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Convoy Alternative Rules
Convoy Alternative Rules
This document has some of the rules Mal Wright used to originally playtest Deadly Waters. Most of these rules can be used interchangeably with the current Convoy Tactical Rules.
After the nearest combat unit is done, all other escorts within detection range, either visual, radar, or sonar/asdic can attempt to detect the submarine. If successful, they may also engage the submarine. The actions taken are tested immediately for hits and damage is applied to the submarine. Submarines that were surprised or detected may now move. This includes firing torpedoes, guns, diving, etc. The results of any attacks are tested immediately for hits. 3. Torpedo Movement. Any torpedoes left over from the previous tactical turn are moved up to 4,000 yds (2 nm) to see if they hit a target. Results are applied immediately. Any torpedo salvo that missed entirely is moved its full distance and if an alternative target is still within the 4,000yds and tested to see if a hit occurred. Results are applied immediately. Torpedoes that have travelled 4,000yds without hitting a target are marked with a counter on the playing area. They will not move again until the next tactical turn. 4. Allied Action Phase. Allied escorts can now test for detection, move and, if in range, attack. All movement by escort ships should take into account what their relative position to the convoy will be, once that adjustment has taken place. Note that on the first tactical turn some escorts may have already moved and they do not move or fire again in the turn. Escorts in contact with an enemy may move and engage, while those not already in contact may attempt to detect and, if successful, may act on that detection. Escorts reacting to enemy action or immediate orders from the SOE now move and carry out attacks if applicable. Attacks are resolved at once. Immediate Orders, it was standard practice for the SOE to issue a series of standard immediate orders that his ships would carry out in the event of an attack on the convoy. These were simple single letter signals. If he signals one of these to be carried out, all applicable escorts will obey that evolution. Immediate orders included such actions as Snowflake, Buttercup and so forth. Vessels already in contact were exempt from the immediate orders and under strict instructions to carry out an immediate attack on the enemy unit if they were the closest to it or in the best position to intercept an attack on the convoy. SOE immediate orders cannot include a signal for one or more other escorts to assist the one prosecuting an attack unless the SOE himself is the attacker, or he has a clear sighting on where the incident is taking place.
The Convoy SOE may issues a verbal order to any of his escorts to change their escort position when it comes time for them to move. He may also issue orders such as to take a vessel in tow, assist it, screen it, scuttle it and so on, according to what he wishes that escort to do. 2. Axis Action Phase. Axis submarines can now test for detection, move and, if in range, attack. This includes gunnery or torpedoes. When moving, submarine commanders should take into account that the likely movement of the convoy. First Tactical Turn Actions: During the first turn of a tactical engagement there is a special order for movement. First, submarines designated by the event box to arrive are placed on the playing area in the position indicated by the event box. Unless the events boxes state otherwise the Axis submarines can now test for detection, move, and, if in range, attack. This includes gunnery or torpedoes. When moving submarine commanders should take into account the likely movement of the escorts and where they will be in relation to the convoy. If torpedoes are fired during the move, they are immediately moved 4,000 yds (2 nm) toward their target. If they can hit within that move, the torpedo fire chart is checked to see if a hit was obtained. Results are applied immediately. Similarly any gunfire attacks are resolved at once. Surprised and Detected Submarines. If the event box states that a submarine has been surprised or detected, then the nearest combat unit (surface or air) is presumed to have contact with the submarine. The combat unit that has contact with the submarine is moved first, before the submarine moves. It may attack, illuminate (during night actions), attempt to ram, etc. The actions taken are tested immediately for hits and damage is applied to the submarine. 1
Escorts without contact or immediate orders remain in their screening position and are presumed to be moving with the body of the convoy. 5. Convoy move. The convoy remains in the centre of the playing area. Instead of moving the convoy, all units of both sides that are not part of the convoy are now moved relative to the speed and direction of the convoy. If collisions take place, these are resolved immediately. Convoy ships that detect an enemy may attack. This concludes the first turn surface and submarine tactical move. If action is to continue on following moves the sequence
is repeated, but without the first turn special actions. The general turn sequence is: 1) Convoy Orders: 2) AXIS: Detection, move, fire, resolve. 3) TORPEDOES: Move, resolve 4) ESCORTS: Detection, move, fire, resolve. 5) CONVOY: Detection, move, fire, resolve.
