BATTLE FLAGS WILL BE FLOWN!* *Admiral Rozhestvensky s signal before the Battle of Tsu-Shima

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1 BATTLE FLAGS WILL BE FLOWN!* *Admiral Rozhestvensky s signal before the Battle of Tsu-Shima Rules for battles in the Pre-Dreadnought and early Dreadnought eras April nd Edition

2 Contents: Section Page 1 Scale 2 2 Equipment needed 2 3 Organisation of the fleet 3 4 Sequence of play 3 5 Crew and command ratings 3 6 Initiative Issuing Orders and Reaction Tests Multiple commanders 5 8 Morale tests 6 9 Movement 6 10 Gunnery Arcs of bearing Firing Ranging on the Target Damage Critical hits Armour penetration Director Controlled Gunnery Torpedoes Effect of damage Damage control tests Running Aground Weather/ Sea Conditions Effects of Sea Conditions Mist and Fog Collisions Fighting at night Generating a Battle Composition of forces Random Encounters Possible Scenarios Scouting (Use of cruisers) Ships Profiles/ Cost of ships 18 Advanced Rules: 20 Advanced gunnery rules (optional) National Characteristics (optional) Machinery breakdown (optional) Mining operations (optional) Smoke Screens (optional) Radio (optional) 22 Quick Reference Sheets Fleet Data Sheet 1

3 These rules are written to enable gamers to command squadrons of early Battleships ( ) fighting table-top battles. They are intended therefore primarily for the Pre-dreadnought period, before submarines or aircraft significantly affected the outcome of sea battles. During this period gunfire was still mainly controlled by the individual gun-layer firing each gun, or turret. At this time there was little experience of modern naval warfare and battles were initially expected to take place at very short ranges. In practice fire was opened at much greater ranges than was anticipated (up to 10,000 yards), leading to developments to improve long-range gunfire. Rules are included to allow gamers to extend the period covered up to include the beginning of the First World War, after Director Controlled gunnery was introduced on a limited basis. Although torpedoes had been in use for some years, ships carried relatively few of these weapons and they were very short ranged. Nevertheless as few ships had effective torpedo bulkheads a successful hit can produce devastating results. 1. Scale: When calculating movement or determining ranges: 3" represents 1000 yards. (i.e. 30 = 10,000 yards) Measure movement from the front of the base of each ship. Measure all ranges from fore-funnel to fore-funnel. Each move represents about 5 minutes elapsed time. 2. Equipment needed: You will need a number of model ships at a1:3000 or 1:2400 scale to represent the fleets. Ideally these should be suitably based. In addition you will need: a number of 10 sided dice in different colours for use when working out the effects of gunfire and torpedoes a number of 6 sided dice for determining the move and firing sequence. One 20 and one 8 sided dice to work out the effect of critical hits. Numbered speed markers can be made from thick card along with turning circle markers and arc of bearing templates. It will save a great deal of time if, before the battle starts, ship data sheets are completed for each of the fleets, giving details of the guns, armour and defence vales of each ship as set-out in the Ship data tables as shown below: Name of Ship and rating of crew efficiency Numbers of guns of each type and their ratings. Also any reduction due to damage Torpedo Tubes (including Bow(b) and Stern(s)and maximum speed possible Name: Good Hope Main: Secondary: Anti TT: Speed: 10 Vitals: 2A Crew: Av A 16-6 D Torp: Turrets: C Battery: B DV: 14 FV: 18 Comments: Side: A Armour rating on key areas Defence and Flotation values. These will reduce as damage is received Notes on critical hits, Fires or Leaks 2

4 3. Organisation of the Fleet Each admiral must determine the cruising formation for his fleet before the start of the battle. He must specify not just the formation adopted by each squadron or flotilla, but also the distance and direction between squadrons. The lead ship in each squadron is designated the flagship. The normal formation for each squadron is line ahead Follow the Leader, with individual ships up to 1000yds (3 ) apart. Alternatively the squadron may adopt line abreast formation similarly spaced. Cruiser squadrons may adopt either of the above formations or may form an extended line abreast formation, with ships up to 6000yds (18 ) apart, to act as a screen for the battle line, or scout for enemy forces. Torpedo flotillas may adopt line ahead formation, echelon or form up in a loose group with torpedo craft up to 500yds (1 1 / 2 ) apart. EXAMPLE: Battle squadron in line ahead. Cruiser squadron in extended line abreast, 2000 yards (6 ) apart, 6000 yards (18 ) ahead of battle squadron. Destroyer flotilla in line ahead 2000 yards (6 ) on port bow of battle squadron. All distances measured from lead ship of Battle squadron to lead ship of other squadrons. 4. Sequence of play: 1. Both sides carry out any damage control on fire and floods etc. 2. Roll for Initiative. 3. Both sides issue orders and move (Squadrons move in reverse order of initiative, although a unit with a squadron with a higher score may decide to move earlier.) 4. Resolve gunnery (In order of initiative). 5. Fire torpedoes (In order of initiative).. All play takes place instantly i.e. a destroyer sunk in the gunnery phase cannot fire torpedoes in the torpedo phase! 5. Crew and Command Ratings Crews are split into Veteran, Average and Raw depending on their level of training. Command ratings and Training modifiers based on the skill and training of national fleets are shown in section 20. These are referred to later when looking at Initiative, Orders, Firing and controlling damage. It is suggested that when you start using these rules all admirals should start with Average Crews and Command Ratings of zero (0). 6. Initiative: Roll one d6 for the main squadron (all ships and squadrons in formation within 4000 yds (12 ) of the flagship). Add the speed that your squadron is moving. Squadrons move in reverse order of initiative, (Normally it is an advantage to move later, as they can then respond to their opponents move). If the modified scores are tied, the side with the higher command rating wins the initiative. If the scores are still tied then the side who rolled the higher score on the dice wins the initiative. Roll separately for initiative for any detached squadrons or individual ships more than 4000 yds (12 ) from the flagship. Roll separately for initiative for squadron (e.g. a flotilla of torpedo boats) within 4000 yds (12 ) if it is moving at either at least 2 faster, or slower, than the main battle line. If the initiative score is higher, then a squadron may choose to move ahead of another squadron with a lower initiative score. (For example it may be advantageous to move a flotilla ahead of another squadron so they can cross in front of your fleet to reach a better attacking position). 3

