35 Pen: F+ 10000 yds SV: 2 AA/QF: 16000 yds SV: 5
AA/QF: 8000 yds SV: 6 24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8
CHITOSE 1898 PV: 80 As built.
HP: 15 Spd: 23 DV: F+ Sz: 2 ASASHIO 1943 PV: 62
8"/45 Pen: E+ 16000 yds SV: 3 HP: 4 Spd: 35 DV: H Sz: 1
AA/QF: 8000 yds SV: 8 AA/QF: 16000 yds SV: 5
IDZUMI 1884 PV: 32 24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8
HP: 7 Spd: 18 DV: G Sz: 2 As refitted from 1943. AA/QF 6 and Torpedo reloads removed in 1944.
10"/35 Pen: C 10000 yds SV: 2 FUBUKI 1927 PV: 65
6"/35 Pen: F+ 10000 yds SV: 2 HP: 5 Spd: 38 DV: H Sz: 1
AA/QF: 8000 yds SV: 3 AA/QF: 16000 yds SV: 5
MATSUSHIMA 1894 PV: 45 24" AtkTn: 3/Torps: 3/ 6 Salvos 15000 yds SV: 7
HP: 11 Spd: 17 DV: G+ Sz: 2 AA/QF 6 and one reload removed in 1944.
12.6"/38 Pen: B- 10000 yds SV: 1 HARUSAME 1903 PV: 8
AA/QF: 8000 yds SV: 8 HP: 1 Spd: 29 DV: H Sz: 1
NANIWA 1885 PV: 42 AA/QF: 8000 yds SV: 3
HP: 10 Spd: 19 DV: G+ Sz: 2 18" AtkTn: 1/Torps: 2/ 1 Salvo 2000 yds SV: 4
10.2"/35 Pen: E+ 8000 yds SV: 1 HATSUHARU 1937 PV: 55
5.9"/35 Pen: E- 8000 yds SV: 1 HP: 4 Spd: 37 DV: H Sz: 1
AA/QF: 8000 yds SV: 3 AA/QF: 16000 yds SV: 4
OTOWA 1904 PV: 46 24" AtkTn: 2/Torps: 3/ 4 Salvos 20000 yds SV: 8
HP: 9 Spd: 21 DV: F- Sz: 2 AA/QF 5 and one reload removed from 1943.
6"/45 Pen: E- 14000 yds SV: 3 IKAZUCHI 1899 PV: 9
AA/QF: 8000 yds SV: 5 HP: 1 Spd: 31 DV: H Sz: 1
AA/QF: 8000 yds SV: 3
18" AtkTn: 1/Torps: 2/ 1 Salvo 2000 yds SV: 4

