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4.

Tactical Combat Rules


Definition of Terms
AA: The ships antiaircraft gun rating.
AS: The ships antisubmarine rating.
AW: The ships air wing.
BM: The aircrafts bomb attack rating.
CAP: Combat Air Patrol
DF: The aircrafts dog fighting rating.
DT: The submarines ability to be detected by surface ships.
FD: The aircrafts fighter defense rating.
GN: The ships main surface gun attack rating.
GNR: The ships gun range rating.
HP: The ships hit points.
LOS: Line of sight
MN: The ships maneuver rating, taking into consider the size and speed of the ship.
PT: The units point total
SC: The aircrafts scouting rating.
SD: The ships defense against surface attacks and aerial bombs.
SP: The ships speed rating.
SSP: The submarine surface speed rating.
ST: The aircrafts strafing attack rating.
TD: The ships defense against torpedo attacks.
TP: The torpedo attack strength of the ship.
USP: The submarines underwater speed.

4.0

1 and 6 Rule
Results of 1 or 6 on a 1d6 cannot be modified. They are considered natural.
Parameters
Only six sided dice are used.
Game scale is not strict, as fitting the ships into a proper scale with maps would be over the
top. As it is ships and the map size are not to proper scale in relation to each other. If it makes
you feel better think of the ships as simply an amplified view of what is actually a smaller
unit.
1 turn = 15 minutes
1 hex = 4,000 yards
Duration
Surface battles can only last a maximum of 16 turns or until one side is destroyed, breaks
away, or exits off a map edge.
Fleet Construction
Fleet point totals are not set. The player who is not not attempting to carry out a major
mission must tell the other an approximate range of points they will be using. For Instance, if
the player is to use 350 points, then they must say, I will be using between 300 and 400
points to the other player. If they were using 410, then using 410 points, then 400-500 will
suffice. The other player then chooses their ships within 50 points of the announced total. So
if the defender has 300-400, then the other player can deploy between 250-450 points worth
of ships. The side using fewer points gets bonus victory points worth half the difference. So if
the Japanese use 400 points and the British use 350, then the British get 25 bonus victory
points. Both players should decide upon a points ceiling.
Italicized Warships
Warships that are italicized were never actually deployed. Both sides must agree to the use of
these ships before fleets are constructed.
Early Bird Ships
Although the introduction date for every class is listed, this by no means indicates that every
ship in the class was ready for frontline duty. If buying cruisers, destroyers, submarines, or
aircraft for a scenario taking place in a year before those units were available then add +5 PT
to the unit cost. You must also gain the opponents permission.
Aircraft
Ship based aircraft units are assigned to carriers with an AW rating, 1 unit per AW point. If
the aircraft being bought was introduced the year the scenario takes placed, then every unit
bought beyond the first cots +5 PT. Ships with an S signify the ability to use that number of
scouting aircraft.
Submarines
These may only be bought as part of a submarine attack scenario. They can only be present at
surface battles with the opponents permission.

4.0

Set Up
Stacking
Each hex may contain up to 6 stacking points worth of ships without penalty. Battleships and
carriers are worth 3 stacking points. Battleships and carriers with 4 HP and cruisers are worth
2 points. Destroyers are worth 1 point.
Overstacking
Ships may freely overstack, but for every ship beyond the stacking limit, all ships in the hex
suffer -1 MN, GN, and GNR.
Formations
Fleet formations are decided secretly before set up, or if playing as part of an operational
game, as selected during the operational formation phase.
Air Defense: Ships are placed 1 hex adjacent to each other. Stacking is allowed. Some ships
may form columns in the center of this formation.
Arc: Form at least 1 line of ships in a curve, with each ship at least 1 hex ahead of each other.
Column: Each ship is part of 1 or more single file rows. Ships may not stack together. Ships
may deploy in multiple columns.
Loose: No formation, all ships 1 hex apart. Stacking is allowed.
Submarine Defense: Ships without AS ratings are placed either in columns or in air defense
formation. All ships with an AS rating are deployed anywhere within 2 hexes of a ship
without AS.
Deploying the Fleets
Initiative player, determined by who rolls higher on 1d6, determines who sets up first and
then the non-initiative player chooses the direction from which their fleet will enter the
action. The initiative player then sets up their fleet. In clear weather, fleets are 8 hexes apart,
but only if there are battleships or carriers in the fleet. If there are only destroyers then they
deploy 5 hexes apart. If deployed at night or in adverse weather the fleets are set up at the
maximum GNR allowed by either condition.
If playing as part of an operational game, and 1 fleet did not move during the operational
movement turn, then that player set ups wherever they wish on the map. This may only
happen if they are not within spotting range of the enemy fleet.
If playing as part of an operational game, designate on the tactical map which side is north.
Both players enter the tactical map from the direction they entered in the operational map.
They may surrender the initiative to change their entry point. However, a fleet cannot enter
from a landward position (Leyte is to the west of Leyte Gulf, so no fleet can enter from the
west).