5 EXAMPLE: A British Fleet is engaged with a French Fleet. Both battle squadrons are on parallel courses 8000yds (24 ) apart. The French squadron is supported by a cruiser squadron 6000yds on its port bow and the British Squadron is accompanied by a destroyer flotilla 2000yds off its starboard bow. The British battle squadron is moving at 8 per move whilst the French battle squadron is moving at 7 per move. The destroyer flotilla has accelerated to 11 on its last turn and the cruiser squadron is moving at 9 per turn. Both sides roll for initiative. One dice is rolled for each of the battle squadrons. A separate roll is made for the British destroyer flotilla (because it is travelling 2 faster than the battle squadron) and the French Cruiser squadron (because it is more than 4000yds from the battle squadron). Both battle squadrons roll a 3, whilst the cruiser squadron rolls a 6 and the Destroyer flotilla rolls a 5. The British battle squadron scores 8 (speed) + 3 (dice) = 11 The British destroyer flotilla scores 11 (speed) + 5 (dice) = 16 The French battle squadron scores 7 (speed) +3 (dice) = 10 The French cruiser squadron scores 9 (speed) +6 (dice) = 15 Moving Squadrons in reverse order of initiative, the French player moves his battle squadron first. The British player should move his battle squadron next, but the British player elects to move his destroyer flotilla across the bows of his battle squadron so that they can be in a better position to launch a torpedo attack on his next turn. He then moves his battle squadron. Finally the French player moves his cruiser squadron. Note: It is useful to have numbered counters to denote the movement sequence 7. Orders, Reactions and Morale All ships will continue to move at their current formation, course and speed unless they are either: Forced to slow down as a result of damage. Ordered to change course, speed or formation by a flagship. As a result of a reaction test. (see below) 7.1 Issuing Orders and Reaction Tests Admirals may issue up to 3 orders per turn. You may not re-issue an order during a turn if a squadron does not obey it. A single order may apply to any number of squadrons. However you must test separately for each squadron or flotilla to see if they understand their orders. If a number of squadrons have formed up into single line, then you only need to test for the ship at the head of the line. In the example fleet in section 4 the battle squadron, cruiser squadron and flotilla could all be ordered to turn onto the same new course and speed. This is one order, but each squadron must test separately that they understand the order and make the change. To take a test/ issue an order roll 2d6: The score must equal or exceed the score below: Modifiers: Add (or subtract) the command modifier. Subtract 1 from the dice roll for each complete 6000yds (18 ) that the squadron flagship is away from the fleet flagship. (NOT reaction tests) 4

6 Subtract 1 if either the flagship issuing the order, or the ship receiving the order or taking the test, is on fire. Orders Change course and/ or speed Open Fire with main and secondary guns. Launch a torpedo attack, including any number of turns and increase in speed Appoint a new admiral Weigh anchor. Each ship must test individually. The score required reduces by 1 each turn. Ordered to ram an enemy ship Reaction Tests Avoid a collision with ship directly ahead* or turn to avoid running aground. Choose to fire guns or torpedoes at enemy ships within 3000yds (9 ) irrespective of whether ordered to do so. (2000yds (6 ) for fleets before yds (12 ) for fleets 1912 onwards) Evade attempted ram or collision Add 1 to the score required per unit of speed the ramming ship is faster/ subtract 1 for each unit of speed the ramming ship is slower Score required Result of failure Order not received/ understood Squadron/ ship maintains existing course and speed etc. Ships Collide Ship may not fire Ship is rammed. If evaded move the ships so that they are on a parallel course * Having avoided the collision the ship must endeavour to return to its station/ heading in the squadron. EXAMPLE: A British Admiral orders two squadrons moving on parallel courses to turn 8 points (90 o ) to starboard and accelerate by 1 of movement. He needs to score 5 or more on 2 dice. He rolls a 1 and a 3 for his own squadron, but, as he adds his command rating (see section 21) to the score, he passes the test and the order is executed. He rolls separately for the second squadron which is 7000yds (21 ) away and rolls a 4 and a 3. Even subtracting 1 because the squadron is more than 6000yds away, he still passes the test and the squadron obeys the order. 7.2 Multiple Commanders When there is more than one player on each side, one individual should be designated the admiral commanding, with other players designated vice or rear-admirals commanding other squadrons/ flotillas in the fleet. Vice or rear-admirals may issue 2 orders per turn. Admirals may issue commands to all squadrons, other admirals may only issue commands to the squadrons/ flotillas that they are designated to command. Only one admiral may issue commands to a division of the fleet in any single turn. 5