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


48

KAGERO 1938 PV: 69 GB


HP: 5 Spd: 35 DV: H Sz: 1
MAYA 1887 PV: 7
AA/QF: 16000 yds SV: 5
HP: 2 Spd: 12 DV: H Sz: 1
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8
8.3"/22 Pen: E- 10000 yds SV: 1
As built.
AA/QF: 8000 yds SV: 2
KAGERO 1943 PV: 69
MAYA 1894 PV: 8
HP: 5 Spd: 35 DV: H Sz: 1
HP: 2 Spd: 12 DV: H Sz: 1
AA/QF: 16000 yds SV: 5
AA/QF: 8000 yds SV: 4
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8
As refitted 1943. AA/QF 6 and no reloads from mid 1944. MC
KAMIKAZE 1921 PV: 33 SAIKIO MARU 1885 PV: 31
HP: 3 Spd: 37 DV: H Sz: 1 HP: 6 Spd: 14 DV: H Sz: 2
AA/QF: 16000 yds SV: 4 Cargo: 12
21" AtkTn: 2/Torps: 3/ 3 Salvos 9000 yds SV: 6 AA/QF: 8000 yds SV: 3
As built.
KAMIKAZE 1941 PV: 38
TB
HP: 4 Spd: 37 DV: H Sz: 1 HAYABUSA 1903 PV: 8
AA/QF: 16000 yds SV: 4 HP: 1 Spd: 29 DV: H Sz: 1
21" AtkTn: 2/Torps: 2/ 2 Salvos 9000 yds SV: 6 AA/QF: 8000 yds SV: 3
As refitted 1941. AA/QF 5 from 1944. 14" AtkTn: 3/Torps: 1/ 3 Salvos 2000 yds SV: 4
MURAKUMO 1899 PV: 9 KOTAKA 1887 PV: 6
HP: 1 Spd: 30 DV: H Sz: 1 HP: 1 Spd: 19 DV: H Sz: 1
AA/QF: 8000 yds SV: 3 AA/QF: 8000 yds SV: 2
18" AtkTn: 1/Torps: 2/ 1 Salvo 2000 yds SV: 4 14" AtkTn: 3/Torps: 2/ 3 Salvos 2000 yds SV: 4
MUTSUKI 1926 PV: 42 OTORI 1942 PV: 20
HP: 4 Spd: 37 DV: H Sz: 1 HP: 2 Spd: 31 DV: H Sz: 1
AA/QF: 16000 yds SV: 4 AA/QF: 16000 yds SV: 3
24" AtkTn: 2/Torps: 3/ 2 Salvos 15000 yds SV: 7 21" AtkTn: 1/Torps: 3/ 2 Salvos 9000 yds SV: 6
As built. As built.
MUTSUKI 1943 PV: 40 OTORI 1944 PV: 28
HP: 4 Spd: 34 DV: H Sz: 1 HP: 3 Spd: 31 DV: H Sz: 1
AA/QF: 16000 yds SV: 4 AA/QF: 16000 yds SV: 4
24" AtkTn: 2/Torps: 3/ 2 Salvos 15000 yds SV: 7 21" AtkTn: 1/Torps: 3/ 2 Salvos 9000 yds SV: 6
As refitted 1943. As refitted 1944.
SHIMAKAZE 1942 PV: 87 SHIRATAKA 1900 PV: 8
HP: 6 Spd: 39 DV: H Sz: 1 HP: 1 Spd: 28 DV: H Sz: 1
AA/QF: 16000 yds SV: 5 AA/QF: 8000 yds SV: 2
24" AtkTn: 3/Torps: 5/ 4 Salvos 20000 yds SV: 8 14" AtkTn: 2/Torps: 2/ 2 Salvos 2000 yds SV: 4
AA/QF 7 by end of war. TOMOZURU 1942 PV: 23
SHIRAKUMO 1902 PV: 9 HP: 2 Spd: 30 DV: H Sz: 1
HP: 1 Spd: 31 DV: H Sz: 1 AA/QF: 16000 yds SV: 4
AA/QF: 8000 yds SV: 3 21" AtkTn: 1/Torps: 4/ 2 Salvos 9000 yds SV: 6
18" AtkTn: 1/Torps: 2/ 1 Salvo 2000 yds SV: 4 NETHERLANDS
SHIRATSUYU 1935 PV: 59
HP: 4 Spd: 34 DV: H Sz: 1 CL
AA/QF: 16000 yds SV: 4 DE RUYTER 1936 PV: 124
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8 HP: 16 Spd: 32 DV: F- Sz: 2
As built. Spotter Aircraft
SHIRATSUYU 1943 PV: 61 5.9"/50 Pen: F+ 23200 yds SV: 5
HP: 4 Spd: 34 DV: H Sz: 1 AA/QF: 16000 yds SV: 4
AA/QF: 16000 yds SV: 5 JAVA 1925 PV: 133
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8 HP: 18 Spd: 31 DV: F Sz: 2
As refitted 1943. Spotter Aircraft
YUGUMO 1942 PV: 69 5.9"/50 Pen: F+ 23200 yds SV: 5
HP: 5 Spd: 35 DV: H Sz: 1 AA/QF: 16000 yds SV: 3
AA/QF: 16000 yds SV: 5 TROMP 1939 PV: 94
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8 HP: 10 Spd: 34 DV: G+ Sz: 2
YUGUMO 1944/01 PV: 69 Spotter Aircraft
HP: 5 Spd: 35 DV: H Sz: 1 5.9"/50 Pen: F+ 23200 yds SV: 5
AA/QF: 16000 yds SV: 5 AA/QF: 16000 yds SV: 3
24" AtkTn: 2/Torps: 4/ 4 Salvos 20000 yds SV: 8 21" AtkTn: 1/Torps: 3/ 4 Salvos 9000 yds SV: 7
As refitted 1944. Tromp
DDE CLAA
MATSU 1944 PV: 38 TROMP 1939 PV: 78
HP: 3 Spd: 28 DV: H Sz: 1 HP: 10 Spd: 34 DV: G+ Sz: 2
AA/QF: 16000 yds SV: 5 AA/QF: 16000 yds SV: 6
24" AtkTn: 1/Torps: 4/ 2 Salvos 20000 yds SV: 8 Jacob van Heemskerck
TACHIBANA 1945 PV: 38
HP: 3 Spd: 28 DV: H Sz: 1
AA/QF: 16000 yds SV: 5
24" AtkTn: 1/Torps: 4/ 2 Salvos 20000 yds SV: 8