4. Second Air Movement: Air movement continues for the remaining three 30 second moves. Repeat the movement as explained in the First Air Movement. 5. Second Ship Movement: Ships may carry out evasive movement. This is half a move after the second air movement (the remaining three 30 second air movements). Again, only Escorts can change course and speed. The ships of a convoy must continue in their columns. Repeat the movement as explained in the First Ship Movement. This concludes the first turn of the air attack tactical move. If action is to continue on following moves the sequence is repeated with the general turn sequence: 1) First Air Movement 2) First Ship Movement 3) Second Air Movement 4) Second Ship Movement
Resolving Golden Comb attacks against escorts. Each escort between the convoy and the point where torpedoes were dropped tests for an attack by two torpedoes, from the quarter angle. Reduce the total number of torpedoes remaining for other attacks by the number of hits on the escorts. Resolving Golden Comb attacks against a convoy. The torpedoes were aimed to generally close on the centre of the convoy. The Axis player can divide the number of remaining torpedoes (after the attacks on escorts) against convoy ships of the nearest (outside) column, up to a maximum of six torpedoes per ship. As above, attacks are resolved from the quarter angle, the number of remaining torpedoes is reduced by the number of hits and any hits are resolved immediately. Torpedoes that did not hit the outer column can then be divided against ships of the next column with up to a maximum of four torpedoes per ship. As above, attacks are resolved from the quarter angle, the number of remaining torpedoes is reduced by the number of hits and any hits are resolved immediately. The remaining torpedoes can be divided against the ships of the next column with up to a maximum of two torpedoes per ship. As above, attacks are resolved from the quarter angle, the number of remaining torpedoes is reduced by the number of hits and any hits are resolved immediately. If there are any torpedoes remaining, continue to resolve the chance of hits for the next column of the convoy until the torpedoes run out of range or reach the last column of the convoy.
with AA fire. Any results are applied at once. It may also continue to fire on the 30 second move the aircraft passes over, but the result of the air attack is still resolved. ASW aircraft can drop their weapons at the point where the submarine is diving. They have no means of detecting where the submarine is after it dives below periscope depth unless it resurfaces. Aircraft can see a submarine at periscope depth and attack it. They need to be within 1,000 yds to see the submarine. Submarines may also be seen at shallow in some regions. If this applies it will be stated in the event boxes. Such a water condition does not occur in the Atlantic.
A2.5(b) Competent: These men have seen enough sea time to be able to run their ship quite well, deal with problems. They have experienced sea time, convoy operations, etc. This is the default crew skill level for most ships. A2.5(c) Veteran: These crews are either well-trained regular navy personnel, or a mix of them and war hostilities men who have had lots of experience and achieved the same level of competence as the regulars. A2.5(d) Skill Level Effects: The effects of crew skill levels are given below. Competent crews are considered the standard and there are no modifications for them. Detection: When checking for detection, use the following modifications: Inexperienced crews add 15% to the die roll for visual search for periscopes and use visual sighting range for the next smaller size on the sighting tables. They also subtract 2 from their ASW Search Value. Veteran crews subtract 10% from the die roll for visual search for periscopes. They also add 1 to their ASW Search Value.
ship models and players that wish to use the course change rules for ships as printed in the Convoy Tactical Rules are welcome to do so. When changing course, ships use the Angle of Turn Indicator to turn and move the ship. The damage cards lists the turn class used for a ship. The Angle of Turn Indicator is shown on page 11, with examples of how to place the indicator. To turn a ship, place the indicator with the turn rate of the ship at 90o to the centreline of the ship. The ship is then moved on the indicator for the number of knots the ships is spending turning. If the ship is spending more than five knots turning, the indicator is just repositioned and the ship is moved again until the turn is complete. There is no need to subtract for speed as that is included in the angle of each line. Convoy formations are limited to 45 turns, which Allied players must issue at least two Tactical Turns in advance. See section 2.4 Giving Orders to a Convoy for a discussion of maneuvering formations.
Gunnery: When rolling for gunnery Inexperienced crews subtract 1 from the gunnery attack number to roll. NOTE: If you are using the standard Convoy Tactical Rules, subtract 10%. Veteran crews add 1 to the gunnery attack number to roll. NOTE: If you are using the standard Convoy Tactical Rules, add 10%. Torpedo attacks Veteran crews add 10 to the base factor for torpedo attacks. ASW Attack Submarine Damage: When attacking enemy submarines: Inexperienced crews subtract 1 from all die rolls on the Submarine Damage Table. Veteran crews add 1 to all die rolls on the Submarine Damage Table. AA fire: When attacking enemy aircraft: Inexperienced crews subtract 1 from all die rolls on the Aircraft Damage Table. Veteran crews add 1 to all die rolls on the Aircraft Damage Table. Additionally, veteran crews may engage low flying aircraft, or fast moving enemy light attack craft, without the need to apply a strafe test to friendly ships beyond the target (see 7.3 AA fire Restrictions). Air attacks Veteran crews add 10 to the bombing, torpedo, rocket, and strafing table hit roll. Damage Control: When checking the Fire, Flooding, and Repairs table: Inexperienced crews add 1 to all die rolls. Veteran crews subtract 1 from all die rolls. Additionally, when damage inflicted on the ship indicates radar or asdic/sonar cannot be repair, these crews can still roll for repair.
convoy does not scatter, the attackers will move relative to it as usual.