7 8. Morale Tests Test for morale whenever a major unit in your fleet is lost, or if the Admiral commanding is killed. For fleets including 5 or more battleships and armoured cruisers, count only these units and ignore other ships. If the fleet has less than 5 battleships or armoured cruisers include light/ protected cruisers. If the fleet comprises only protected cruisers, gunboats or torpedo craft count all ships. Throw 2d6 Modifiers: +/- Add/ subtract the admirals command rating. +1 If your fleet outnumbers the enemy # -1 If you have lost more ships than the enemy#: # using the same criteria as listed above for major units. Independent squadrons more than 4000yds from the admiral commanding, must test separately. Modified Score Action by Commanding Officer 1 or less Admiral orders fleet to surrender. 9. Movement: 2 3 Admiral orders the fleet to make off at each squadrons best speed, any ships unable to keep up with the main squadron due to damage must take a reaction test. If they fail the test they must scuttle themselves. 4 5 Admiral must open range until another morale test is taken 6+ Admiral may continue to issue orders as normal. Ships move 1" per unit of speed per turn. Each unit of speed equals about 2 1 / 4 knots. Fleets must start the game cruising at a speed at least 2 less than the maximum speed of the slowest unit in their battle squadron (merchant ships at least 1 less than the slowest unit). Ships may never exceed the speed shown on their profile. Battleships and Heavy cruisers may speed up by 1 unit next turn Light Cruisers may speed up by 2 units next turn. Destroyers and torpedo boats may speed up by 3 units next turn. After they have moved, put a speed marker at the head of each squadron, or independent ship, showing the speed to be used next turn. Ships may choose to slow down this turn (by the same amount as above). Dreadnoughts, battle-cruisers and heavy cruisers (over tons) Pre-dreadnought battleships, heavy cruisers (up to tons) and Light cruisers Turning Circle 3 3 / / 8 Torpedo boats, destroyers, minesweepers, gunboats 2 1 / 2 There are many different types of cruisers during this period described as Armoured, Protected, Scout, town etc. For our purposes they are split in to Heavy (over 6000 tons) and Light (under 6000 tons) 6

8 10. Gunnery All ships must be ordered to open fire with main and secondary guns, unless they open fire as a result of a reaction test. Anti-torpedo guns can always fire at torpedo craft. Light guns and anti torpedo guns may select any target within range. Squadrons are fired in order of their initiative, as rolled at the start of the turn. Daytime visibility is limited only by the sea area determined by the size of your table (except in mist or fog see weather). All ships can therefore see all other ships. However, apart from torpedo craft (inc. destroyers), any other ship (friendly or enemy) lying directly between one ship and another ship will block line of sight and prevent you firing at an enemy ship beyond. Torpedo craft never block line of sight (but do cause smoke interference- see below) Arcs of Bearing: Forward Turrets Aft Turrets Broadside Guns/ Amidships Turrets. Wing Turrets Anti-torpedo boat guns Cover the forward arc from 30 o aft of the beam on the port side to 30 o aft of the beam on the starboard side. Cover the rearward arc from 30 o forward of the beam on the port side to 30 o forward of the beam on the starboard side. Bear 30 o forward of the beam to 30 o aft of the beam on either side, apart from the foremost and aftermost gun which can fire in the forward or rearward gunnery arc up to the centre line of the ship as appropriate. Where guns are mounted in twin turrets or double story casemates they may fire 2 guns directly ahead or aft as appropriate. If in doubt, look at the individual ship model! Where beam turrets are mounted en echelon they may fire across the ship, but only from directly abeam to 30 o to the front of the turret in the direction that the turret normally faces. These are assumed to have all round arcs of fire, whether they are mounted on battleships, cruisers or on destroyers. They can therefore always bear on any suitable target in range Firing Guns are classified by calibre into heavy (10 and above), medium (7 to 9.4 ), light 3.9 to 6.7 and anti-torpedo. In addition they are also classified by gun power by a label such as 3A or E. Gun power is used to determine whether they can penetrate armour (see below). All guns can fire once per turn (except some ancient guns marked with an * slow firing (every other turn) or ** very slow firing (every 3 rd turn) on the fleet list). This represents a number of shots by the gun. For most ships roll separately for each gun to be fired to determine whether the gunlayer has estimated the range/ deflection correctly. Once a ship has been fired at, place a marker alongside the ship to show that it has already been targeted Ranging on the Target Hits: (Roll one d10 per gun firing) Short Range Medium Extreme Long Range Range Range* Score to hit yds yds yds yds Heavy Guns Medium Guns Light Guns 4+ - Anti-torpedo boat # yds yds yds

9 $ Up to 1912 maximum range for all guns is 10,000yds (30 ) % Maximum range for light guns mounted on torpedo craft is 8000yds. * Extreme range is only applies from 1912 onwards for guns rated A and above: Maximum range: A - 3A: up to 12000yds, (36 ) 4A - 6A: up to 15000yds (45 ) 7A and above up to 18000yds (54 ) # Except in small ship actions Anti torpedo boat guns may only fire at torpedo boats and destroyers. Modifiers: -1 All rolls to hit Pre-1900 (due to lack of training/ inadequate rangefinders) and Raw crews after this date. -1 First turn of shooting at a new target, OR if firing ship turned 60 o or more this move. -1 2nd or more ship firing at a single target more than 6000yds distant. -1 If shooting at a torpedo boat, destroyer or minesweeper (# excluding anti-torpedo boat guns) -1 If smoke from torpedo craft is obscuring the range. -1 If firing ship is on fire (except Veteran crews) +1 If the target ship is moving at 4 or less. +2 If target is stationary +1 If firing anti torpedo boat guns against protected cruisers or gunboats. (Only permitted if the action involves only protected cruisers, gunboats and torpedo craft). Additional night firing modifiers (see rules for spotting) -1 If ship is firing at night, and target is illuminated. -2 If ship is firing at night Damage Points scored per hit (Roll one d10 per hit) +1 To all damage rolls for all light and anti-torpedo boat guns after 1895 when firing at short range (3000yds for light guns; 1000yds for anti-torpedo boat guns). -1 To all damage rolls when shooting at all ships under 6000 tons (i.e. light cruisers, destroyers, torpedo boats, minesweepers, gunboats etc.) Calibre of Gun Anti Torpedo Boat LIGHT 3.9" - 5.5" "- 6.7" MEDIUM 7" 8.4" " - 9.4" HEAVY 10-11" " " " 14.6 " Quick firing, small calibre guns were introduced in the 1880s and by the early 1990s were standard fitment on all ships built. Whilst very high rates of fire could be achieved, deliberate, aimed fire was normal except at close range. Armour piercing shells had insensitive fuses and would often fail to explode when striking lightly constructed targets. 8