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


49

DD DMITRI DONSKOI 1885 PV: 74


HP: 19 Spd: 17 DV: E- Sz: 2
VAN GALEN 1930 PV: 33
6"/45 Pen: E- 10000 yds SV: 3
HP: 3 Spd: 36 DV: H Sz: 1
AA/QF: 8000 yds SV: 8
AA/QF: 16000 yds SV: 5
GROMOBOI 1900 PV: 155
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 7
HP: 36 Spd: 20 DV: D- Sz: 3
VAN GHENT 1926 PV: 32
8"/45 Pen: E+ 14000 yds SV: 2
HP: 3 Spd: 36 DV: H Sz: 1
6"/45 Pen: E- 10000 yds SV: 3
AA/QF: 16000 yds SV: 4
AA/QF: 8000 yds SV: 7
21" AtkTn: 2/Torps: 3/ 2 Salvos 9000 yds SV: 7
ROSSIA 1897 PV: 172
RUSSIA HP: 40 Spd: 20 DV: C- Sz: 3
8"/45 Pen: E+ 14000 yds SV: 2
B 6"/45 Pen: E- 10000 yds SV: 3
BORODINO 1904 PV: 158 AA/QF: 8000 yds SV: 8
HP: 39 Spd: 18 DV: D+ Sz: 3 RURIK 1895 PV: 141
12"/40 Pen: C+ 14000 yds SV: 5 HP: 34 Spd: 19 DV: D Sz: 3
6"/45 Pen: E- 10000 yds SV: 4 8"/35 Pen: E- 12000 yds SV: 2
AA/QF: 8000 yds SV: 8 6"/45 Pen: E- 10000 yds SV: 5
PERESVIET 1901 PV: 152 AA/QF: 8000 yds SV: 6
HP: 38 Spd: 18 DV: C- Sz: 3 VLADIMIR MONOMAKH 1885 PV: 62
10"/45 Pen: D+ 14000 yds SV: 5 HP: 18 Spd: 15 DV: E- Sz: 2
6"/45 Pen: D+ 10000 yds SV: 2 6"/45 Pen: E- 10000 yds SV: 2
AA/QF: 8000 yds SV: 8 AA/QF: 8000 yds SV: 8
PETROPAVLOVSK 1899 PV: 159
HP: 42 Spd: 17 DV: B Sz: 3 CP
12"/40 Pen: C+ 14000 yds SV: 5 ASKOLD 1901 PV: 82
6"/45 Pen: E- 10000 yds SV: 4 HP: 15 Spd: 24 DV: F- Sz: 2
AA/QF: 8000 yds SV: 7 6"/45 Pen: E- 10000 yds SV: 5
RETVISAN 1901 PV: 153 AA/QF: 8000 yds SV: 6
HP: 38 Spd: 18 DV: C- Sz: 3 BOGATYR 1902 PV: 88
12"/40 Pen: C+ 14000 yds SV: 5 HP: 17 Spd: 23 DV: F- Sz: 2
6"/45 Pen: E- 10000 yds SV: 3 6"/45 Pen: E- 10000 yds SV: 5
AA/QF: 8000 yds SV: 8 AA/QF: 8000 yds SV: 6
SISSOI VELIKI 1896 PV: 138 BOYARIN 1902 PV: 44
HP: 39 Spd: 16 DV: B Sz: 3 HP: 9 Spd: 22 DV: G+ Sz: 2
12"/40 Pen: C+ 14000 yds SV: 5 AA/QF: 8000 yds SV: 6
6"/45 Pen: E- 10000 yds SV: 2 IZUMRUD 1904 PV: 47
AA/QF: 8000 yds SV: 5 HP: 9 Spd: 24 DV: G+ Sz: 2
TSESSAREVITCH 1903 PV: 166 AA/QF: 8000 yds SV: 5
HP: 39 Spd: 19 DV: C Sz: 3 NOVIK 1901 PV: 54
12"/40 Pen: C+ 14000 yds SV: 5 HP: 10 Spd: 25 DV: F- Sz: 2
6"/45 Pen: E- 10000 yds SV: 4 AA/QF: 8000 yds SV: 5
AA/QF: 8000 yds SV: 8 PALLADA 1902 PV: 70
HP: 16 Spd: 19 DV: G+ Sz: 2
BCD 6"/45 Pen: E- 10000 yds SV: 4
ADMIRAL USHAKOV 1891 PV: 70 AA/QF: 8000 yds SV: 7
HP: 19 Spd: 16 DV: D- Sz: 2 SVIETLANA 1897 PV: 6
10"/45 Pen: E- 14000 yds SV: 3 HP: 10 Spd: 0 DV: G+ Sz: 2
AA/QF: 8000 yds SV: 6 6"/45 Pen: E- 10000 yds SV: 3
IMPERATOR ALEXANDER II 1891 PV: 107 AA/QF: 8000 yds SV: 4
HP: 32 Spd: 15 DV: C Sz: 2 VARIAG 1900 PV: 82
12"/32 Pen: C+ 14000 yds SV: 3 HP: 16 Spd: 23 DV: F- Sz: 2
9"/35 Pen: C 10000 yds SV: 2 6"/45 Pen: E- 10000 yds SV: 4
6"/35 Pen: F+ 8000 yds SV: 2 AA/QF: 8000 yds SV: 6
AA/QF: 8000 yds SV: 4
NAVARIN 1896 PV: 128 DD
HP: 36 Spd: 16 DV: C+ Sz: 3 BEZSTRASHNI 1900 PV: 8
12"/35 Pen: C+ 14000 yds SV: 5 HP: 1 Spd: 27 DV: H Sz: 1
6"/35 Pen: F+ 8000 yds SV: 2 AA/QF: 8000 yds SV: 3
AA/QF: 8000 yds SV: 5 15" AtkTn: 3/Torps: 1/ 3 Salvos 2000 yds SV: 4
BOIKI 1902 PV: 8
CA HP: 1 Spd: 26 DV: H Sz: 1
ADMIRAL NAKHIMOV 1888 PV: 107 AA/QF: 8000 yds SV: 3
HP: 29 Spd: 17 DV: D+ Sz: 2 15" AtkTn: 3/Torps: 1/ 4 Salvos 2000 yds SV: 4
8"/35 Pen: E- 12000 yds SV: 3 PUILKI 1898 PV: 8
6"/35 Pen: F+ 8000 yds SV: 2 HP: 1 Spd: 28 DV: H Sz: 1
AA/QF: 8000 yds SV: 4 AA/QF: 8000 yds SV: 2
BAYAN 1903 PV: 115 15" AtkTn: 2/Torps: 1/ 4 Salvos 2000 yds SV: 4
HP: 25 Spd: 21 DV: D- Sz: 2 VNIMATELNI 1901 PV: 8
8"/45 Pen: E+ 14000 yds SV: 2 HP: 1 Spd: 27 DV: H Sz: 1
6"/45 Pen: E- 10000 yds SV: 2 AA/QF: 8000 yds SV: 3
AA/QF: 8000 yds SV: 7 15" AtkTn: 2/Torps: 1/ 3 Salvos 2000 yds SV: 4

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


50

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)

