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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.

A2.0 Alternative Turn Sequence


Note from Mal: Players that wish to use the turn sequence as printed in the Convoy Tactical Rules are welcome to do so. The following turn sequences are the original playtest sequences and are very fast to use. Section 2.1 of the Convoy Tactical Rules is replaced by sections A2.1, A2.2, A2.3, and A2.4.

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.

A2.1 Surface and Submarine Tactical Turn Sequence


Use this turn sequence for actions between surface ships and submarines. If Anti-Submarine Aircraft are available for a convoy, refer to rule O2.4 for the interaction changes. Each Surface and Submarine Tactical Turn represents 3 minutes. 1. Convoy Orders Phase: If the convoy is to alter course the Commodore issues the order now, giving course and time. It will not go into effect until the convoy move phase three tactical turns (nine minutes) later. Remember the convoy remains stationary in the centre of the playing area. All other ships, submarines, wrecks and etc. will eventually be moved relative to the convoy.

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

A2.2 Air Attack Tactical Turn Sequence


Use this turn sequence for actions between surface ships and aircraft. Each Air Attack Tactical Turn represents 3 minutes broken into 30 second movement segments for the aircraft. 1. Long Range Phase: Aircraft appear as per the event boxes. If the event box states that attacking aircraft can be intercepted by CAP or a CAM fighter, the attacking aircraft are detected at long range and placed on the edge of the playing area. Then the fighter interceptions are resolved. Aircraft detected at long range are placed on the edge of the playing area. They are also stated to be at high, medium, or low level and declared to be just under 4nm from the nearest escort of the convoy along the angle of approach, and in long range AA range of that ship. The angle of approach and height will be the prerogative of the Axis player unless the Event Boxes state otherwise. If the escort does not have long range AA the aircraft still starts in that range. Long range AA fire is now carried out by all ships in range of the aircraft. Dont forget they are still just under 4nm from the nearest escort, so many may not be able to reach. 2 First Aircraft Movement: Aircraft are now moved the distance allocated for them in the aircraft combat values. At the end of this all ships eligible to engage them with AA fire may do so, with the range being measured from the nearest point to the firer that the aircraft reached during their movement. At any point during the move, the aircraft can carry out torpedo attacks, providing it is flying at low level. At any point when an aircraft passes over a target it may carry out a bombing attack. The effects of AA fire take place immediately, except on the move that an aircraft passes over its target for bombing. When the aircraft passes over the target the bombing attack is carried out first, then the AA carried out, and finally the results of both resolved. Aircraft carrying out strafing attacks must be at low level and can only engage one ship during the 30 second move it fires. AA fire against an aircraft strafing takes effect first. The strafing attack is only resolved if the aircraft survives to carry it out. Air movement continues for a total of three 30 second moves. During each move, ships may engage aircraft with AA fire at the closest point they reached to the firer during their movement. 3 First Ship Movement: Ships may carry out evasive movement. This will be half a move after the first air movement (three 30 second air movements). However, only Escorts can change course and speed. The ships of a convoy must continue in their columns. Evasive moves may allow more AA guns to bear either during approach or departure. 2