4.0

Sequence of Play
Weather Phase
Damage Control Phase
Initiative Phase
Formation Change Phase
Movement Phase
Aircraft Launch Phase
Aircraft Attack Phase
Surface Fire Phase
Surface Torpedo Fire Phase
Submarine Phase
Breakaway Phase
Weather Phase
If playing as part of an operational game, use the weather as determined in the operational
turn. If not, consult the special weather rules for the area you are fighting in and roll 1d6
adding any modifiers for the area you are fighting in. Night rules are discussed under the
Surface Fire Phase.
Weather Table
1-2: Clear. Play proceeds normally.
3-4: Overcast. No ships may fire beyond 6 GNR.
5: Rough Seas. All ships with 3 SP or more are -1SP. No ship may fire beyond 3 GNR. All
TP and GN are -1.
6: Bad Weather. Roll a further 1d6 and consult the Bad Weather Table.
Bad Weather Table
1: Storm. Roll Again!
2-3: Squall. All aircraft are grounded. All ships are -1 SP and ships with 5 SP or more are -2
SP. No ship may fire beyond 3 GNR. All ships are -1 MN and -2 TP and GN.
4-6: Fog. All aircraft are grounded. No ship may fire beyond 2 GNR. All ships are -2 TP and
GN.
Special Area Weather Modifiers
North Pacific and North Atlantic: Add +1 to the weather roll
Arctic: Add +1 to the weather roll and a -1 to the bad weather roll.

USS Iowa at Sea

4.0

Damage Control Phase


Designate the damage that you wish to repair: SP, MN, GN, GNR, AA, fire, or flooding. Roll
1d6. On a roll of 4-6 repair the damage. If trying to stop a fire, the roll succeeds on a 3-6.
Destroyers and submarines may only make 1 damage control roll. Cruisers and carriers may
make 2, and battleships may make 3. You may try to repair flooding, fire, or damaged
statistics with multiple die rolls, but the number of dice is determined before you roll. You
may not add dice if you fail these rolls.
Consecutive Failures
Two consecutive failed attempts to repair SP, MN, GN, GNR, or AA result in that statistic
being permanently lost. If flooding or fire damage is not contained during the Damage
Control Phase the ship loses 1 HP.
Cumulative Flooding and Fire
If either flooding or fire results occur multiple times then the flooding or fire is considered to
have that many levels. For example, if you have flooding x2 it must be overcome with two
successful damage control die rolls. One successful roll will reduce the damage to flooding
x1. You will not lose 2 HP for flooding x2 but it will add +2 to the random damage roll for
losing 1 HP.
Flooding and SP and MN
For every level of flooding a ship is -1 SP and MN. Anytime a ship loses HP because of a
failure to prevent flooding it automatically loses -1 SP.
Initiative Phase
Roll 2d6, with the higher roll gaining the initiative. Re-roll ties. The Initiative player decides
who goes first during each phase. All modifiers are cumulative although a further -1 peanlty
is given when two nationalities combine into a fleet. The exception to this is Australia,
Britain, Canada, and New Zealand. Also, America and Australia after 1942.
These nations add +2 to initiative rolls
America, Britain, Germany, Japan
These nations add +1 to initiative rolls
Australia, Canada, France, Italy, Netherlands, New Zealand, Poland, Sweden
These nations have basic initiative rolls
Finland, Greece, Soviet Union, Spain
These nations subtract -1 from initiative rolls
Argentina, Norway, Turkey
These nations subtract -2 from initiative rolls
Brazil, Chile, China, Peru, Portugal, Romania, Thailand, Yugoslavia.
Formation Change Phase
You may break formation by declaring a loose formation (cannot be done during submarine
attacks). Otherwise ships if able must move together and keep formation.