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51

TB IDAHO 1944 PV: 476


HP: 88 Spd: 22 DV: B+ Sz: 4
FUROR 1896 PV: 8
Spotter Aircraft
HP: 1 Spd: 28 DV: H Sz: 1
14"/45 Pen: B- 36300 yds SV: 14
AA/QF: 8000 yds SV: 3
AA/QF: 16000 yds SV: 10
14" AtkTn: 2/Torps: 1/ 2 Salvos 2000 yds SV: 4
IOWA 1943 PV: 904
No. 1 1912 PV: 8
HP: 117 Spd: 33 DV: B+ Sz: 5
HP: 1 Spd: 26 DV: H Sz: 1
Spotter Aircraft
AA/QF: 12000 yds SV: 2
16"/50 Pen: A- 42300 yds SV: 19
18" AtkTn: 2/Torps: 2/ 2 Salvos 4000 yds SV: 4
AA/QF: 16000 yds SV: 14
(Mostly served in Republican Navy)
MARYLAND 1942 PV: 478
TURKEY HP: 87 Spd: 22 DV: B- Sz: 4
Spotter Aircraft
B 16"/45 Pen: B+ 35000 yds SV: 16
ASSARI TEWFIK 1868 PV: 56 AA/QF: 16000 yds SV: 11
HP: 18 Spd: 13 DV: E+ Sz: 2 NEVADA 1943 PV: 398
5.9"/40 Pen: F+ 16000 yds SV: 3 HP: 79 Spd: 20 DV: B+ Sz: 4
AA/QF: 8000 yds SV: 6 Spotter Aircraft
TORGUD REIS 1893 PV: 139 14"/45 Pen: B- 34300 yds SV: 13
HP: 38 Spd: 17 DV: B- Sz: 3 AA/QF: 16000 yds SV: 11
11.1"/40 Pen: C- 16000 yds SV: 3 NEW MEXICO 1940 PV: 478
AA/QF: 8000 yds SV: 6 HP: 88 Spd: 22 DV: B+ Sz: 4
CP Spotter Aircraft
14"/45 Pen: B- 36300 yds SV: 14
ABDUL HAMID 1903 PV: 53
AA/QF: 16000 yds SV: 11
HP: 10 Spd: 22 DV: G+ Sz: 2
NEW YORK 1942 PV: 362
6"/45 Pen: F+ 14000 yds SV: 3
HP: 71 Spd: 20 DV: B- Sz: 4
AA/QF: 8000 yds SV: 6
Spotter Aircraft
MEDJIDIEH 1903 PV: 49
14"/45 Pen: B- 34300 yds SV: 13
HP: 9 Spd: 22 DV: G+ Sz: 2
AA/QF: 16000 yds SV: 10
6"/45 Pen: F+ 14000 yds SV: 3
NORTH CAROLINA 1941 PV: 629
AA/QF: 8000 yds SV: 6
HP: 93 Spd: 28 DV: B Sz: 4
TB Spotter Aircraft
AKHISAR 1904 PV: 6 16"/45 Pen: B+ 36900 yds SV: 19
HP: 1 Spd: 27 DV: H Sz: 1 AA/QF: 16000 yds SV: 9
AA/QF: 8000 yds SV: 1 North Carolina AA/QF 13 from 1944
14" AtkTn: 2/Torps: 1/ 2 Salvos 2000 yds SV: 4 PENNSYLVANIA 1943 PV: 459
HP: 88 Spd: 21 DV: B+ Sz: 4
TGB Spotter Aircraft
BERK I SATVET 1906 PV: 12 14"/45 Pen: B- 34300 yds SV: 14
HP: 2 Spd: 21 DV: H Sz: 1 AA/QF: 16000 yds SV: 12
AA/QF: 8000 yds SV: 4 SOUTH DAKOTA 1942 PV: 634
17.7" AtkTn: 2/Torps: 1/ 4 Salvos 2000 yds SV: 4 HP: 94 Spd: 28 DV: B Sz: 4
UNITED STATES Spotter Aircraft
16"/45 Pen: B+ 36900 yds SV: 19
B AA/QF: 16000 yds SV: 9
INDIANA 1895 PV: 146 AA/QF 13 from 1943.
HP: 42 Spd: 15 DV: B+ Sz: 3 TENNESSEE 1943 PV: 456
13"/35 Pen: C+ 14000 yds SV: 6 HP: 87 Spd: 21 DV: B- Sz: 4
8"/35 Pen: E 12000 yds SV: 4 Spotter Aircraft
6"/40 Pen: F+ 10000 yds SV: 2 14"/50 Pen: B- 36300 yds SV: 14
AA/QF: 8000 yds SV: 6 AA/QF: 16000 yds SV: 11
IOWA 1897 PV: 144 CV
HP: 40 Spd: 16 DV: B- Sz: 3
ESSEX 1943 PV: 614
12"/35 Pen: C 12000 yds SV: 5
HP: 63 Spd: 33 DV: E+ Sz: 4
8"/35 Pen: E 12000 yds SV: 4
Air Handling: 5 - Aircraft: 91
AA/QF: 8000 yds SV: 7
AA/QF: 16000 yds SV: 10
TEXAS 1895 PV: 102
AA/QF on most 11 from 1944 onwards.
HP: 27 Spd: 17 DV: C+ Sz: 2
LEXINGTON 1927 PV: 722
12"/35 Pen: C 12000 yds SV: 3
HP: 85 Spd: 33 DV: D- Sz: 4
6"/30 Pen: F+ 10000 yds SV: 3
Air Handling: 5 - Aircraft: 63
AA/QF: 8000 yds SV: 5
8"/55 Pen: E- 31800 yds SV: 7
BB AA/QF: 16000 yds SV: 8
ARKANSAS 1942 PV: 357 As built
HP: 70 Spd: 21 DV: B- Sz: 4 LEXINGTON 1942 PV: 700
Spotter Aircraft HP: 85 Spd: 33 DV: D- Sz: 4
12"/50 Pen: B- 23500 yds SV: 12 Air Handling: 5 - Aircraft: 63
AA/QF: 16000 yds SV: 11 AA/QF: 16000 yds SV: 8
SARATOGA 1942 PV: 703
HP: 85 Spd: 33 DV: D- Sz: 4
Air Handling: 5 - Aircraft: 63
AA/QF: 16000 yds SV: 10