A2.3 Air Attack Turn Special Notes


Close and surprise air attacks. Some event boxes provide for aircraft to be placed on the playing area at close range and to carry out their attack before AA fire can be directed at them. In these cases the aircraft move to the target from their entry point, at their best speed and carry out an attack. They will then move an additional 30 second move. The range they are then at, is the one taken into account when the ships reply with AA fire. The normal rule of taking the range from the closest point the aircraft passed to the firing ship, is ignored. Multiple attacks. Aircraft with more than one attack as part of their combat load (for example, an aircraft with 4 light bomb attacks) may choose to use them all against one target or chose to attack multiple targets. However, only one target can be attacked per 30 second air combat move. Luftwaffe Golden Comb attacks are the only exception to the above and to standard aerial torpedo attacks. In these cases aircraft with two torpedoes may drop one half way through a 30 second move, and the second at the end of the same 30 second move. The torpedoes are intended to be aimed at the general body of a convoy formation. They cannot be aimed at escorts, or a mix of escort and convoy. The procedure was to drop a torpedo on one bearing, bank slightly and drop the second on another bearing. The intent of a Golden Comb attack was to present the columns of a convoy with the problem of numerous aircraft dropping two torpedoes each within a space of a few seconds. With multiple attackers and multiple torpedoes in the water it was obviously very hard to take any action to avoid them and to keep track of all the torpedoes dropped. These attacks were only used against convoys to Russia and on a few isolated occasions in the Mediterranean. Golden Comb Torpedo Attacks were designed to have torpedoes entering the convoy on two angles closing on the centre. In general, these attacks are treated as submarine torpedo attacks with the range for each attack determined from the point where the torpedoes were dropped. The attacks are always resolved as coming from the quarter angle, never the beam, bow, or stern. Also, Step 4 (checking for intervening targets) and Step 6 (checking for hits beyond the target) of the Torpedo Attack Procedure are skipped. Resolve the attacks using the following procedures.

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 Skill Levels (Optional)


Section 2.5 of the Convoy tactical rules is replaced by section A2.5. Note from Mal: The following rules expand the description of the crew skill levels and changes some of the modifiers for crew skill levels. [Replace Current Rule]: Total war results in a dilution of experienced pre-war regulars in order to man ships from reserve and new construction. To fill out the numbers, men were called up from the pre-war Naval Reserve and others joined the Volunteer Reserve. Still more signed on for war hostilities service only. The newcomers were from a wide range of civilian occupations and many had never been to sea before. Some navies did attempt to hoard the regulars in first line ships but this was not always possible, especially when emergency war construction saw lots of new ships joining the fleets. In the Royal Navy the regulars forming the crew of many of the sloops, were retained in order to provide convoys with some ships of higher than average efficiency level. This was particularly the case with sloops of the Black Swan class, with even those completed during the war receiving the very best of available drafts. Nonetheless, after a few years at sea many wartime recruits did achieve a high level of efficiency and, at worst, were at least competent at their jobs. But the remorseless churning out of new ships that required crew often meant even these had to be thinned out in order to man the new ships. The loss of trained men also made it difficult to find enough experienced crew for new construction. Ships such as trawlers, corvettes, and frigates could be expected to have a high number of inexperienced crew. This was particularly the case with Canadian ships because their tiny pre-war navy did not provide many trained crews to draw on. Old destroyers and escorts taken out of reserve for war service were traditionally crewed by naval reservists who were reasonably competent but certainly not veteran. Even with veteran or experienced men aboard, a new ship could require some time to work up into full efficiency and for the men to become completely familiarized with the ship. New and unfamiliar equipment provided another set of problems. For the purposes of the Convoy Tactical Rules, the crew types have been divided into three groups. NOTE: The use of these extra rules is optional and probably best used by experienced players. A2.5(a) Inexperienced: These men have been given basic training and know how to operate their equipment. But they have not yet been through the rigors of keeping it working under difficult conditions. They can carry out reasonable tasks, but may fail under pressure. A newly commissioned ships crew may come into this category. 3

A2.4 Anti-Submarine Aircraft


Some event boxes state that an ASW aircraft will be present with the convoy on a following move. The SOE will decide where it is located by placing a model aircraft on the playing area near the convoy. It can be ahead, port, starboard, or astern. This is done at the end of the current Map Movement, but before the next event box is consulted. If an escort carrier is present and has a CAP (Combat Air Patrol) in the air, this is again indicated by placing a model appropriately. This is done at the end of the current Map Movement and before the next event box is consulted. Note that a CAP can be comprised of fighters or ASW aircraft, if both are present. They should be separately marked. If a submarine is surprised on the surface, or detected by an escort; the ASW aircraft present may launch an attack. Air ASW attacks are carried out in 30 second phases, with the aircraft moving first. Then the submarine will test for detection. If it detects the aircraft it may dive or crash dive in its own move. By moving the aircraft in 30 second steps it is possible to tell if the submarine saw the attacker in time and if it dived, what depth it had reached at the time the attack takes place. On occasions an aircraft may remain unsighted until it actually carries out its attack, it is permitted to drop its weapons and conduct a strafing attack to the submarine. In this case the submarine may only fire its AA after the attack has been resolved. A submarine may not use AA fire while diving. If an aircraft is sighted approaching, the submarine commander must declare that he is either diving, or remaining surfaced to fire at it. If the submarine detects an aircraft while it is more than one 30 second move away, the submarine may engage the aircraft

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.