10 10.5 Critical Hits: All damage rolls of a 9 (medium or heavy guns) or 10 (all guns except anti-torpedo boat guns) also cause a critical hit. Critical hits are never scored on torpedo craft. Critical Hit Table (Roll one d20 per critical hit) d20 Armour Test Effect 1 N Waterline damage in the bow. Leak starts, speed reduced by 1 2 Vitals Bulkhead hit 2 FV lost speed reduced by 2 (Flood starts if torpedo) 3 Vitals Magazine hit: Roll a d6: 1-4 secondary magazine d6 DV points lost (Flood starts if torpedo) 5-6 Main magazine explodes ship destroyed 4 Vitals Boilers damaged reduce speed by 2 (Leak starts if torpedo) 5 Vitals Steam Line ruptured half speed next turn (Leak starts if torpedo) 6 Vitals Engines damaged. Ship loses d6 DV points. Flood starts and speed reduced by 1 7 N Hull hit aft: Fire starts if from gunnery: (Leak starts if from Torpedo) 8 N Steering damaged roll a d6: 1-2 ship circles to port 3-4 ship continues straight ahead 5-6 ship circles to starboard Roll 5,6 on a d6 per turn to repair,(leak starts if torpedo) 9 N Superstructure hit: Fire starts 10 N Boats hit: Fire starts 11 Turret Main turret damaged: out of action roll 5 or 6 to repair 12 Turret Main turret destroyed: Fire starts roll a d6: 1-3 treat as normal fire 4-6 Fire spreads to magazine: ship explodes! 13 Battery Secondary battery hit. 2 guns put out of action 14 Battery Ammunition supply hit: Inferno starts 15 Side Redoubt Hit. Ammunition supply to secondary guns disrupted. -1 on all damage table rolls for secondary guns. 16 Side Torpedo tubes hit. Torpedoes on one side hit and may not be fired. Roll a d6 on a roll of 4+ a warhead explodes causing d6 DV damage. 17 N Anti-Torpedo battery hit. 1 anti-torpedo gun put out of action 18 N Bridge hit: Fire Starts: If Flagship roll a d6: 4-6 Admiral incapacitated -1 on all initiative rolls 19 N Conning tower hit: Present course must be maintained for d3 turns 20 N Range finder hit: -1 on all rolls to hit at long and medium range 10.6 Armour Penetration Test Roll a d10: If the Gun Rating minus the Armour Rating plus d10 and the Range modifier is greater than 4 the shot penetrates: GR AR + d10 + R > 4 Gun/ Armour Rating 8A 7A 6A 5A 4A 3A 2A A B C D E F Value Range modifier: -1 if target is at medium range -3 if target is at long range -4 if target is at extreme range (after 1912) 9

11 EXAMPLE: A British pre dreadnought battleship is firing her broadside at a French battleship 8000yds (24 ) away. She is firing A class guns and 12-6 D class guns. As it is the first turn of firing she will need to score. 9 s to hit. She rolls 9, 7, 6 and 2 for her 12 guns and 10, 7, 7, 5, 4, 1 for her light guns, scoring 1 hit with her heavy guns and 1 hit with her light guns. The hits are then re-rolled to see if they cause damage. The heavy gun hit is a 9 a critical hit! But the light gun rolls a 4, splashing harmlessly into the water alongside the target. The critical hit has scored 3 points of damage already, these reduce the target ships defence value (see section 12) but now a d20 is rolled to see where it hits. This time it rolls a 5, a hit on the main armour belt over the boiler room! (see above), but has it penetrated the armour? The French ship has 3A class armour over her vitals Finally a d10 is rolled and a 3 is scored. At this range 4A guns would need to score 7 or more to penetrate 3A armour, so the shot failed to penetrate and does no further damage i.e.: (4A 3A = +1) -3 for a hit at long range = -2: as the score has to be greater than 4 a 7 would be needed to penetrate Director Controlled Gunnery (1912 onwards) From 1912 onwards the increase in ranges at which actions were being fought resulted in the development of Director Controlled gunnery, or the comparable German system Richtungweisser, by which the guns were fired from a central plotting station. This worked out range, deflection etc. thus improving the accuracy of long range gunnery. Soon after the beginning of the First World War director control had been fitted to most capital ships (Dreadnoughts and Battle cruisers). The gun director controls the fire from the heaviest calibre guns mounted only. Director control was not fitted to light guns until after Director controlled guns are fired in salvos of one gun per turret. Roll only one d10 to hit dice for each salvo of heavy guns firing. Director controlled gunnery adds 1 to the to hit score (in addition to any other modifiers). If the salvo hits, roll one dice for each gun in the salvo i.e. the number of turrets firing, to determine damage. If 19 is rolled on the critical hit table it means that the main spotting position has been knocked out; revert to turret controlled firing. EXAMPLE: British dreadnought Iron Duke opens fire on its broadside against Austrian dreadnought Viribus Unitis. The British dreadnought is equipped with 5 twin turrets and therefore rolls 2 dice, one of which scores a hit. It roles 5 dice to determine which hits cause what damage. The Austrian Dreadnought is equipped with 4 triple turrets and therefore rolls 3 dice one of which again scores a hit. It rolls 4 dice to determine which hits cause what damage. 10

12 11. Torpedoes If torpedoes are fired from 2000yards (6 ) or less, work out the effect immediately. If they are fired from more than 2000 yards away, work out whether they hit, but this will only take effect at the end of the following turn. If the score is greater than, or equal to 15, taking into account the torpedo factor at the relevant range, plus any modifiers, plus 2d10 the torpedo hits. TFR + M + 2d10 => 15 All damage from torpedo hits is calculated against the ships Flotation Value (FV). All torpedo hits will also cause a critical hit: roll 1d8 and consult the critical hit table. No Armour penetration hit is necessary as the torpedo will explode beneath the armour belt. If NO value is shown in the box, the torpedo cannot be fired at that range Pre Damage Torpedo Factor (range in yds) Type d d d United States (Howell) d Damage Torpedo Factor (range in yards) d d d Onwards Damage Torpedo Factor (range in yards) d d d Torpedo Modifiers: EITHER Veteran Crew +1 EITHER In Bow Arc +1 EITHER Turns Towards (Bow or beam attacks) -2 EITHER Stationary +4 ALL Destroyer Under Fire -1 Average Crew 0 Beam 0 Maintains Course 0 Travelling at 4 or less or has rudder damage +1 Raw Crew -1 In Stern Arc -1 Turns Away (Stern or Beam attacks) -2 Travelling at 10 or more -1 At Night -1 11