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


52

WASP 1940 PV: 355 ATLANTA 1942 PV: 144


HP: 32 Spd: 30 DV: G+ Sz: 3 HP: 19 Spd: 33 DV: F+ Sz: 2
Air Handling: 4 - Aircraft: 76 AA/QF: 16000 yds SV: 8
AA/QF: 16000 yds SV: 7 21" AtkTn: 1/Torps: 4/ 2 Salvos 11000 yds SV: 7
YORKTOWN 1937 PV: 507 Tucson, Reno, Flint, Oakland.
HP: 46 Spd: 33 DV: E- Sz: 3 BROOKLYN 1938 PV: 213
Air Handling: 4 - Aircraft: 96 HP: 27 Spd: 33 DV: E Sz: 2
AA/QF: 16000 yds SV: 7 Spotter Aircraft
AA/QF on Enterprise 11 from 1944. 6"/47 Pen: F 26100 yds SV: 7
AA/QF: 16000 yds SV: 6
CVE
AA/QF 7 from 1944.
CASABLANCA 1944 PV: 125 CLEVELAND 1942 PV: 245
HP: 17 Spd: 19 DV: H Sz: 2 HP: 31 Spd: 33 DV: E Sz: 3
Air Handling: 2 - Aircraft: 27 Spotter Aircraft
AA/QF: 16000 yds SV: 4 6"/47 Pen: F 26100 yds SV: 7
CVL AA/QF: 16000 yds SV: 9
INDEPENDENCE 1943 PV: 223 OMAHA 1939 PV: 161
HP: 24 Spd: 32 DV: G+ Sz: 3 HP: 20 Spd: 34 DV: F+ Sz: 2
Air Handling: 4 - Aircraft: 30 Spotter Aircraft
AA/QF: 16000 yds SV: 6 6"/53 Pen: F 25300 yds SV: 4
AA/QF: 16000 yds SV: 3
CA 21" AtkTn: 1/Torps: 3/ 4 Salvos 8000 yds SV: 5
BALTIMORE 1943 PV: 303 CP
HP: 38 Spd: 33 DV: D- Sz: 3
Spotter Aircraft ATLANTA 1886 PV: 29
8"/55 Pen: E- 30100 yds SV: 9 HP: 9 Spd: 13 DV: G+ Sz: 2
AA/QF: 16000 yds SV: 10 8"/30 Pen: E 10000 yds SV: 2
BROOKLYN 1896 PV: 124 6"/30 Pen: E- 8000 yds SV: 2
HP: 28 Spd: 20 DV: D- Sz: 2 AA/QF: 8000 yds SV: 3
8"/35 Pen: E 12000 yds SV: 5 BALTIMORE 1890 PV: 58
AA/QF: 8000 yds SV: 8 HP: 13 Spd: 19 DV: F Sz: 2
NEW ORLEANS 1934 PV: 222 8"/30 Pen: E 10000 yds SV: 2
HP: 28 Spd: 33 DV: E Sz: 3 6"/30 Pen: F+ 10000 yds SV: 4
Spotter Aircraft AA/QF: 8000 yds SV: 3
8"/55 Pen: F+ 30100 yds SV: 7 CINCINNATI 1894 PV: 42
AA/QF: 16000 yds SV: 6 HP: 9 Spd: 19 DV: G+ Sz: 2
AA/QF 8 from 1944. 6"/30 Pen: F+ 10000 yds SV: 2
NEW YORK 1893 PV: 108 AA/QF: 8000 yds SV: 7
HP: 24 Spd: 20 DV: E Sz: 2 OLYMPIA 1895 PV: 67
8"/35 Pen: E 12000 yds SV: 5 HP: 14 Spd: 20 DV: G+ Sz: 2
AA/QF: 8000 yds SV: 7 8"/35 Pen: E 12000 yds SV: 4
NORTHAMPTON 1938 PV: 202 AA/QF: 8000 yds SV: 8
HP: 25 Spd: 33 DV: E- Sz: 2 DD
Spotter Aircraft BAGLEY 1937 PV: 50
8"/55 Pen: E- 31800 yds SV: 7 HP: 4 Spd: 39 DV: H Sz: 1
AA/QF: 16000 yds SV: 5 AA/QF: 16000 yds SV: 4
AA/QF 8 from 1944. 21" AtkTn: 2/Torps: 4/ 4 Salvos 11000 yds SV: 7
PENSACOLA 1941 PV: 205 BENHAM 1938 PV: 50
HP: 25 Spd: 33 DV: E- Sz: 2 HP: 4 Spd: 39 DV: H Sz: 1
Spotter Aircraft AA/QF: 16000 yds SV: 4
8"/55 Pen: E- 31800 yds SV: 8 21" AtkTn: 2/Torps: 4/ 4 Salvos 11000 yds SV: 7
AA/QF: 16000 yds SV: 5 AA/QF 5 and most lose two Torpedo mounts in 1942.
AA/QF 8 from 1943. BENSON 1940 PV: 42
PORTLAND 1933 PV: 231 HP: 4 Spd: 35 DV: H Sz: 1
HP: 29 Spd: 33 DV: E+ Sz: 3 AA/QF: 16000 yds SV: 4
Spotter Aircraft 21" AtkTn: 2/Torps: 5/ 2 Salvos 11000 yds SV: 7
8"/55 Pen: E- 31800 yds SV: 7 Many lose 1 Torpedo mount from 1942. Many lose remaining Torpedo
AA/QF: 16000 yds SV: 6 tubes from 1945.
AA/QF 8 from 1944. CLEMSON 1920 PV: 30
WICHITA 1939 PV: 236 HP: 3 Spd: 35 DV: H Sz: 1
HP: 30 Spd: 33 DV: E+ Sz: 3 AA/QF: 16000 yds SV: 4
Spotter Aircraft 21" AtkTn: 1/Torps: 3/ 2 Salvos 8000 yds SV: 5
8"/55 Pen: F+ 30500 yds SV: 7 FARRAGUT 1934 PV: 35
AA/QF: 16000 yds SV: 6 HP: 3 Spd: 37 DV: H Sz: 1
AA/QF 8 from 1943. AA/QF: 16000 yds SV: 4
CL 21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 7
ATLANTA 1942 PV: 148 As built.
HP: 19 Spd: 33 DV: F+ Sz: 2 FARRAGUT 1941 PV: 36
AA/QF: 16000 yds SV: 10 HP: 3 Spd: 37 DV: H Sz: 1
21" AtkTn: 1/Torps: 4/ 2 Salvos 11000 yds SV: 7 AA/QF: 16000 yds SV: 5
21" AtkTn: 2/Torps: 4/ 2 Salvos 11000 yds SV: 7
As rebuilt 1941.

