World War 1 and 2 Naval
rules
Steve Burt (shubniggurath@blackgoat.freeserve.co.uk)
The table is marked in dots in a hex pattern.
The table should be at least 40 hexes across its smallest dimension. 1:3000
scale models are best to allow a reasonable size of table. Each move represents
10 minutes of real time, and each hex represents 1 nautical mile, so ships move
1 dot per 6 knots, rounded to the nearest half dot.
Players move & fire one ship at a time.
Determine order using a pack of cards - red for one side, black for the other.
When your colour comes up, you can move & fire any one ship which has not
yet moved. Mark ships which have moved.
1. Remove any smoke generated by this ship
from last move
2. Announce torpedo fire. Fire guns if
desired.
3. Move and lay smoke if required
4. Fire guns if not yet fired and work out
effects
5. Work out torpedo effects
6. Fight fires, work out fire damage. Other
damage control
Fractional moves are done by moving alternate
‘Long’ and ‘Short’ moves e.g. a 32 knot vessel moving at max speed (5.5) does 6
hexes in a long move, 5 in a short
Turns-move Battleship 1, cruiser 2, destroyer 3, smaller 4
Cruisers and larger MUST always move 1 hex
forward before making a turn. Smaller vessels may turn on the spot. All turns
after the first must be preceded by a hex forward.
Gun / torpedo ranges / damage
Calibre |
Point Blank |
Short |
Medium |
Long |
Extreme |
Damage |
18 |
3 |
6 |
9 |
12 |
16 |
60 |
16 |
3 |
6 |
9 |
12 |
16 |
50 |
15 |
3 |
6 |
9 |
12 |
15 |
40 |
14 |
3 |
6 |
9 |
12 |
15 |
30 |
13 |
2 |
5 |
8 |
11 |
14 |
25 |
12 |
2 |
5 |
8 |
10 |
13 |
20 |
11 |
2 |
4 |
7 |
9 |
12 |
17 |
10 |
2 |
4 |
6 |
8 |
11 |
15 |
9 |
2 |
4 |
6 |
8 |
11 |
13 |
8-7.5 |
2 |
4 |
6 |
8 |
10 |
12 |
7-6.5 |
2 |
4 |
6 |
7 |
9 |
10 |
6-5.5 |
1 |
3 |
5 |
6 |
8 |
8 |
5 |
1 |
2 |
4 |
5 |
7 |
7 |
4.5 |
1 |
2 |
4 |
5 |
6 |
6 |
4 |
1 |
2 |
3 |
4 |
5 |
5 |
3.5 |
1 |
2 |
3 |
4 |
|
4 |
3 |
1 |
2 |
3 |
4 |
|
2 |
Smaller |
1 |
2 |
3 |
|
|
1 |
24" Torp |
1 |
2 |
4 |
6 |
8 |
120 |
21" Torp |
1 |
2 |
3 |
4 |
5 |
100 |
19.7" Torp |
|
1 |
2 |
3 |
4 |
80 |
Basic roll to hit per gun:
7 at extreme, 6 at long, 5 at medium, 4 at
short, 3 at point blank
-1 to roll if torpedoes fired at end on
target
-1 to roll if firing into or out of smoke
(cannot fire through smoke)
To roll numbers over 6, you must roll a 6,
then re-roll every 6
7 is 6, followed by 4,5,6
8 is 6, followed by 5,6
9 is 6, followed by 6
Firing AA armament at close range.
Divide AA factor by 1d6 at 1 hex, 2d6 at 2 hexes to get points damage.
Roll on critical hit table whenever
ship loses 10% of its points value.
Roll 1d6
1 Small
gun turret (if none, torpedo tubes)
2,3 Main
turret
4,5 Engines.
Lose 1 point of speed.
6 Special
roll 2d6 on table below
Turret hits can be ‘saved’ on a 4,5,6 by a
battleship, a 5,6 by a battlecruiser or heavy cruiser and a 6 by a light
cruiser to reflect the heavy armour in this area
Special Hits
2 |
Large fire |
3 |
Large fire |
4 |
Torpedo tubes or depth charges |
5 |
Medium fire |
6 |
AA gun nest |
7 |
Small fire |
8 |
Bridge No firing or turns next move |
9 |
Rudder - jammed till 5,6 thrown |
10 |
Firing control -1 to firing for rest of game |
11 |
Catapult or ASDIC |
12 |
Magazine - ship explodes and sinks |
Fires roll each move.
1,2,3 fire drops one class
4 fire stays same
5 fire goes up one class
6 fire goes up two classes
Fires may also do Points damage small fire
does so on 1, medium on 1,2, large on 1,2,3 10x die roll
If a large fire goes up, roll on the critical
hit table for each class it goes up.