4.0

Penalty for Breaking Formation


A ship that breaks formation or is in loose formation may only move in the direction desired
on a roll of 3-6 on 1d6. America, Britain, France, Germany, and Japan each add +1 to this die
roll. Otherwise the ship moves 1 hex ahead. It also may only fire on a target ship on a 3-6 of
1d6. America, Britain, France, Germany, and Japan each add +1 to this die roll. Otherwise,
the ship fires on the closest enemy target. If at night the ship will fire on the closest ship,
regardless of whether it is friendly or enemy.
Movement Phase
Players alternate moving 1 ship apiece with the initiative player deciding who moves first. No
ship may move more than once. The ships SP determines the maximum number of hexes
they move in a turn and is determined before the ship moves. The ships bow is always
pointing to 1 of the hexs 6 broad sides. This is known as the ships facing. A ship may
change its facing as many times as its MN rating +1. Changing faces dos not expend SP. If a
ship is ever 0 MN, it may turn once by rolling equal or under its base SP +1. A 6 always fails
and a 1 always succeeds.
SP
Ships with SP may only move 1 hex every other turn.
O SP
A ship with 0 SP, but not -1 SP, may still move 1 hex on a roll of 5-6. Add the ships base SP
to the roll.
-1 SP
You are dead in the water. Good luck.
Night
If not in formation, a ship may only move on a roll of 3-6.
Reverse Engines
Reversing engines allows a ship to move back 1 hex, but costs all movement points, allows
no turning, and you can only go 1 hex. Destroyers may go back 2 hexes. Ships are -1 MN
when reversing engines.
Full Stop
A Ship may not move at all, but only if it did not move 3 or more hexes last turn. The ship
may still turn, but for this purpose its MN is -1.
Flank Speed Combat Effects
Ships that have at least 2 or more SP and use their full SP are for the purposes of moving and
shooting that turn -1 MN, -1 GN, -2 TP, may not fire from their broadside hexsides, and
may not fire at targets that are 3 or more hexes away.
Maintaining Flank Speed
A ship with 2 SP or more can only maintain its top speed on its next turn by rolling equal to
or under its SP. A 6 always fails. In addition, roll another die. On a further roll of 6 the ship is
-1 SP.

4.0

Aircraft Launch Phase


In a surface battle, aircraft may launch from a carrier, unless it is a night turn or due to
weather effects. 1 aircraft may launch each turn. Aircraft that land may only be launched 2
turns after landing.
If playing as part of an operational game, fighters that are part of the CAP may join in the
battle.
Once an aircraft has attacked a ship, it must return to a carrier (ignore in operational game).
Aircraft Attack Phase
In the case of fleets, attacking and defending aircraft are placed 1 at a time, targeting hexes to
either attack or defend. The attacker always places their aircraft first, although there is no
requirement to attack.
Dog Fighting
First, fighters must engage aircraft in their hexes, with each fighter targeting another fighter
unit. The side with more fighters than the other may target any aircraft they wish in the same
hex so long as all opposing fighters are engaged. The aircraft involved now roll dice equal to
their DF. They hit on a roll of 3-6. If the roll equals the target aircrafts FD, then the aircraft
takes 1 HP damage if it cannot roll equal to or under its FD. Every hit above the FD is
applied to the aircrafts HP. If the HP is matched, the aircraft is destroyed. All firing is
simultaneous.
Dog Fighting modifiers
Fighters targeting bombers may combine their DF rolls if there are no escorting fighters. All
aircraft are +1 DF if defending a base and/or targeting a scout. Aircraft carrying TP or BM
are -1 DF for each point of BM or TP they are carrying.
Tactical Fighter Advantage
Before fighters engage roll 1d6. The higher roll means that side has the tactical advantage and
adds +1 to their DF. These are the modifiers.
+2: America (1943-45), Britain, Finland, Free France, Germany (until 1944), Japan (until
1943), Poland
+1: America (until 1943), Australia, Canada, China (1941-45), France, Germany (1944-45),
Italy, Japan (1943), New Zealand, Soviet Union (1943-45),
0: Brazil, Japan (1944-45), Mexico, Netherlands, Romania, Soviet Union (1942), Spain,
Sweden, Turkey, Vichy France
-1: Argentina, Chile, China (until 1941), Colombia, Denmark, Greece, Norway, Peru,
Portugal Soviet Union (until 1942), Thailand, Yugoslavia.
Targeting Ships
Now surviving aircraft may target enemy ships. Attacks are all handled separately, meaning
that air units do not combine their attacks unless they are of the same aircraft type and come
from the same carrier or base. This gives each ship a chance to fire with its AA.