13 The target may turn towards firing ship (i.e the firing ship lies within a 30 o arc on either side as measured from either side of the base of the target ships bow. It can only turn towards the target if the firing ship lies within the bow arc of the ship, or is more than 2000yards away) If the target turns away (stern/ beam attacks only): turn the ship up to 60 o, pivoting on the stern end of the base to either face towards or away from the attacking torpedo craft. This move may be made after the torpedo craft have moved and may affect gunnery) EXAMPLE: In 1904 a British destroyer fires an 18 torpedo from within the bow arc of a cruiser which is 1500yds (4 1 / 2 ) away and moving at 8 speed. The cruiser opts to turn towards the destroyer (point the cruiser towards the destroyer - this is a free turn). The British player rolls a 7 and an 8 on 2d10. The British player scores +1 (torpedo factor) +1 (bow arc) -2 (Turns towards) +15 (dice) = 15 A HIT! He rolls 2d6 to determine damage and scores a total of 4 points of damage on the two dice. However, he rolls a 3 on the d8 on the critical hit table. A ruptured bulkhead! This causes a flood which will result in 2 points of damage at the start of each turn until it is reduced to a leak. 12. Damage A ships ability to absorb damage is split into defence value (DV) and flotation value (FV). Damage inflicted by guns and fires will initially reduce the ships defence value. When a ships defence value is reduced to zero, further damage by guns or fires will reduce the flotation value. All damage inflicted by mines or torpedoes will reduce the flotation value. When a ships flotation value is reduced to zero the ship has sunk Effect of damage: Damage Effect on Dreadnoughts Effect on Heavy ships All Defence Value Points Lost Armour Class of ship over vitals: 5A A Lose 1 main turret Lose 4 secondary guns (2/ beam) B F Lose 2 secondary guns No Armour Use flotation value Flotation Value Points Lost One-third FV Lost Two-thirds FV lost All FV lost Lose 4 secondary guns (2/beam) Maximum speed reduced by 2 Lose 2 nd main Turret Maximum speed reduced by 4 Lose 1 main gun Maximum speed reduced by 2 Lose 2 nd main gun Maximum speed reduced by 4 Ship sinks Effect on Torpedo craft Maximum speed reduced by 3 Maximum speed reduced by 5: Lose 1 torpedo tube Note: A ship is sunk when all its FV points are lost irrespective of whether it has any DV points left (e.g. following a torpedo hit). 12

14 12.2 Damage Control: Test to put out Fires and Infernos (roll one d10): Score on d10 Fire Inferno 8 10 Fire Out Inferno reduces to a fire, Reduce DV by Fire continues - reduce DV by 1 Inferno continues reduce DV by Fire escalates - reduce DV by 2. Fire becomes an inferno Explosion causes d6 DV lost and inferno burns on Test to put out Leaks and Floods (roll one d10): Score on d10 Leak Flood 8 10 Leak stopped Flood reduces to a Leak, Reduce FV by Leak continues reduce FV by 1 Flood continues reduce FV by Leak escalates - reduce FV by 2. Leak becomes a Flood Bulkhead collapse causes d6 FV lost and Flood continues. Raw crews subtract 1 from the score to put out fires in all cases. Veteran crews add 1 to put out Fires and control Leaks in all cases. Gales and Typhoons will add 1 to the score to put out Fires and Infernos, but subtract 1 from the score to control Leaks or Floods. 13. Running Aground Where the sea area includes land there is a risk that ships that venture too close to the shore may run aground. Ships that finish a move, or spend part of their move within 2000yds (6 ) of the shore must take a Grounding test. Only take one test per move based on the closet approach that the ship makes to the shore on that particular move. Roll 1d6 and add this to the following modifiers and the closest distance from the shore (in inches). If the value is less than 8 the ship has run aground. Distance + modifier + d6 < 7 The ship is immobilised and suffers damage as shown below (round damage values with a minimum of 1): Modifier Damage Suffered Battleship/ Armoured Cruiser 0 Speed/2 + 3 Protected Cruiser +1 Speed/3 + 1 Destroyer/ gunboat +2 Speed/3 Torpedo boat +3 Speed/3 If the ship is entering or leaving a designated harbour then there will always be a deep water channel at least 3 wide. If the harbour entrance is less than 15 wide then work out the above test but double the distance from the shore. If the harbour entrance is less than 9 wide then triple the distance from the shore. 13