(British Battle-Cruisers will explode if this
happens)
Rudder hit 1,2 jammed left, 3,4, straight ahead, 5,6 jammed
right. 5,6 to cure
Movement
Speed (knots) |
Move (hexes) |
Speed (knots) |
Move (hexes) |
1..4 |
0.5 |
23..25 |
4 |
5..7 |
1 |
26..28 |
4.5 |
8..10 |
1.5 |
29..31 |
5 |
11..13 |
2 |
32..34 |
5.5 |
14..16 |
2.5 |
35..37 |
6 |
17..19 |
3 |
38..40 |
6.5 |
20..22 |
3.5 |
41..42 |
7 |
Points value of ships is 2 per 100 tons for
warships, 1 per 100 tons for merchant ships.
1.5 per 100 tons for ships built before 1920
Merchant ships move at 2 (12 knots) and have
a points value of 50. Every time a merchant ship takes 10 points of damage,
roll 1d6:
1..5 Lose
1/2 point speed.
6 Explode
and sink.
Tankers add 1. Ammo carriers add 2
Planes
Move at 20 hexes for fighters and recce
aircraft, 16 for bombers and torpedo craft
They may stay up for a maximum of 12 moves.
Aircraft launched torpedoes require 5,6 to
hit if launched beam on, 6 if end on.
Bombs require 6 to hit if target travelling
at 6 hexes`, 5,6 if at 2..5 hexes, 4,5,6 if slower
Bombs do damage 500lb..30, 880lb..60,
1000lb..70
AA
May divide rating as required. divide by 1d6
vs torpedo aircraft, 2d6 against others. Round down to see how many are shot
down.
Air to air roll per plane
Attacker |
Defender |
|
|
|
Fighter |
Bomber |
Torpedo |
Fighter |
5,6 |
4,5,6 |
3,4,5,6 |
Bomber |
6 |
5,6 |
5,6 |
Torpedo |
6 |
5,6 |
5,6 |
Carriers will lose flight facilities until
repaired (5,6) for every ‘turret’ lost. British carriers with armoured flight
decks may ‘save’ such a hit from BOMBS only on a 5,6.
Mines
Consider there are 10 mines per hex. A ship
passing through a mined hex takes 10x2d6 damage, but a 12 is a lucky escape.
The minefield is cleared either when 10 ships have been hit, or by a
minesweeper. A minesweeper takes 2 moves to clear a hex, but up to 4 may sweep
a given hex in a turn, in which case they can sweep a complete channel between
them.
Submarines.
Subs are represented on table by up to 3
numbered blanks, each numbered blank being in three colours for surfaced
(Green), periscope (yellow) and deep (blue). Each blank should have an arrow on
it to show facing. The sub player should have a list of which blanks represent
subs. If blanks are in the same place at any time in the move, the sub may be
‘moved’ from one to the other.
May be at 3 depths:
Surfaced, Periscope depth (can still see and be seen ) and Deep
(blind). It takes 1 move to switch depths. The sub may not move when changing
depth.
Submerged subs move at only 1 per move.
A ship with ASDIC starting or ending or
passing through their hex may detect them. Roll during that ship’s move. Needs
a 3,4,5,6 at periscope depth, a 5,6 otherwise. If so, it may depth charge.
2,4,6 do that many points damage at periscope
depth, half damage if the sub is deep. For every 2 points damage a sub takes,
roll 1d6:
1 |
One set of torpedo tubes knocked out |
2 |
Engine hit. Sub reduced to half speed or dead in water (if already half speed) |
3,4,5 |
Forced to surface. May not dive again until it makes a repair roll (5,6) |
6 |
Sunk |
The depth charge and ASDIC rolls should be
made by the referee, or the sub commander if there isn’t a ref.
U boats can fire torpedoes in pairs, rather
than a whole salvo, if they wish, and may also reload tubes. They must keep
track of how many torpedoes they have left.
Reloading requires a whole move during which
torpedoes cannot be fired. Their torpedo arc is 120 degrees to bow (and stern
if stern tubes are fitted)
Visibility
In the day, can be up to 20 miles (perfect)
or a number of d6 (1..5) max 20. If variable, roll every move to see actual
distance. Radar always goes out to 20 miles. Roll at the beginning of every
long move to see if visibility changes:
1 gets worse 1 class, 6 gets better.
At night, all ranges are halved, rounding
down.
If something is in visibility, large things
like battleships are always seen. Smaller ones must be rolled for:
Cruiser-merchant ship |
2..6 |
Destroyer |
3..6 |
Small vessel |
4..6 |
U boat |
5..6 |
Modifiers
+1 if more than one ship
+1 per 2 miles less than max visibility
+1 spotting from a periscope
Periscopes can only be seen at all at half
visibility, and then require a 9, modified as above.
So in good visibility daytime, a periscope
needs a 9 at 9 or 10 miles, an 8 at 7 or 8, a 7 at 5 or 6, a 6 at 3 or 4, a 5
at 1 or 2 and a 4 if in the same hex. Of course, ASDIC equipped ships can use
ASDIC.
Periscopes are only considered as spotting
targets if the U boat has just fired.
Remember that EACH ship in visibility can
roll.