Director KO (main guns only, if equipped) Gunnery Radar KO (main guns only, if equipped) Rough seas Night target (not illuminated) Target size V/Large Target size Large Target size Small, 30 knots or more Target size Small, under 30 knots Target size Very Small, 30 knots or more Target size Very Small, under 30knots Veteran crew (optional) Inexperienced crew (optional)
-1 -1 -1 -1 +2 +1 -2 -1 -3 -2 +1 -1
It is NOT permissible to add from the gunnery adjustments and turn a dash into a chance to hit. For each gun mount, roll a D10. If the die roll result is less than or equal to the number in the Gunnery Hit Table, taking into account any modifiers that apply, the target is hit. Resolve damage using section 8.1 Gunnery Damage.
The Gunnery procedure no longer requires a check against armour and there is no longer a need to check the FP rating for the number of hits. The FP ratings have been removed entirely.
Gunnery Basics
Select the firing and target ships. The firing ship must have detected the target and the line of sight from the firing ship to the target must not be blocked by any other ships. Measure the range from the bridge of the firing ship to the bridge of the target in nautical miles (2,000 yds per nautical mile). For each mount the player wants to fire, check the arc to make sure that the weapon can bear. Mounts in A and B positions are sited forward, and have a blind zone aft, within 30 of the ship's centerline. Mounts in X and Y positions are sited aft, and have a dead zone forward, within 30 of the ship's centerline. Weapons to port or starboard can fire at air targets anywhere on that side, but have blind zones within 30 of the ships centerline both fore and aft. Weapons sited in the Q position can fire either to port or starboard, but have blind zones fore and aft within 30 of the ship's centerline. Refer to the gunnery chart on the left of each ship damage card. It will show the type of weapon. Each column to the right has a range, in nautical miles (nm), at the top, while each row shows a number to be rolled on a D10 to score a hit. If the row shows a dash, then the applicable gun cannot fire to that range. NOTE: For example the HMS Rosemary card (on page 6) shows that at 5 nautical miles her 4 guns require a roll of 1 on a D10 to hit. The number is then modified using the Gunnery Adjustments below: 5
AA Hit: Reduce all AA values by 5, but not below 0 (zero). Magazine hit: Roll D10. 1-3 = Fwd magazine flooded, 4-6 = Aft magazine flooded, 7-9 central or secondary magazines flooded, 0 = Magazine detonation Ship blows up. If magazines flooded associated guns are out of action and critical flooding. If a magazine is already flooded, it cannot suffer a detonation hit. Vitals Hit: Critical flooding, 10 knots speed loss, and Roll D10: 1 - 4 = power lost to fwd guns, 5 - 8 = power lost to aft guns, 9 10 = power lost to all guns. Guns out of action until repaired. Bridge hit: Major fire and steering damaged. Roll D10: 1-4 = Turn to port, 5-8 Turn to starboard, 9-0 no turns allowed. Cannot make any turn changes until repaired. Near Miss. Engineering damage: lose 2 knots speed and minor flooding. Engineering damage: 3 knots speed loss and serious flooding. Engineering damage: 5 knots speed loss and serious flooding. Engineering damage: Speed restricted to half original speed. Engineering damage: ship comes to a stop until damage repaired. Minor fire. All radar, sonar, and searchlights KO until fire extinguished. Electronics. Roll D10, 1, 2= gunnery radar (GR), 3, 4=surface radar (SW) or general radar (GW), 5, 6 = air warning radar (AW). Unable to be repaired. 6
Hangar hit: If carrier there may be more than one hangar. Roll 2 D10 for the percentage of aircraft lost. Major fire.