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Jonathan Rennick (order #1405975) 6


53

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.

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


54

12.4 – Aircraft Levasseur PL 15 1932 PV: 20


HP: 2 Spd: 20 HP/Aircraft: 2 - Aircraft/Flight: 1
FRANCE Air to Air Firepower Factor: Base to base contact SV: 1
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
FBT Levasseur PL 7 1926 PV: 47
Breguet Bre 521 Bizerte 1931 PV: 42 HP: 6 Spd: 18 HP/Aircraft: 2 - Aircraft/Flight: 3
HP: 4 Spd: 25 HP/Aircraft: 4 - Aircraft/Flight: 1 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 1 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Level Bombing – Pen: A+ or H 5000 yds SV: 6 Loire-Nieuport LN 401 1935 PV: 51
CAMS 37.2 1935 PV: 16 HP: 3 Spd: 39 HP/Aircraft: 1 - Aircraft/Flight: 3
HP: 2 Spd: 18 HP/Aircraft: 2 - 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: 6
Level Bombing – Pen: A+ or H 5000 yds SV: 6 MB
CAMS 55.10 1930 PV: 28
HP: 3 Spd: 22 HP/Aircraft: 3 - Aircraft/Flight: 1 Liore et Olivier H 257bis 1935 PV: 89
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 9 Spd: 24 HP/Aircraft: 3 - Aircraft/Flight: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 5 Air to Air Firepower Factor: Base to base contact SV: 1
Latecoere 302 1935 PV: 42 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
HP: 4 Spd: 25 HP/Aircraft: 4 - Aircraft/Flight: 1 REC
Air to Air Firepower Factor: Base to base contact SV: 1 Levasseur PL 101 1929 PV: 19
Level Bombing – Pen: A+ or H 5000 yds SV: 6 HP: 2 Spd: 23 HP/Aircraft: 2 - Aircraft/Flight: 1
Latecoere 523 1935 PV: 56 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 5 Spd: 27 HP/Aircraft: 5 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 1 GERMANY
Level Bombing – Pen: A+ or H 5000 yds SV: 13 FBT
Latecoere 611 1939 PV: 59
HP: 4 Spd: 36 HP/Aircraft: 4 - Aircraft/Flight: 1 BLOHM und VOSS Bv 138 C-1 1938 PV: 36
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 3 Spd: 29 HP/Aircraft: 3 - Aircraft/Flight: 1
Liore et Olivier H 246.1 1935 PV: 42 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 3 Spd: 34 HP/Aircraft: 3 - Aircraft/Flight: 1 DORNIER Do 15 "Wal" 1933 PV: 29
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 3 Spd: 23 HP/Aircraft: 3 - Aircraft/Flight: 1
Liore et Olivier H 470 1939 PV: 60 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 4 Spd: 37 HP/Aircraft: 4 - Aircraft/Flight: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 5
Air to Air Firepower Factor: Base to base contact SV: 1
Loire 130M 1935 PV: 10 FPL
HP: 1 Spd: 23 HP/Aircraft: 1 - Aircraft/Flight: 1 ARADO Ar 196 A3 1939 PV: 27
Air to Air Firepower Factor: Base to base contact SV: 1 HP: 2 Spd: 32 HP/Aircraft: 2 - Aircraft/Flight: 1
Potez 452 1932 PV: 8 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 1 Spd: 20 HP/Aircraft: 1 - Aircraft/Flight: 1 ARADO Ar 95 E 1938 PV: 53
Air to Air Firepower Factor: Base to base contact SV: 0 HP: 4 Spd: 32 HP/Aircraft: 2 - Aircraft/Flight: 2
Potez CAMS 141 1938 PV: 54 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 4 Spd: 33 HP/Aircraft: 4 - Aircraft/Flight: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 10
Air to Air Firepower Factor: Base to base contact SV: 1 ARADO Ar 95 E 1938 PV: 55
HP: 4 Spd: 32 HP/Aircraft: 2 - Aircraft/Flight: 2
FPL Air to Air Firepower Factor: Base to base contact SV: 1
Besson MB 411 1937 PV: 8 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
HP: 1 Spd: 19 HP/Aircraft: 1 - Aircraft/Flight: 1 HEINKEL He 115 C4 1940 PV: 92
Air to Air Firepower Factor: Base to base contact SV: 0 HP: 6 Spd: 37 HP/Aircraft: 3 - Aircraft/Flight: 2
Gordou-Leseurre GL810 1930 PV: 9 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 1 Spd: 19 HP/Aircraft: 1 - Aircraft/Flight: 1 Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 6
Air to Air Firepower Factor: Base to base contact SV: 1 HEINKEL He 59 1934 PV: 57
Level Bombing – Pen: A+ or H 5000 yds SV: 5 HP: 6 Spd: 23 HP/Aircraft: 3 - Aircraft/Flight: 2
Gordou-Leseurre GL832 1930 PV: 8 Air to Air Firepower Factor: Base to base contact SV: 1
HP: 1 Spd: 19 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: 0 HEINKEL He 59 1934 PV: 30
Levasseur PL 15 1932 PV: 50 HP: 3 Spd: 23 HP/Aircraft: 3 - Aircraft/Flight: 1
HP: 6 Spd: 20 HP/Aircraft: 2 - Aircraft/Flight: 3 Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 12
Level Bombing – Pen: A+ or H 5000 yds SV: 8 HEINKEL He 60B2 1934 PV: 24
FTR HP: 2 Spd: 30 HP/Aircraft: 2 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 0
Dewoitine D.376 1935 PV: 53
HEINKEL He 60B2 1934 PV: 49
HP: 3 Spd: 42 HP/Aircraft: 1 - Aircraft/Flight: 3
HP: 4 Spd: 30 HP/Aircraft: 2 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 3
Air to Air Firepower Factor: Base to base contact SV: 1
LB FTR
Latecoere 298D 1938 PV: 64
HEINKEL He 51 1934 PV: 29
HP: 6 Spd: 25 HP/Aircraft: 2 - Aircraft/Flight: 3
HP: 2 Spd: 34 HP/Aircraft: 1 - Aircraft/Flight: 2
Air to Air Firepower Factor: Base to base contact SV: 1
Air to Air Firepower Factor: Base to base contact SV: 2
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
MESSERSCHMITT Bf 109 E2 1939 PV: 51
Latecoere 298D 1938 PV: 63
HP: 2 Spd: 59 HP/Aircraft: 1 - Aircraft/Flight: 2
HP: 6 Spd: 25 HP/Aircraft: 2 - 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
Level Bombing – Pen: A+ or H 5000 yds SV: 8

