WW2 Naval Rules

WW2 Naval Rules

 

Ships

Type

Speed

Main Salvo

Secondary Salvo

Armour

Battleship

7

A

C

A

Heavy Cruiser

7

B

D

B

Light Cruiser

8

C

--

C

Destroyer

9

E

--

D

Patrol

8

--

--

E

 

Command

One ship will be nominated your flagship. Each side will have a command rating of either poor, good or exceptional. A ship must remain within the command radius to be under control. A ship that is out of control will move half speed directly forward, unless the owner pays extra command points to move it as he wishes.

 

Command

Radius

Poor

10

Good

14

Exceptional

18

 

Turn

1. Initiative

Each player rolls 1d6, the higher roll is the first player.

 

2. Command

The first player does his command phase, then the second player does his.

 

First roll 2d6. This will be your command points (CPs) for this turn. CPs can be used to do a number of things, these are listed below.

 

CPs

Action

1

Move a ship an extra inch (max +2)

1

Fire a ships Main Salvo (once per turn)

1

Fire a ships Secondary Salvo (once per turn)

2

Put a ship that is outside command inside command for this turn

1

Turn a ship 45-degrees (must move 3 before making a turn)

1

Fire a torpedo

 

All ships must move at least half their speed during your command phase.

 

All shooting attacks are paid for and declared during this phase, but are not worked out until the next phase (shooting).

 

3. Shooting

Now all shooting is worked out simultaneously. To work out Salvo shooting cross-reference your Salvos class with the targets armour class. Then throw 2d6. If you score the first number then minor damage is done, if you score the second number then major damage is done, roll 1d6 on the major damage table.

The number in brackets next to the gun class is the range. 

Torpedoes move 8 every shooting phase, for 2 consecutive turns. If they hit they count as a C class gun.

 

Target’s Armour

Gun Class

A(36)

B(30)

C(24)

D(18)

E(12)

A

6/9

6/10

7/10

7/11

8/11

B

6/8

6/9

6/10

7/10

7/11

C

5/8

6/8

6/9

6/10

7/10

D

5/7

5/8

6/8

6/9

6/10

E

4/7

5/7

5/8

6/8

6/9

 

Major Damage Table

1-2

-1 Speed

3-4

Cost 1CP to make ship under command if within radius, 3 if not.

5-6

Main and Secondary Salvoes downgraded one class

 

2 Minors = 1 Major

2 Majors = Sunk 1