4.0

Wave Attacks
Aircraft may choose to attack in waves. That is attack with select aircraft, resolve AA fire,
then attack with the remaining aircraft, and resolve a second round of AA fire, keeping in
mind that each ship is -1 AA in the second round. However, this may only be pulled off on a
roll of 4-6 on 1d6. If failed, the second wave takes AA fire without penalty.
Bomb and Torpedo Attacks
Bombers and torpedoes roll 1d6 for every point of their BM or TP rating, depending on the
attack being made. Every 3 causes minor damage and every 4-6 causes 1 HP damage per die
result. For every hit the ship may roll 1d6 equal to or under its MN +1 (this gives ships with 0
MN a rating of 1 MN). If the BM still hits, the target ship must roll equal to or under its SD to
ignore the hit. For every TP hit made, the target ship must roll equal to or under its TD to
ignore the hit. You may divide a units TP attacks by striking ships either in the same hex or
in adjacent hex. They must still brave the AA fire of both ships.
AA Defense
Ships fire 1d6 for every point of their AA rating, with ships in the same hex who are not
targeting being able to add their AA rating. Ships are -1 AA if they used MN to ignore
damage from attacking aircraft. AA hits on a roll of 6 on 1d6. Every hit rolled causes 1 HP of
damage to the attacking aircraft wave, distributed however the attacking player sees fit. Any
5 results affect aircraft using TP attacks.
Level Bombers
Level bombers may make a long range attack, which are only hit by AA for every two 6
results rolled. They only hit an enemy ship on a 5-6, with a 5 causing minor damage. Ships
rolling MN to avoid such attacks are -1 to their die (bit a 6 always fails). On a normal attack,
they hit on a 4-6, with a 4 causing minor damage but are hit by AA fire on a 5-6.
Strafing
Aircraft may strafe a target ship rather than use their BM or TP rating. Roll dice equal to the
aircrafts ST. For every 5-6 rolled the target ship must roll equal to or under their SD or MN.
If it fails consult the Strafing Table.
Strafing Table
1-4: -1 AA
5: -1 GNR
6: -1 TP
Attack Modifiers
Add +1 to the die roll if firing on a ship that is -1 MN or on fire. Add +2 if the ship is in port.
Aircraft Recovery
Aircraft now return to their carriers, but for every HP lost a carrier is -1 AW. Carriers on fire
or flooding cannot recover aircraft. If aircraft are part of a surface battle, that did not attack,
they may remain in the air and attack next turn. If part of an operational game, all aircraft
must return to their carrier or base. Surviving CAP may remain in the air on a roll of 5-6 on
1d6. Otherwise they return to a carrier or base. If a ship or base cannot accept returning
aircraft due to damage, then the aircraft is lost, owners choice.