A5.0 Alternative Surface Combat


Note from Mal: Players that wish to use the gunnery system and damage charts as printed in the Convoy Tactical Rules are welcome to do so. The following rule is the original gunnery system as playtested and is very fast to use. It only requires players to consult the die roll to hit and, if a hit is scored, to check for the damage inflicted. The intermediate steps are all removed. Chapter 5 Introduction and section 5.1 of the Convoy tactical rules is replaced by section A5.0 and A5.1. These do not occur often in many Atlantic convoy games. However, in the Arctic, Mediterranean, and other areas they are often part of a convoy run. Playing out surface actions that are not yet close to the convoy are best conducted on a separate game surface. Ships on this area can still be moved relative to the convoy and indeed can be moved on that area as they get closer too, or further from the convoy. When a surface action does involve the convoy directly, it is best played out with the attackers at one end of a long wargame area and the convoy at the other end. All the usual relative movement factors are used just as in a normal game. If ships of the convoy are ordered to scatter, they should be kept track of on paper. The surface battle can continue, but this time the paper track is used to see where the scattering merchants are relative to the enemy surface units, instead of the other way around. In other words the surface action becomes the planet and the ships scattering are the satellites. For this purpose it is best to settle on one enemy ship as the centre point. If for example the Tirpitz was to attack a convoy, she would become the central point. The movement of everything else would become relative to her and adjusted accordingly each move. This will enable players to determine if any merchant ships are in range of the large surface attacker. Smaller actions make it simpler. In the case of a raid by destroyers or motor torpedo boats, for example, the convoy can remain the central point and everything else is still moved relatively during the battle. In general, it is only during the direct intervention of major surface units against a convoy that scatters where there is a need to change the sequence of the usual moves. If the 4

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.

A3.2 Ship Course Changes


Note from Mal: The following rule is one of the methods used when the system was playtested, since some players preferred using a turn indicator instead of the advance to turn method. This rule really depends on personal preference for moving the

convoy does not scatter, the attackers will move relative to it as usual.

A5.1 Gunnery Procedure


The gunnery rules have been designed for simplicity and speed of play. There is no need to test for armour, because when referring to the damage charts you will find that hits of various calibre will not do any more damage than could be expected against the target type. Therefore, you do not need to fear a small calibre shell smiting a battleship because it is just not going to happen. Small calibre hits against larger targets will be of little more than annoyance. Large calibre hits will inflict a lot of damage against smaller targets as would be expected. The need to check for more than one hit from a mounting has been eliminated. Instead multiple mounts have been given more chance of hitting. Therefore in a surface action a ship with twin or triple mountings will have a greater chance of hitting per mount firing, than a single mount of similar type. In play testing we did it both ways. That is to say using the method described above, and more conventional wargame rules with tests for the number of hits per guns firing. It was concluded that the ratio of hits from the method used in convoy was much the same as the several conventional rules tested. As the method given saves considerable time, I have adopted it to keep play moving fast. However, if wished you may, as always, use other rules of your choice to resolve surface actions.

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.

A8.1 Gunnery Damage


Note from Mal: The Gunnery Damage Chart is similar to that in the Convoy Tactical Rules, but no longer has divisions between penetration ability and no penetration ability and only requires a roll of a single D10 per hit. Section 8.1 of the Convoy tactical rules is replaced by section A8.1. [Replaces current Rule]: Use the Gunnery Damage Table for the correct type of target ship. The gunnery damage table for submarines is part of the Damage to Submarine Table. Find the correct column on the table based on the size of the gun causing the damage. Roll a D10 for each hit and look in the appropriate box. The effects of each letter in the box are described on the Gunnery and Bomb Damage Table.

