Order of Battle.pdf

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New Rules
This chapter details some changes to the main Victory at Sea rulebook, and adds many new options for budding admirals to try
in their games. These additional rules are by no means necessary to enjoy a good battle, but you will find they add a degree of
realism and will provide you with many new tactical choices within a game.

Official Rules Changes for Victory at Sea

These are official changes to the Victory at Sea rulebook, adding a little more realism to the game and streamlining play.
Moving: A ship must move half of its current Speed (not maximum Speed) before it can execute a turn.
Flank Speed!: This Special Action increases a ship’s movement by 1”. There is no modifier to Attack Dice on ships that have
executed a Flank Speed! Special Action.
Attacking: There is a +1 bonus to all Attack Dice for all turret and secondary weapons to any target within 10” unless the target
is obscured by smoke. Secondary Armaments ignore the -1 Attack Dice penalties when attacking vessels moving 7” or more.
Torpedo Belts: Torpedo Belts only give protection to side hits - hits to fore and aft score damage normally. For every hit a
Torpedo scores on the side of a ship with the Torpedo Belt trait, roll one dice. On a 4 or more, the Belt itself has been hit and
the Attack Dice be re-rolled.

Torpedo Attacks, Tubes and Reloads: No torpedo attacks may be made by a ship in the same turn that it executes an Evasive!
Special Action.
Torpedo reloads for submarines in all navies are limited to one extra salvo (two shots total). Cruisers of the Imperial Japanese Navy with
Slow Loading torpedoes have reloads for two extra salvoes (three shots total) while Japanese destroyers with Slow Loading torpedoes
are limited to one extra salvo (two shots). The Slow Loading Special trait as described in Victory at Sea remains unaffected.
Torpedo tubes will be treated as turrets when applying damage results due to being Crippled. They may never be fired through
In addition, all damage scored on civilian vessels by torpedoes is automatically doubled.
Observation Aircraft: Observation Aircraft are no longer represented on the tabletop during games, unless being used in an ASW
capacity, and do not affect combat or Initiative. The Aircraft Special Trait may not be eliminated when a ship becomes Crippled (it
is assumed that the ship has its planes in the air at the start of the battle).
Observation Aircraft do not affect the launching/owning ship’s Attack Dice and
do not provide an Initiative bonus. They may be outfitted for Anti Submarine
Warfare as detailed on page 16. For further uses of Observation Aircraft see the
Hunting the Beast chapter, page 29.
Smoke: Ships may fire through Smoke created by friendly vessels with the following restrictions: the ships firing must have the
Radar trait, normal range penalties apply to the friendly firing ships, no AD bonus is given to ships within 10”, anti-aircraft fire
from friendly ships is subject to a -1 penalty to AAA Attack Dice, and torpedoes may not be fired through smoke. The rules
for the automatic Command Check, placing and removing Smoke Counters, and enemy targeting through Smoke as stated in
Victory at Sea remain the same.

Jean-Louis FAUCHON (order #5116343)

New Rules

Weak: Weak weapons incur a -1 modifier to all Damage Dice rolls, and only inflict Critical Hits on targets with an Armour score
of 3 or less. Critical effects remain the same, but only one extra point of Crew and/or Damage may be lost due to a Critical Hit
from a Weak weapon.