15 14. Weather BOTH SIDES MAY AGREE IN ADVANCE THAT THE SEA STATE IS A FLAT CALM Sea Conditions: Roll a 2d10 at the start of the battle and apply the weather effects as shown below: 2d10 North Atlantic North Sea/ Mediterranean/ China Sea/ Black Channel Aegean Sea/ Caribbean 2-3 Fog Fog Mist Fog 4-5 Mist Fog Flat calm Fog 6-7 Mist Mist Flat calm Mist 8-9 Flat calm Mist Flat calm Mist 10 Light swell Mist Flat calm Flat calm Light swell Light swell Light swell Light swell Choppy Sea Light swell Light swell Light swell Choppy Sea Choppy sea Light swell Choppy Sea Gale Choppy Sea Choppy sea Gale 20 Gale Gale Gale Typhoon 14.2 Effect of Sea Conditions: Movement Fog No effect: ships can move as normal. Mist No effect: ships can move as normal. Flat calm No effect: ships can move as normal Light Torpedo boats and destroyers 1 Swell speed Choppy Torpedo boats and destroyers < Sea 500 tons 3 speed Destroyers > 500 tons -2 speed Light cruisers -1 speed Gale Torpedo boats must return to port Destroyers < 500tons -5 speed Destroyers >500tons -4 speed Light Cruisers 3 speed. Battleships/ Armoured cruisers -1 speed Typhoon Torpedo boats and destroyers <500tons lost on 18+on 2d10 (-1 if crew are veteran). Torpedo boats must return to port. Destroyers < 500tons -7 speed Destroyers >500tons -5 speed Light Cruisers 4 speed. Battleships/ Armoured cruisers -2 speed Gunnery/ Torpedoes Maximum visibility is 2d6 000 yds: no firing beyond this range Maximum visibility is 3d6 000 yds: no firing beyond this range No effect No effect Secondary guns 1 to hit: antitorpedo boat guns unaffected Torpedo craft -1 to hit Main guns 1 to hit Secondary guns -2 to hit. Torpedo craft -2 to hit Torpedoes 2 to hit Main guns 2 to hit Secondary guns -3 to hit. Torpedo boats and destroyers -3 to hit Torpedoes may not be fired by any ship. If the weather is a Choppy Sea, Gale or Typhoon roll a d10 at the start of every second turn: 1 or 2 sea state abates 1 step (i.e. sea becomes calmer to a minimum of Light swell) 10 sea state increases 1 state 14

16 15. Fog or Mist As usual each fleet must nominate its formation, course and speed before setting up. The fleet must continue on that course and in an unchanged formation until an enemy fleet is spotted by a cruiser or larger ship in your force. Do not lay the ships out on the table, but mark the head of each division of the Fleet with a direction/speed marker. When one fleet spots the other replace the marker with the appropriate model(s). Alternatively you may adopt lost contact procedure with course changes to start at least 3 moves into the future, as described below. Torpedo craft may not spot the enemy fleet but if in visible contact with the enemy may take reaction tests as normal to carry out torpedo attacks. Visibility in fog and mist is very variable, therefore one player rolls to determine the visibility for that turn at the start of each turn. Once contact has been obtained ships may fire normally at any target within the maximum limit of visibility as measured from the each ship. Roll again on the next turn to see if the limit of visibility has changed Visibility in the mist One player rolls 3d6 at the start of each turn. The score shown represents the maximum visibility from each ship in 000s of yards i.e. a roll of 2, 3 and 4 = 9,000 yards (27 ) If conditions are misty and you roll double 6 on 3d6 then the mist has thinned! In future roll only two dice, and add the score to a third dice which shows a 6. Continue to do this until the two dice that have been rolled show any double, apart from double 6. If you roll treble 6, or you roll double 6 when you have 6 showing on the third dice then the mist has cleared completely and you need not roll for visibility any more. If fighting in the mist and you roll double 1 on 3d6 then the mist has thickened! In future roll only two dice, and add the score to a third dice which shows a 1. Continue to do this until the two dice that have been rolled show any double apart from double 1. If you roll treble 1, or you roll double 1 when you have 1 showing on the third dice then the mist has turned into fog, as below Visibility in the Fog One player rolls 2d6 at the start of each turn. The score shown represents the maximum visibility form each ship in 000s of yards. e.g. a score of 2 and 5 = 7,000 yards (21 ) If conditions are foggy and you roll double 5 or 6 the fog has thinned to become mist. On subsequent turns roll 3d6 as above Lost Contact and Signals If the visibility closes in (i.e. the visibility range rolled this turn means that you cannot see the enemy battle line from your battle line or any of your cruisers then you must adopt a lost contact procedure. You must designate your course and speed for the next 3 turns (this may include changes of course or speed). As one squadron may have an isolated cruiser that can see the enemy battle line it may follow that one side does not have to adopt the lost contact procedure. Each turn that contact with the enemy remains lost you must decide if you want to make any change to your heading in 3 turns time. If the enemy fleet leaves the playing area all future contact is lost. Signals will be difficult to see in the fog and mist. Ships beyond maximum visibility will be unable to see any signal. They may however take a reaction test. If they pass the test they roll one d6. On a roll of 1-3 they head for the last known position of the flagship, on a 4-6 they head for the last known position of the enemy. If they fail the reaction test they continue on course. If this results in them leaving the field of battle then they must miss a turn for each turn that they before re-entering. 15

17 16. Collisions (and Ramming) A collision may occur if a ship fails a reaction test to avoid colliding with another ship, or as a result of an order to attempt to ram. The rammed ship may take a reaction test to evade the attempted ram. To do this you must roll 5 or more (+1 per unit of speed the ramming ship is faster) on 2d6. All collisions and rams will cause FV damage and start a Leak as follows: Ramming ship FV damage to rammed ship FV damage to ramming ship Battleship/ Battlecruiser d Flood starts d8 +1 Leak starts Armoured Cruiser d8 + 2 Flood starts d6 Leak starts Protected Cruiser > 6000 d6 + 1 Leak starts d4 Leak starts tons Protected Cruiser < 6000 d3 Leak starts d3 1 Leak starts on a d6 roll tons of 4,5 or 6 Torpedo craft 1 Leak starts on a d6 roll of 4,5 or 6 Modifiers If ramming ship is moving at 8 or more add 1 to FV damage caused. If Ship moving at 4 or less subtract 2 from the FV damage caused. In addition battleships and armoured cruisers will only cause leaks. If colliding with a friendly ship ignore all + modifier to the dice roll If a ramming ship sinks the ship that has been rammed (FV reduced to zero) it will continue its move reducing it movement by 2 otherwise both ships will come to a dead stop for one move, after which the ramming ship will have to go astern for 1 move before moving off. Whilst the 2 ships are locked together guns may not be fired at them by either side, nor may they fire at each other. If a larger ship is rammed by a torpedo craft it will not come to a stop, but their current speed will be reduced by 2. The torpedo craft will come to a dead halt. 17. Fighting at Night: Both sides decide on their fleet formation and course. All squadrons may move independently. Both Fleets must continue their existing course until the enemy force is observed. This will happen if the enemy ships are spotted (see below) or there is any gunnery or an explosion.(e.g. because a torpedo hits) Once a force is observed, fleets will take reaction tests and are free to change direction (but still need to make spotting tests) Night time spotting: Any squadron that has fired it s guns, or used searchlights is automatically spotted. As soon as a ship from a squadron comes within 6000 yards of another ship both sides take a spotting test. Roll a d6; (Add1 if crew is veteran; subtract 1 if the crew is raw). If the score equals or is greater than the range (in 1000s of yards) to the nearest enemy ship it is spotted. This may result in both sides spotting each other simultaneously. d6 + A => R If neither side spots the enemy, the moving ship continues on its present course until it is 1000yds nearer. Both sides then test again and so on until one side spots the other. Test for each individual squadron within 6000yds. When a squadron spots an enemy, it takes a reaction test (see section 8.1) to see whether it can react. If it passes the test, it has 3 options: 16