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


55

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

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


56

Fairey Barracuda II 1940 PV: 95 FTB


HP: 6 Spd: 38 HP/Aircraft: 2 - Aircraft/Flight: 3
Fiat CR 32 1934 PV: 50
Air to Air Firepower Factor: Base to base contact SV: 1
HP: 3 Spd: 37 HP/Aircraft: 1 - Aircraft/Flight: 3
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Air to Air Firepower Factor: Base to base contact SV: 4
Fairey Swordfish II 1935 PV: 31
Level Bombing – Pen: A+ or H 5000 yds SV: 4
HP: 3 Spd: 23 HP/Aircraft: 1 - Aircraft/Flight: 3
Fiat CR.42AS Falco I 1939 PV: 48
Air to Air Firepower Factor: Base to base contact SV: 1
HP: 3 Spd: 36 HP/Aircraft: 1 - Aircraft/Flight: 3
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Air to Air Firepower Factor: Base to base contact SV: 3
Vickers 245 Vildebeest 1933 PV: 44
Level Bombing – Pen: A+ or H 5000 yds SV: 5
HP: 4 Spd: 26 HP/Aircraft: 1 - Aircraft/Flight: 4
Fiat G.50 Freccia 1939 PV: 64
Air to Air Firepower Factor: Base to base contact SV: 1
HP: 3 Spd: 49 HP/Aircraft: 1 - Aircraft/Flight: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 8
Air to Air Firepower Factor: Base to base contact SV: 3
Vickers 245 Vildebeest 1933 PV: 45
Level Bombing – Pen: A+ or H 5000 yds SV: 6
HP: 4 Spd: 26 HP/Aircraft: 1 - Aircraft/Flight: 4
Reggiane Re.2001CB Falco II 1942 PV: 117
Air to Air Firepower Factor: Base to base contact SV: 1
HP: 6 Spd: 46 HP/Aircraft: 2 - Aircraft/Flight: 3
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
Air to Air Firepower Factor: Base to base contact SV: 4
MB Level Bombing – Pen: A+ or H 5000 yds SV: 9
Douglas Boston 1939 PV: 180 FTR
HP: 9 Spd: 49 HP/Aircraft: 3 - Aircraft/Flight: 3
Fiat CR 32 1934 PV: 48
Air to Air Firepower Factor: Base to base contact SV: 2
HP: 3 Spd: 37 HP/Aircraft: 1 - Aircraft/Flight: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 11
Air to Air Firepower Factor: Base to base contact SV: 4
Handley Page Hampden 1939 PV: 155
Fiat CR.42 Falco I 1939 PV: 46
HP: 9 Spd: 42 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: 3
Level Bombing – Pen: A+ or H 5000 yds SV: 18
Fiat CR.42bis Falco I 1939 PV: 46
Vickers Wellington III 1939 PV: 159
HP: 3 Spd: 36 HP/Aircraft: 1 - Aircraft/Flight: 3
HP: 9 Spd: 43 HP/Aircraft: 3 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 3
Air to Air Firepower Factor: Base to base contact SV: 2
Fiat CR.42ter Falco I 1939 PV: 47
Level Bombing – Pen: A+ or H 5000 yds SV: 17
HP: 3 Spd: 36 HP/Aircraft: 1 - Aircraft/Flight: 3
PB Air to Air Firepower Factor: Base to base contact SV: 4
Lockheed Hudson 1940 PV: 151 Fiat G.50 Freccia 1939 PV: 62
HP: 9 Spd: 41 HP/Aircraft: 3 - Aircraft/Flight: 3 HP: 3 Spd: 49 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: 10 Macchi M.41 bis 1930 PV: 34
Lockheed Hudson 1940 PV: 50 HP: 3 Spd: 27 HP/Aircraft: 1 - 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 Macchi MC.200 Saetta 1939 PV: 65
Short Sunderland V 1938 PV: 58 HP: 3 Spd: 52 HP/Aircraft: 1 - Aircraft/Flight: 3
HP: 4 Spd: 35 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 Meridionali Ro.44 1936 PV: 39
HP: 3 Spd: 31 HP/Aircraft: 1 - Aircraft/Flight: 3
ITALY Air to Air Firepower Factor: Base to base contact SV: 2
FBT Reggiane Re.2001 Falco II 1942 PV: 114
HP: 6 Spd: 46 HP/Aircraft: 2 - Aircraft/Flight: 3
CANT Z.501 1936 PV: 25 Air to Air Firepower Factor: Base to base contact SV: 4
HP: 2 Spd: 29 HP/Aircraft: 2 - Aircraft/Flight: 1
Air to Air Firepower Factor: Base to base contact SV: 1 MB
Level Bombing – Pen: A+ or H 5000 yds SV: 9 CANT Z.1007bis Alcione 1939 PV: 230
Macchi M.18 1928 PV: 9 HP: 12 Spd: 47 HP/Aircraft: 4 - Aircraft/Flight: 3
HP: 1 Spd: 19 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: 2/ 1 Salvo 5000 yds SV: 5