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

A8.3 Bomb and Strafing Damage


Section 8.3 of the Convoy tactical rules is replaced by section A8.3. [Replaces current Rule]: To determine damage from strafing attacks, use the strafe column on the Gunnery Damage Table for the correct type of target ship to determine damage. For submarines use the LAA column on the Damage to Submarine Table. For bomb attacks, use the Bomb Damage Tables to determine the damages to ships and submarines from bomb attacks. The table used depends on the bomb attack type. Find the correct line on the table based on the type of target ship. Roll a D10 for each hit and look in the appropriate box. For ships, the effects of each letter are described on the Gunnery and Bomb Damage Table. For submarines, the effects of each letter are described in the Submarine Damage Table.

Example Ship Damage Card

GUNNERY & BOMB DAMAGE TABLE


A B One gun mount knocked out. One Secondary or tertiary gun mount knocked out. N O Electronics Hit: 1st Hit = Wireless/signal bridge hit. KO. 2nd Hit = TBS KO. 3rd Hit = visual signals KO. ASW system KO. Randomly determine which system is destroyed. Roll D10, if roll is 1 = weapons detonate, fatal damage and ship sinks. Torpedo mount KO. Randomly determine affected torpedo mount. If no torpedo mounts, minesweeping gear is destroyed.

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.

One Catapult K.O: If aircraft aboard, one is destroyed. Serious 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

Gunnery Damage Tables Battleships (BB) Protection Class AAA


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA strafe C 3 C 3.5 C 4 C 4.7 5 C CS 5.5 5.25 C CS 6 6.1 CS B R 7.5 S B G B R L C B BC T 8 S BC G B R N U B NBC T 11 12 G BC BC BC CR BC V V LN F 12.6 13 G A CF BC RU BC HU CG LN E 13.5 14 G AC CF BC RV BCV CH BH LN E 15 G AC CF BC RV BCV CH BI EL D 16 G ACC CF BC RW BCV CH BI EL D 18 G ABC CF BBC RW BCW IC BCI EL D

Battleships (BB) Protection Class AA


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA strafe C 3 C 3.5 C 4 C 4.7 5 C CS 5.5 5.25 C C CS 6 6.1 C CS B R 7.5 S B G B R L C B BC BT 8 S BC G B R N V BC NBC BT 11 12 G BC BC BC CR BC V V LN E 12.6 13 G A CF BC RU BC HU CG LN E 13.5 14 G ACC CCF BCC RW BCW HCC BHS LNU D 15 G AB BCF BBC CRW BBW CHS BJM CEM D 16 CG ABC ACF BBC CRW BCW BCI BJL BE D 18 CG ABBC ACF BBC CRW BBW BCI BBCJ BEL D

Battleships (BB) and Battlecruisers (BC) Protection Class A


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA Strafe C 3 C 3.5 C 4 C C 4.7 5 C C CS 5.5 5.25 C C C CS 6 6.1 C C CS CS BT R 7.1 7.5 S B G B R L CU BU BCU BTU 8 8.2 T BCC H B R LN BCV BCC NBBC BBT 11 12 CG AC BC BB BCR BCC W W LNJ D 12.6 13 CG AB ACF BBC BRU BBCW HW CJ LMN D 14 15 H ABC ACCF BBCC BCRW BBCW BCH BKMQ CEM D 1618 H ABI ABCF ABCC BCRW BBCW BCHS BKMQ CCEM D

Cruisers Protection Class CA


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA Strafe C 3 S C 3.5 CS B 4 C C CS BC HT 4.7 5 CC CU SU L N U F BT 5.5 5.25 BC BU R L M CU F CQ 6 6.1 A CC BU BV R I CQ CU FC H 7.1 7.5 AC CU HU BV RQ IV H HU FC BCT 8 8.2 AB BCU GEU AU RJ GU HU HV FBC D 11 13 ABC BCV HFU ASV CRJ CGU GUC HVC FVC D >13" ABB ABCV IFV TW BQV VI IVCC JWB EW D