F G H I J K
S T U V W X
Minor fire Serious fire Minor flooding Serious flooding Major flooding Critical flooding forward: Ship comes to a stop. Can be towed by the stern. Also, for Small and Very Small ships, all weapons out of action. Critical flooding aft: Ship comes to a stop but can be towed Also, for Small and Very Small ships, all weapons out of action. Fatal hull damage. Ship sinking
Destroyer (DD)
Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C S LAA Strafe A C P C M F 3 S C C P C P U U C A 3.5 A C C P S P O C U J 4 4.1 A A C P F P O I V JU 4.5 5.1 A A AC PH F HP IO CIS W JV 5.25 5.5 A AC ACH IPV FH CPU OV CV AI JW 5.9 6 AC ACH ACI IPW CFN PSV COV CW AW DKT 7.1 7.5 AA AU ACV PW CFN OPV HPW CTW AK DX 8 8.2 ASU AW ACW CPW FNO COW CPW CW KX DY 11 12 ACV ACV CHW APW AFN COPT ACPT CKW AFX AAY >13 AACG ACHW ACIW ACJP AFJN ACOPW ACPT CCKW DEFK Z
Old Destroyer (DD), Destroyer Escort (DE), Torpedo Boat (TB), Frigate (PF), Sloop (PG)
Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C S S LAA Strafe A C C P S S F 3 S C C P C O U F A H 3.5 A C V P S H O F AU I 4 4.1 A C AS P SU U W F AV CJ 4.5 5.1 AA CC ACO IPS FC PU OV CI AW JM 5.25 5.5 AA AC AC JPV CFP CPV OW CW AJW KS 5.9 6 AAC ACU ACV APW CFP PSW OV CX CY DKT 7.1 7.5 AAC ACU ACU PJ CF OPW IPW CV KO DX 8 8.2 ACU ACV ACW CPW EFN CP CPU CPV OY FX 11 12 ACU ACU CHU APW AFN COP CPS CPV OX FY >13 ACV ACCU CCHU APSW AEFM AOP CPT FX OY Z
Corvette (PGE), Minesweeper (AM), Small Escort (PC/PCE), Aux Warship (AUX)
Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C B B LAA Strafe A C C F P T S AF 3 A AC C E F H I J OP F 3.5 A AC C E F H I J OP FI 4 4.1 A AC CI AE DF HS IS FJ TO FIP 4.5 5.1 AA AC CIO IMS CFN PV OW CJV AIW JMP 5.25 5.5 AA AA ACIV KPW CFP CPV OW CW AJW KS 5.9 6 AACV ACW ACSW APSW CFSP PTW OTW AX AY DX 7.1 7.5 AAC ACU ACU PJ CF OPW IPW CV DX Z 8 8.2 FD FD FD TX TY Z Z Z Z Z 11 12 Z Z Z Z Z Z Z Z Z Z >13 Z Z Z Z Z Z Z Z Z Z
Trawler (Tr), Motor Launch (ML), Large Motor Torpedo Boat or Motor Gunboat(PT/MTB/MGB)
Die Roll 1 2 3 4 5 6 7 8 9 0 MG A A H H S F 20mm25mm A A A S P P F FS DE Strafe A AA AP E AF H IP JP LP DFH 40mm 2pdr A AA AAP AE FP HP IPP AJPP AAPP FJPP 6pdr A AF AHL AEP DFP HPS IPT AFIP AJPT DFKPP 3 4.1 G AIPP AFJP MPTV APKW SX TY TX Z Z 4.5- 5.1 G AAIP AAJPP AAE TY TX Z Z Z Z 5.25- 5.5 TX TX TY TY Z Z Z Z Z Z >6 TX TY Z Z Z Z Z Z Z Z
Small Motor Torpedo Boat (MTB) and other very small craft
Die Roll 1 2 3 4 5 6 7 8 9 0 MG A A A S H FH 20mm25mm A A P AH AS HP PH FI FS DE Strafe A AA AP E AF FH FIP KP ALP DFI 40mm 2pdr A AS AP AE FP FIP JP AJ AP FJP 6pdr A AF AAIL AAEP ADFP AHPS AIPT AFJPP AAPTV TX 3 4.1 FH AAIPP AFJP APTW APPK PSX TY TX Z Z 4.5- 5.1 G AAJPP AAKPP TX TY Z Z Z Z Z 5.25- 5.5 TX TY Z Z Z Z Z Z Z Z >6 TX Z Z Z Z Z Z Z Z Z
* - Use the Explosive Cargo line for tankers (Tn in Convoy) and merchants carrying volatile cargo (Fr/e in Convoy). Use the General Cargo line for all other merchants and passenger ships.
10
CLASS A CLASS B
5 4 3 2 1
CLASS C CLASS B
CLASS A
4 3 5 2 1
CLASS B CLASS A
CLASS B CLASS B
3 2 1
CLASS D
CLASS C CLASS D
CLASS C CLASS D
ANGLE OF TURN INDICATOR Place the indicator with the turn rate of the ship at 90deg to the centreline of the ship. The model is then moved up the speed markers for five knots. The ship is then turned again until all current speed is expended. There is no need to subtract for speed loss due to turning as that is included in the angle of each line.
CLASS A CLASS B
5 4 3 2 1
CLASS A CLASS B
5 4 3 2 1