4.0

Surface Fire Phase


The initiative player chooses 1 ship with which to fire its GN rating within the hex range as
denoted by the GNR. The ships hex is range 0. Roll 1d6 for every point of their GN. -1 GN
for every hex beyond the second. Ships hit on a 3-6. Every 3-4 causes minor damage and
every 5-6 causes 1 HP damage per die result. For every hit the ship must roll equal to or
under its SD to ignore the hit. A ship may also use its MN in such a way, but it must be
declared before SD is rolled and the ships GN fire suffers a -1 to hit penalty for that turn.
Dice rolled to counter minor damage are rolled separate from dice rolled to counter HP
damage.
Got You First!
Players alternate firing with their ships. If a ship is sunk that did not return fire that turn then
it will be not be able to fire back.
Line of Sight
LOS is blocked by a ship of the same class or of larger classes. So destroyers cannot block
LOS to anything except a destroyer, but a battleship blocks LOS to any ship. However, if
firing passed a smaller ship in order to hit a largest ship, you are -1 GN firing in that
direction. All modifiers are cumulative.
Small Ships and Range
Destroyers cannot be targeted at a range of 5 or more hexes. Cruisers and battleships with 5
or less HP cannot be targeted at a range of 7 or more hexes.
Stacking
Ships that are stacked together cannot fire through each other, depending upon their position
in the hex.
Destroyers, Carriers, Submarines, and Cruisers vs. Battleships
Destroyers, carriers, and submarines may only ever cause minor damage to battleships and on
a roll of 5-6 and the battleships SD roll is -1 to void the damage. Cruisers roll normally but
the battleships SD roll is -1. When battleships hit cruisers, destroyers, carriers, and
submarines, they cause HP damage on a 4-6 and the ships hit add +1 to their SD die rolls.
Night
Ships cannot fire beyond 1 GNR, and before a ship can fire its guns at an enemy it must roll
4-6 on a 1d6. If the firing ship is out of formation or in loose formation and a 1 is rolled, roll
again. On another result of 1 the ship fires its guns on the nearest legible friendly ship. You
may add +1 to the die roll if using search lights, but enemy ships also receive a +1 to their
roll to fire on you at night.
Long Range Fire
All ships may always target a battleship, cruiser, or carrier and at their extreme GNR if they
have line of sight and they always get at least 1 die. Minor damage is only made on a roll of 4
at 6 GNR or more. Subtract -2 from the SD die roll if a battleship is hit by a cruiser. This
means some ships are immune from long range cruiser fire. If a ship is hit at 3 GNR or more
then for each HP hit, roll 1d6. On a 1 the ship must roll its TD instead of its SD to void the
damage. At 5 GNR or more, the TD must be rolled on a 1-2.

4.0

Poor Weather Conditions


If the weather is a squall or fog, then a ship may not be fired upon without the firing ship first
rolling a 3-6.
Broadside and Stern Shots
Bow LOS is only in the front hexside. Stern LOS is only in the rear hexside. All other LOS is
considered a Broadside. If a battleship fires a ship from either broadside, then the firing ship
is +4 GN. In this case cruisers are +2 GN and all other ships are +1 GN. If firing from only
the stern, then the ship is -2 GN. If a ships model has no stern turrets, such as the Richelieu,
then the ship is -4 GN. All modifiers are cumulative.
GN 8+ Bonus
Ships hit by a ship with a base GN of 8 or higher add +1 on their SD roll.
GN Modifiers
All modifiers are cumulative.
+1 GN
If the target ship is -1 MN.
If the target ship is on fire.
If the target ship moved 1 hex.
If you fired on the target last turn.
If the target ship is in the same hex as the firing ship.
If the target ship is a carrier or battleship with 5 HP or more.
+2 GN
If the target ship did not move this turn.
-1 GN
If the ship firing is itself on fire.
If the target ship moved 3 or more hexes.
If the ship firing was fired at earlier this turn.
If the firing ship used flank speed. Also the ship may not fire at targets that are 3 or more
hexes away.
If the target ship is targeted by a second ship, then the second firing ship is -1 GN for the
attack. The same holds for all subsequent ship attacks.
-2 GN
If the ship used MN to dodge any hits this turn.

