Order of Battle.pdf


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Crew: Coastal batteries have no Crew score.
Critical Hits: Critical Hits are determined normally but the results are determined on the following table;
D6
1
2
3
4
5
6

Damage
+1
+3
+3
+4
+4
-

Effect
All guns suffer -1 penalty on Attack Dice
One random Gun is destroyed
Each Gun can only fire on a 4+
No weapons can fire for 1D3 turns
Roll for each Gun, on a 4+ it is destroyed
Damage score to zero, entire battery destroyed

Example Batteries
Open 6” Coastal Defence Battery
Armour: 4+

Target: 5+

Weapon
8x 6” Guns

Patrol

Damage: 20

Range
26

AD
4

DD
1

Special


Hardened 15” Coastal Battery with 4 Guns
Armour: 6+

Target: 5+

Range
30
30
30
30

AD
1
1
1
1

DD
2
2
2
2

Special
AP
AP
AP
AP

Night Fighting

In the battles for supremacy of the oceans in World War II, conflicts happened night and day. Some of those battles, such as the
Japanese attack on Savor Island, were an exercise in superior night fighting tactics. Whether a sneak attack or a brave defence
of coastal assets, night-time battles were an aspect of war at sea that tested the worth of many naval commanders. In games of
Victory at Sea target acquisition, whether by radar or other means, is the most important factor for engaging enemy ships.
Illuminated Targets: Ships that are Illuminated are automatically spotted by all ships within 20”. Any fire at an Illuminated
ship ignores Attack Dice modifiers for night; the target is treated as if it were being engaged in daylight. However, the maximum
range of 20” remains.
Secondary Armament: Secondary Armament fired during night battles Illuminates the firing vessel. All ships within 10” of a
ship firing Secondary Armament at night will automatically detect it.
Searchlights: Any ship may Illuminate one enemy ship within 10”. Ships actively using searchlights are also considered to be
Illuminated and become legal targets for enemy fire. Searchlights are used at the start of the Attack Phase, before any shooting
takes place. The player who lost the Initiative declares all of his searchlights first, followed by his opponent.
Starshells: Starshells are fired by guns from the ship’s Secondary Armament, using 1AD (so ships with only 1 AD of Secondary
Armament must choose between starshell use and a normal attack).
Starshells can be fired to any point within range of the ship’s secondary armament (place an Starshell marker at the desired
location) with no Attack Dice rolls needed. All ships within 3” of a starshell marker are Illuminated. Starshell markers are
removed in the End Phase.

5
Jean-Louis FAUCHON (order #5116343)

New Rules

Weapon
Gun #1 (15”)
Gun #2 (15”)
Gun #3 (15”)
Gun #4 (15”)

Battle

Damage: 24