18 i. It may open fire with it s guns. Unless the enemy has also passed a spotting test the enemy squadron cannot reply this turn as it has been taken by surprise. The move ends irrespective of whether the moving squadron has any move left. ii. The squadron may fire torpedoes. The enemy cannot take any evasive action as it has been surprised. The move ends irrespective of whether the moving squadron has any move left. Ships only firing torpedoes do not count as being spotted. iii. If the squadron is moving, it may choose to do neither of the above but may continue to move until it either completes its move, changing direction if it wishes, or until the nearest ship in the squadron is 1000yds nearer, in which case the enemy may make a further spotting test. If the enemy spot the approaching squadron then both sides may choose to open gunfire or fire torpedoes. Once spotted the enemy will remain spotted until all firing ceases and the enemy move more than 6000yds away. Spotted ships may be illuminated by searchlights up to a maximum range of 4000yds (12 ). Roll one d6 on a score of 4+ the target is illuminated. A ship which uses searchlights is automatically spotted (For effect of searchlights see Firing Section 10.3) 18 Generating a Battle 18.1 Composition of Forces For fleet actions balanced forces should be agreed to a set points limit. Where battleships are included, the fleet should also include both cruisers and destroyers as fleets would not put to sea without adequate scouting and screening forces. Usually a core of 4-6 heavy ships per side is workable for a battle to be fought in an evening. It is suggested therefore that the following limits are adopted when selecting forces: Ship Type Percentage of Total Points Pre-dreadnoughts, dreadnoughts, battle-cruisers, coast defence <90% ships Armoured Cruisers, protected cruisers, light cruisers, gunboats, >10% minelayers Destroyers, torpedo boats, torpedo gunboats <15% If it is agreed that only light forces will be used, no Pre-dreadnoughts, dreadnoughts, battlecruisers or coast defence ships may be selected. It is recommended that in this case no more than 66% of points are spent on Cruisers Generating a random encounter: All fleets must commence a minimum of 12,000 yards (36 ) apart:

19 18.3 Possible Scenarios Although you may wish to fight actions using balanced fleets it is often interesting either to recreate a real battle or fight an action where the objective is not merely to destroy an enemy fleet, but to prevent an enemy force achieving some specific objective. These actions may involve only light forces. An example might be light forces defending a small convoy of merchant ships against an attack by cruisers or an attack on a minelaying or minesweeping operation using destroyers. Scenario Example Actions Encounter between 2 similar Fleets or squadrons. Yellow Sea (1904), Tsushima (1905), Elli (1912), Coronel (1914), Dogger Bank (1915) Attack on a fleet at anchor Yalu (1894) Attempted breakout from a blockaded port. Santiago (1898), Chemulpo (1904) Escape from a superior squadron Ulsan (1904), Falklands (1914) Defence of a slow convoy. Asan (1894) Defence of a fast troop convoy. Torpedo attack at night on an anchored fleet. Port Arthur (1904) Encounter in the mist or fog Heligoland Bight (1914) Attack on mine-laying or minesweeping 2 nd Heligoland Bight (1917) operation Scouting The man roles of cruisers are: Commerce protection Scouting ahead of the battle fleet To reflect the latter role the force including more cruisers (armoured, protected or light but not battle cruisers) may deploy second and, if using the above direction indicators to generate a battle, may move his fleet one compass direction either clockwise or counter clockwise. 19. Ships Profiles: Ship profiles are given in the accompanying tables. If the ship you want is not shown in the data tables the values can be calculated as below: Each ship has a number of points of damage it can lose. These are split into: 19.1 Flotation value (FV): This is based on the tonnage of a ship rounded up to the next damage point. Warships (launched after 1880): Ships displacing 3000 tons or over 1 point per 1000 tons plus 3 Ships displacing less than 3000 tons 1 point per 600 tons plus 1. Destroyers over 1500 tons have a FV of 5 Destroyers and Torpedo Gunboats over 750 tons and up to 1499 tons have a FV of 4. Destroyers and torpedo boats over 200 tons and under 750 tons have an FV of 3. Torpedo boats up to 200 tons have a FV of 2. Warships (launched 1860 to 1880) Ships displacing 3000 tons or over 1 point per 1500 tons plus 3 Ships displacing less than 3000 tons 1 point per 750 tons plus 1. Merchant ships (and warships with wooden or composite hulls): Over 7500 gross registered tons have a flotation value of 1 per 2500 tons plus 4. Between 3000 and 7500 grt have a flotation value of 1 per 1500 tons plus 2. Less than 3000 grt have a flotation value of 1 per 1000 tons plus 1 18