10

4.0

Surface Torpedo Fire Phase


You cannot make both a GN and TP attack in the same turn unless you are a destroyer. Ship
and submarine based torpedoes have a range of 2 hexes. This includes the hex you are firing
from. Every 3 causes minor damage and every 4-6 causes 1 HP damage per die result. For
every hit the ship must roll 1d6 equal to or under its MN +1 (this gives ships with 0 MN a
rating of 1 MN) to ignore the hit. Failing that, the target ship must then roll equal to or under
its TD to ignore the hit. Dice rolled to counter minor damage are rolled separate from dice
rolled to counter HP damage.
Torpedo Modifiers
If the ship was fired upon this turn or if firing into an adjacent hex, the roll die is -1. If firing
2 hexes away -2. Add +1 to the die roll if firing on a ship that is -1 MN, on fire, moved 1 hex,
or at enemy ships in the same hex as the firing ship. If firing on a ship that did not move this
turn then add +2.
If the ship firing was fired at early this turn, if the ship firing is itself on fire, and if the ship is
firing on a ship that moved 3 or more hexes, then the firing ship is -2 TP.
Bow and Stern
Torpedoes are fired from broadside hexes. Ships are -1 TP if firing at a ship that they have
only a Bow or stern facing in respect to the torpedo attack.
One Shot
Once torpedoes are fired from a ship they may never be fired again from that ship.
Submarine Phase
Submarine attacks are handled separately from surface and air battles. These occur as a
separate action after the surface and air battles are resolved. The players alternate, with the
submarine moving and firing, then the escorts rolling against the submarines DT and then
using their AS if they detect the submarine. Fleet formations are decided secretly before set
up, or if playing as part of an operational game, as selected during the operational formation
phase. Then roll 1d6. That is the number of hexes the submarine will be set up from the edge
of the fleet. The direction the submarine enters from is chosen at random on a roll of 1d6. On
a roll of 1-2, it enters on either side of the fleet. On a 3-4, it comes from the rear, but at a
diagonal angle. On a 5-6, the submarine comes from ahead, but at a diagonal angle.
Submarine Movement
The submarine moves either underwater or on the surface. If its SP can be declared to be ,
then it enters an adjacent hex every other turn. Submarines receive 1 free turning movement
each time they move. A submarine may, instead of moving, dive deep, forfeiting all
movement.
Surface Ship Movement
Before a submarine is detected, no ship may ever move towards a submarine. Instead, the
ships move dead ahead on course and in formation, moving at half the SP of the slowest ship
in the formation. Once they exit the map edge they are removed.

11

4.0

Detection
Submarines that are using USP in the same hex as a destroyer are subject to detection rolls,
testing against the submarines DT value on a 1d6. If higher than the DT, the submarine is
detected. Add +1 to the die roll if the submarine used its top USP (Ships with 1 USP must go
SP to avoid this). If the submarine is using USP and behind the destroyer then it cannot be
detected. If the submarine has dived deep, DT rolls are -1. Also, if a deep submarine is not
detected, then the battle is over. If the submarine is using SSP, it is always detected within 2
hexes on a roll of 1 on 1d6, rolled by each enemy ship within 3 hexes. At night or in rough
seas a roll of 1-2 is required. In bad weather a roll of 1-3 is required. Detection rolls made by
destroyers that are in the same hex as enemy submarines are -1 (but a 1 always fails).
Detection Reaction - Escorts
Once a submarine is detected roll 1d6 for every ship with at least 1 AS. On a roll of 4-6 the
destroyer may now move towards the enemy submarine. This roll is made each time a
submarine is detected. All ships that either detected the submarine or passed the 4-6 roll may
now move normally next turn.
Detection Reaction - Submarines
If detected, a submarine may either dive deep, evade, or fire. If it dives, it must still survive 1
round of AS attacks. It evades by rolling equal to or under its MN on 1d6. If successful, AS
hits are re-rolled. If it fires, it must target a ship either in its hex or adjacent in its bow firing
arc. For this attack its TP is halved, rounded down. If it fails to sink the destroyer, then it may
be rammed (see optional rules), and failing that, attacked by the ships AS.
Antisubmarine attack
Roll 1d6 for every point of AS by any ship in the same hex as the submarine, and every point
of BM. Every roll of 6 causes 1 HP of damage, or 5-6 if the submarine attacked or failed an
evasion. Once AS is rolled the attacking ships and any reacting ships may no longer attack
the submarine. These ships only move on a roll of 4-6, and then they only move 1 hex. This is
voided if the submarine is detected by the destroyer, the destroyer is activated by another
detection reaction, or if the destroyers are ordered to return to the fleet formation. If they do
the latter they must move towards the fleet on a direct path.
Submarine Attack
If on the surface, a submarine may use its GN like it was in a surface battle. Otherwise it may
attack any enemy ships within a range and within line of sight of the submarines bow. They
may choose multiple targets, designating how many TP dice will go into each ship. They
need not use every point of TP. Submarines that fire may immediately dive deep if they roll equal
to or under their MN. Submarines that fire all their TP may not fire again.