Savoia-Marchetti S.62 1930 PV: 20 CANT Z.1007bis Alcione 1939 PV: 229
HP: 2 Spd: 23 HP/Aircraft: 2 - Aircraft/Flight: 1 HP: 12 Spd: 47 HP/Aircraft: 4 - Aircraft/Flight: 3
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: 8 Level Bombing – Pen: A+ or H 5000 yds SV: 13
FPL Fiat BR.20 Cicogna 1936 PV: 169
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3
CANT Z.506 1938 PV: 46 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 3 Spd: 36 HP/Aircraft: 3 - Aircraft/Flight: 1
Level Bombing – Pen: A+ or H 5000 yds SV: 15
Air to Air Firepower Factor: Base to base contact SV: 1
Fiat BR.20bis Cicogna 1940 PV: 169
Torp. AtkTn: 1/Torps: 1/ 1 Salvo 5000 yds SV: 5
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3
CANT Z.506 1938 PV: 46 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 3 Spd: 36 HP/Aircraft: 3 - Aircraft/Flight: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 15
Air to Air Firepower Factor: Base to base contact SV: 1
Fiat BR.20M Cicogna 1940 PV: 169
Level Bombing – Pen: A+ or H 5000 yds SV: 13
HP: 9 Spd: 46 HP/Aircraft: 3 - Aircraft/Flight: 3
Meridionali Ro.43 1936 PV: 13 Air to Air Firepower Factor: Base to base contact SV: 2
HP: 1 Spd: 31 HP/Aircraft: 1 - Aircraft/Flight: 1 Level Bombing – Pen: A+ or H 5000 yds SV: 15
Air to Air Firepower Factor: Base to base contact SV: 1
Savoia Marchetti S.M.79-I 1937 PV: 167
HP: 9 Spd: 45 HP/Aircraft: 3 - Aircraft/Flight: 3
Air to Air Firepower Factor: Base to base contact SV: 2
Torp. AtkTn: 1/Torps: 2/ 1 Salvo 5000 yds SV: 5

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


57

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

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


58

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.

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6


59

SHIP GAME RECORD CARDS


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:

QF/AA Nil Nil Nil

Torpedoes Attacks: Torps/Attack: Salvos: Short Medium Long

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:

QF/AA Nil Nil Nil

Torpedoes Attacks: Torps/Attack: Salvos: Short Medium Long

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:

QF/AA Nil Nil Nil

Torpedoes Attacks: Torps/Attack: Salvos: Short Medium Long

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:

QF/AA Nil Nil Nil

Torpedoes Attacks: Torps/Attack: Salvos: Short Medium Long

Other

Not to be copied, resold or otherwise distributed (see Terms and Conditions)

Jonathan Rennick (order #1405975) 6


60

AIRCRAFT GAME RECORD CARDS


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

Bombing Attack Type Penetration SV Bombing Attack Type Penetration SV

Rocket Attack Penetration SV Rocket Attack Penetration SV

Guided Missiles # Missiles Penetration SV Guided Missiles # Missiles Penetration SV

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

Bombing Attack Type Penetration SV Bombing Attack Type Penetration SV

Rocket Attack Penetration SV Rocket Attack Penetration SV

Guided Missiles # Missiles Penetration SV Guided Missiles # Missiles Penetration SV

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

Bombing Attack Type Penetration SV Bombing Attack Type Penetration SV

Rocket Attack Penetration SV Rocket Attack Penetration SV

Guided Missiles # Missiles Penetration SV Guided Missiles # Missiles Penetration SV

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

Bombing Attack Type Penetration SV Bombing Attack Type Penetration SV

Rocket Attack Penetration SV Rocket Attack Penetration SV

Guided Missiles # Missiles Penetration SV Guided Missiles # Missiles Penetration SV

An A and A Game Engineering Download Product

Jonathan Rennick (order #1405975) 6

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