Cruisers Protection Class CL


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA Strafe C C 3 S C 3.5 B H S 4 B CC BC H HS 4.7 5 B B CC CU SU G H U F I 5.5 5.25 A B BC BU R H H CU F E 6 6.1 A AC BU BV RH I H CU FC E 7.1 7.5 AC CU GU BU RI IU H HU FC EC 8 8.2 ABC ABU GEV AV RJW GV HV HW FBC D 11 13 ABB ABCV IFU TV CRU VH IUC JWC EW ABC >13" ABV ABCV IFV ATW ACQW WBBC HVCC JWAB DX DYT

Fleet Carriers (CV) Light Carriers (CVL)


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA Strafe C C 3 S C 3.5 S S CT 4 C C CS CS ACS 4.7 5 C S G H CI HU NC RS AV US 5.5 5.25 C S CG AG CH GL MU QU RU AIV 6 6.1 C CS AG AH CH GU NMU QV RV AHW 7.1 7.5 CC CCS AH FH HU HU HNU IVM IUS AJV 8 8.2 CC CCS ACH FH HLU HMU INTU IVM IVT AJW 11 13 ACC AG AQU LMU NV ESR AFV XRS IVA XD >13" ACCV AFIV AQV LMV NW MEV AIW XRS JWAC AYT

Escort Carriers (CVE)


Die Roll 1 2 3 4 5 6 7 8 9 0 MG LAA Strafe C F M 3 C C FS 3.5 S S CT 4 4.1 C C CS CS ACS 4.5 5.1 G S G H CI HU NC RS AV US 5.25 5.5 G S CG AG CH GL MU QU RU AIV 5.9 6 CH CS AG AH CH GU NMU QV RV AHW 7.1 7.5 CH CCS AH FH HU HU HNU IVM IUS AJV 8 8.2 CH CCS ACH FH HLU HMU INTU IVM IVT AJW 11 12 CH AS AR CIU MU CS AHT WR IU FJ >13 CH AFH AQV LNV MV ETR AIW XRS IWA YT

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

Very Large Merchant Ships (includes Passenger liners, etc)


Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C N A LAA Strafe S S C C H HN AS 3 S S C C C HN CH AS 3.5 G S CT C C HN CH AH AS 4 4.1 G S T CT C CN FH CH AH AIS 4.7 5 G S T CT CN CS FH CH AH AIT 5.25 5.5 G S T CN CS CT FI CI AI AJT 6 6.1 G NS FCS CT CT CT FJ ACI AJW AKT 7.5 CGT NT FCT CT CT CIT AFJ ACJT AJW AKTV 8 ACGT FNT FCTV CTV CTW CJTW AFJW ACJW AKW AKTV 11 -13 ACGTV FNTV FCTW CTW CTX CJTX AFJX ACJY AKY AKTY >13 ACGTW FNTW FCTX CTX CTX CJTY AFJY ACJY Z Z

Large Merchant Ships


Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C C N A LAA Strafe S S S S C H CH AS 3 N C CH HS HU HS AH CH HS 3.5 N H CH HS H AHS H HSU HTV 4 4.1 A G HN CHS HS HS AH FH IS CTV 4.7 5 AN GS GU CHU HV FHT AIV CIS ISW ITW 5.25 5.5 AGS GU GNS CHS HT FIU AIV CIV ITW JTW 6 6.1 AGU CGU HNS CHSU HV AIVT CIW FIWT JTW KTW 7.5 AGS CHS CHNS ACHS AFHS AIS CJTW KTW X Y 8 AHS CHNS CFIS CINS AIS CIT FKTW TX TY Z 11 -13 HNSU CNISV CNITV ACITV CJTV KTV XT YT Z Z >13 NISV NJTV AKTV CKXY CCXT YT YT Z Z Z