Resolving Damage
If a ship fails its SD or TD roll it loses 1 HP per such a miss.
Stat Damage
Stats may fall below 0 to -1. If they fall to -2 the stat is permanently lost.

12

4.0

0 HP
A ship with 0 HP must roll equal to or under its SD or it is lost. Subtract -1 from the die
except for carriers, which roll normally. If the ship passes they stay afloat but all non-HP stats
are -1. Ships without SD only survive on a roll of 1. Each time a submarine loses HP it
suffers a -1 to all non-HP stats. If a ship is ever -1 HP it is automatically lost.
Lost vs. Sunk
When a ship is lost it cannot move, shoot, or repair itself. If it is on fire, flooding, or suffered
an explosion the moment it was lost or at any subsequent time it then becomes sunk and is
removed from the game. On a roll of 1 on 1d6 the ship is sunk.
Minor Damage Table
1: -1 AA
2: -1 TP
3: -1 GN and GNR. No Effect if a destroyer, carrier, or cruiser is firing on a battleship.
4: Ship cannot move more than 1 hex next turn. It moves normally thereafter.
5: -1 MN
6: Fire
Add +1
If the ship is hit by TP, aircraft with 4 or more BM, or a ship with 6 or more GN.
Random Damage
Anytime HP is lost and the ship does not sink, roll 2d6 and consult the results. No ship
statistic may ever fall below -1.
Crippled Ships
If a ship ever loses 50% of its HP, roll on the random damage table for each HP the ship had
previously lost before becoming crippled.
Random Damage Table
2-4: -1 AA.
5: -1 GN and GNR.
6: -1 GN and GNR. Flooding if TD roll failed to prevent the damage.
7: -1 AA and TP. Flooding if TD roll failed to prevent the damage.
8: -1 AA and GN. Flooding if TD roll failed to prevent the damage. Fire if hit by BM or if the
ship is a carrier.
9: -1 SP and MN if the ship is not a battleship. Flooding if TD roll failed to prevent the
damage and fire if hit by BM. Fire if hit by BM or GN.
10: -1 SP and MN and ship cannot move next turn. Fire if it hit by BM, flooding otherwise.
11: The ship must roll on the critical damage table.
12: Explosion. Roll 1d6. Subtract the target ships SD from the die result, unless hit by TP, in
which case use the ships TD. The result is the HP damage. Ships will always lose at least 1
HP. Apply the proper random damage bonus for each HP lost in this way.

13

4.0

Critical Damage Table


Roll 1d6 and consult the results. There are no modifiers.
1: The ship is SP -1.
2: Damage control die rolls are permanently -1.
3: GN die rolls when targeting enemy ships are permanently -1.
4: -1 AA, GN, GNR, and TP and fire. Flooding and -1 SP and MN if hit by TP. The ship
cannot fire its GN or TP on the next turn.
5: Explosion. Roll 1d6. Subtract the target ships SD from the die result, unless hit by TP, in
which case use the ships TD. The result is the HP damage. Ships will always lose at least 1
HP. Apply the proper random damage bonus for each HP lost in this way.
6: Explosion. Roll 1d6+1. If the die rolled is a modified result of 13 the roll is 1d6+2 and 1d6
+3 if it is 14 and so forth. Subtract the target ships SD from the die result, unless hit by TP,
in which case use the ships TD. The result is the HP damage. Ships will always lose at least
1 HP. Apply the proper random damage bonus for each HP lost in this way.
Random Damage Bonus
All modifiers are cumulative!
Add +1
If the ship is on fire.
If the ship is flooding.
If the ship is hit by TP.
If the ship taking damage is a cruiser or carrier.
If the ship is of a class constructed between 1916-1935.
If the ship takes damage from a dive bomber with 4 or more BM.
If the ship taking damage is a carrier that made an air strike this turn
If the ship is hit at a range of 3 or more from a battleship with a base of 7 GN.
Add +2
If the ship is of a class constructed before 1916.
If the ship taking damage is a destroyer or submarine.
If the ship is hit at a range of 3 or more from a battleship with a base of 8 GN.
Add +3
If the ship is hit at a range of 3 or more from a battleship with a base of 9 or more GN.
Subtract -1
If the ship is a battleship and is hit by a battleships GN at a range of 2 hexes or less.