20 19.2 Defence Value (DV): based on the armour of a ship Armour 5A 4A 3A 2A A B C D E F Vitals Side Cost of Armament Gun Rating 8A 7A 6A 5A 4A 3A 2A A B C D E F Cost/ Gun Some guns are designated as: Slow firing (marked * in the ship date tables may fire every alternate move) or Very slow firing (marked ** in the ship data tables may fire every third move) Reduce cost of slow firing guns by one third and very slow firing guns by one half. Torpedo Size Up to to to 21 Over 21 Cost/Tube From 1912 onwards centrally controlled guns may be fitted to dreadnoughts and battle-cruisers at a cost of 10 points per ship and to pre-dreadnoughts at a cost of 8 points per ship and to armoured cruisers at a cost of 6 points per ship. They will only affect the largest calibre guns fitted to the ship Cost of ships The cost of ships is determined by adding the Gunnery points plus the DV divided by 2 (see below) to the FV multiplied by the speed divided by 12. Cost = (GP + DV)/2 + (FV x Spd/12) 19

21 Advanced Rules (Optional) 20 Difficult Conditions Apart from the weather other factors may hinder gunnery. Time of day was an important factor affecting the outcomes of the Battles of Coronel and Jutland. The best commanders will allow for this and adapt their tactics where possible to take advantage of this. Determine before the battle the wind direction and whether sunset is imminent and if so which direction the sun is going down. Test whether the wind backs or veers every third move. Smoke Only applicable if the sea state is a light swell (in other states the wind will either dissipate the smoke or it will rise vertically) Sunset Not applicable in Fog and Mist or if there is a gale or Typhoon. Determine which direction is west. If the wind is blowing from behind the squadron towards the enemy fleet, smoke may be blown onto the range obscuring the target and making gunnery difficult. Subtract 1 from all rolls to hit. Immediately before sunset the low sun angle will dazzle gunners making gunnery difficult. For three turns subtract 1 from all rolls to hit for ships facing into the sun. Immediately after sunset the enemy fleet will be silhouetted against the setting sun making gunnery easy. For three turns add 1 to all rolls to hit for ships facing into the sun National Characteristics: Command and Efficiency National values for the command and efficiency ratings of crews are given below. To fight balanced battles you should adjust the points values of the fleets involved as below. Period Command Modifier Crew Rating Battle Points Adjustment British Before Average -5% After Veteran -10% After 1912 (Reservists) +1 Average -5% French WWI 0 Average 0% Japanese Early Battles 0 Average 0% Tsushima onwards +1 Veteran -10% Russian 1 st Pacific Squadron -1 Average +5% 2 nd /3 rd Pacific Squadrons -1 Raw +15% WWI (Baltic/ Black Sea) 0 Average 0% Italian Italo-Turkish war Average +5% Austrian WWI 0 Average 0% Greek 1 st Balkan war Average 0% Turkish Mediterranean Raw +15% United States Spanish American War Average -5% Spanish Spanish American War Raw +7% German Before Average 0% After Veteran -12% Chinese Sino Japanese War Raw +7% 21.2 National Characteristics: Gunnery We know that some nations experienced problems with the quality of their shells. It is likely other nations had similar problems, but we don t know about them because they were never involved in a major conflict. It is recommended that gamers choose to adopt the following national characteristics: 20

22 Britain and Japan These countries used a sensitive burster (Lyddite/ Shimose) that tended to explode on contact and burn furiously, rather than penetrate and cause critical hits. Russia, China and Spain Russian shells supplied to the 2 nd Pacific Squadron deteriorated en route to the far east and many failed to detonate. It is reputed that some Chinese captains sold the gunpowder from their shells and replaced it with cement. similarly some of the Spanish ammunition was practice shells filled with sawdust with the result that their shells failed to explode. Germany Germany used Zeiss rangefinders which could measure ranges to objects as vague as a cloud of smoke. Their opening salvos were very accurate, but shooting tended to deteriorate if the operator was under stress. German ships were particularly well subdivided making them very difficult to sink. German charges were enclosed in brass cartridge cases making them more likely to burn rather than explode. German warships had very compact machinery installations which allowed them to have heavier armour. However they suffered from an increased level of unreliability. In all actions prior to 1917 all armour penetration tests must exceed 6 rather than the normal score of 4. Although failed tests will not penetrate they will cause damage as normal. Roll a d6, on a roll of 5 or 6 they will start a fire as well. Roll a d6 for each critical hit. On a roll of 1 the shell fails to go off. Heavy and medium shells will cause only 1 point of damage, whilst light shells will have no effect. German ships do not suffer the usual -1 to hit on their opening salvo against a new target. However, veteran crews have to subtract -1 from to hit rolls if the ship is on fire. German ships built after 1908 exceeding 3000 tons score 1 FV point per 800 tons plus 3. Treat ship explodes results on critical hit table (4 and 12) as d6 damage and Inferno starts. Treat all German dreadnoughts and battlecruisers as pre-dreadnoughts for machinery breakdown. 22. Machinery Breakdown (Optional) Steam reciprocating engines and condensers were often highly unreliable if overstressed. All pre-dreadnoughts and armoured cruisers operating at their maximum speed must therefore test each move to see if a fault develops. Roll a d20: 20 Maximum speed reduced by one for the remainder of the battle. 19 Maximum speed reduced by one for 3 moves. Steam turbines were much more reliable when operating at high speed; therefore dreadnoughts and battle-cruisers they do not need to test. 23. Mining Operations (Optional) Mines were to prove a devastating weapon during the First World War. However, during most of this period they were limited to inshore waters, nevertheless they caused a considerable number of losses to both sides during the Russo-Japanese war, and mine clearance operations give a potentially interesting scenario. Before 1912 mines may only be laid within 36 of a coastline. After 1912 they may be laid within 60 of a coast line (i.e. if there is any coast in the battle area). Mines are laid in strings 12 long (i.e yds) at a cost of 20 points per string. Each string should be clearly marked on a map showing distance from each side of the playing area. For practical purposes the string must be parallel to one side of the playing area. The owner of the minefield must declare when any ship 21

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