Medium Merchant Ships


Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C C C N A LAA Strafe S S F C H CH AS 3 C NS AC CH H H CHS ABH CBH FHT 3.5 CI N H CH H HS AHS H HSU HTV 4 4.1 CG GS HN CHS HS HS AH FHT IST CTW 4.7 5 GN HS AHS CHT HT FHT AIS CIT IS IT 5.25 5.5 CG CG GNS CHS JT FJ AJ CK KT KTW 6 6.1 GU GU HNS CHSU HV AIVT CIW FIWT JTW KTW 7.5 GS HT HNT CHT FHT AIT TX TY Y Y 8 AHT ACHT CCHT ACIT AFCT AFKT AFKT TX TY Z 11 -13 HNSU NISV NITV ACITV CJTV KTV Z Z Z Z >13 FNISK FNKTW TY TX Z Z Z Z Z Z

Small Merchant Ships


Die Roll 1 2 3 4 5 6 7 8 9 0 MG C C C C C N A LAA Strafe S S S FC FC H CH AS 3 C IN ACI CH AI IS CIS ABI CBI FIT 3.5 AC INS ACJ CI AIS IT CIT ABJ CBJ FKT 4 4.1 ACG INS ACJ CIS AIT CIT CJT ABJ BJT FKT 4.7 5 GN HS AHT CHT CIT FJT AJT CKS KT XT 5.25 5.5 AGS AGT HNT CHT JT CJT CWT FWT JTX KTY 6 6.1 AGS CHT HNT CHT FHT AIT AWT KTY JTX Z 7.5" - 8" NISV NITV ACITV CJTV KTV Z Z Z Z Z >8" FNKTW TX TY Z Z Z Z Z Z Z

Bomb Damage Tables Light Bomb Attack Damage Die Roll


Ship Type BB-AAA BB-AA BB-A BC CA CL CV CVE DD DE TB PF PG PGE PCE AM TR AUX SS Explosive Cargo* General Cargo* 1 C C G G G 2 S C C G G H H H 3 R R G G F H C H 4 S C M G H H H S H 5 C C N GH AH H V SH I 6 N N F H AI H IV SH I 7 M M B H ACI HS HV TH J 8 B B G H F IS FV TI J 9 G G S H P IS W J J 0 S S T HC U JV W US T

Medium Bomb Attack Damage Die Roll


Ship Type BB-AAA BB-AA BB-A BC CA CL CV CVE DD DE TB PF PG PGE PCE AM TR AUX SS Explosive Cargo* General Cargo* 1 G G G G G G H G G 2 G G B C H H IU I IW 3 G C C C I H IU C IS 4 C F B S I H IV TI IV 5 C C CB CS JP JU JW TH JS 6 C H AF HS VA JV KW THU ITU 7 B B HS HT OA KV YCA TIU JTU 8 B H PN IT PW KW XCA TJV JTV 9 F H R Q F X Z X Y 0 M I TH FR D Z Z Z Z

Heavy Bomb Attack Damage Die Roll


Ship Type BB-AAA BB-AA BB-A BC CA CL CV CVE DD DE TB PF PG PGE PCE AM TR AUX SS Explosive Cargo* General Cargo* 1 G H H H I JS W W W 2 H I IS T WI JF WI JS W 3 CB IC JSP TR 0T WO KT JT WH 4 CS CB BH BI EP AJ XS TK WI 5 BHS CAB FJB FJW ACE WTA YTC X X 6 AHT AIT FTA CE AM YT Z Y Y 7 EI EJ JSA JQS DP D Z Z Z 8 WI WJ KSP QRT Z Z Z Z Z 9 WJ EL XS XT Z Z Z Z Z 0 FJ DK YTD YTD 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

5 4 ANGLE OF TURN INDICATOR 3 2 1 5


CLASS CLASS AA

ANGLE OF TURN CLASS C INDICATOR


CLASS D

4 3 5 2 1
CLASS B CLASS A

CLASS B CLASS B

ANGLE OF TURN INDICATOR

3 2 1

CLASS D

CLASS C CLASS D

ANGLE OF TURN INDICATOR

Ship rated as class D for turning

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

ANGLE OF TURN CLASS C INDICATOR


CLASS D

ANGLE OF TURN CLASS C INDICATOR


CLASS D

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