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Subtract -2
If a cruiser or carrier is hit by a destroyers GN.
Subtract -3
If a battleship is hit by a cruisers GN.
Fire and Flooding
Add +x to the random damage roll for losing 1 HP due to fire and flooding during the
damage control phase, where x is the level of fire and flooding.
Breakaway Phase
At the end of any surface battle turn, a fleet may break away and end the battle if every uncrippled ship is at least 4 hexes away from an enemy ship. Crippled ships are assumed to be
abandoned and lost in battle. The opponent may pursue, but can only maintain the surface
battle on a roll of 4-6 on 1d6 although night and bad weather conditions make this roll a 5-6
while it is a 3-6 in clear weather. You can breakaway and not be pursued anytime the enemy
ships are at least 6 hexes away.
Forced Breakaway
Certain fleets have a higher tendency to withdraw while others may stick around longer than
expected. At the end of each turn roll 2d6. On a roll of 5-12 the fleet remains in the battle.
Otherwise you must retreat. For every battleship or carrier lost subtract -2 from the die roll.
Subtract -1 for every cruiser lost, battleship damaged, or carrier that is damaged. For every 2
destroyers that are lost, subtract -1 from the roll. Subtract -1 for every battle turn that was
fought.
These navies add a +1 to the die roll: America, Britain, and Japan.
These navies add nothing to the die roll: Australia, Canada, France, Germany, Italy,
Netherlands, New Zealand, Poland, Soviet Union, and Sweden.
These navies subtract -1 from the die roll: Argentina, Finland, Greece, Norway, Spain, and
Turkey.
These navies subtract -2 from the die roll: Brazil, Chile, China, Peru, Portugal, Romania,
Thailand, and Yugoslavia.
Death or Victory!
Before the battle you may declare that you will ignore all such rolls for Forced Breakaway by
awarding the opponent 5 VP for every turn of battle that is fought.

RN Littorio and RN Vittorio Vento

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4.0

Battle Scenario Victory


First both sides compare the total points of their respective fleets. The side with the fewer
points is granted those points as VP. In addition, each ship that a player has sunk counts for
VP equal to its PT, while each crippled ship counts for half of its points rounded down. Ships
that survived grant you VP equal to half rounded up. The player with the higher total is the
victor; however, their total is checked against the opponents to create a ratio. All fractions
are rounded down.
Below 2-1: Marginal victory
2-1: Substantial victory
3-1: Major victory
4-1 or greater: Brilliant victory
Credits
Rules: Sean Michael Chick
Art Design: Andrea Tran
Playtesters: Daniel Chick, Derek Green, Michael Kraemer, Lance Wattigney
Proofreader: Bob Polacheck
Historical Advisor: William Sariego
Special Thanks: Pierre Goyers and Chad Gilberts house rules for Axis & Allies: War at Sea
gave me some of the ideas I pursued here. Micheal Bennighofs naval games for Avalanche
Press served as both inspiration and a ready place to take ideas. Also, Matthew Spranges
excellent Victory at Sea rules served as my yardstick so to speak. I constantly compared my
rules against his, the way a writer might wonder if theyll ever live up to George Orwell or
John Keats. Lastly, the design work of Richard Baker, Mike Elliot, S. Craig Taylor, Jim
Dunnigan, J. Stephen Peek, Brian L. Kipple, Brien J. Miller, Joe Keller, Peter Pellegrino,
Larry Pinsky, Lindsley Schutz, Tetsuya Nakamura, Chris Janiec and Richard Hamblen each
had their share of influence.

A Crashed F6F Hellcat on USS Enterprise's Flight Deck on November 10, 1943

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