Victory at Sea.pdf
The ability to manoeuvre a ship into a position of advantage is vital. By outwitting an opponent, a player will gain the chance to keep his
ships at optimum range for their weaponry while keeping out of his opponents’ most dangerous fire arcs.
Once it has been determined who has the initiative for the current turn (see last chapter), players take turns to move their ships. A ship may
only be nominated to move once in every turn and every ship must be nominated. Players are not allowed to skip ships, even if it means
they will have to move into a position of disadvantage!
When nominated to move, every ship must be moved a distance in inches up to its Speed score. Unless the ship has had its Speed reduced
to zero due to damage, it must move at least one inch. All movement must be in a forward straight line.
Once a player’s ship is in motion, he will at some point want to change the direction of its movement. All ships have a Turning score, which
rates how quickly they can turn.
A ship may only turn once in each Movement Phase and it can only do so when it has moved at least half its Speed in a straight line. This
means no ship can simply turn on the spot – warships are extremely heavy and despite having very powerful engines, inertia will carry them
forward before their immense bulk can be redirected. At any point thereafter, a player may opt to turn either left or right (port or starboard
to nautical types).
A ship is never required to turn the maximum number of points its Turning score allows – it can turn at any lesser rate as well.
Ships may never be stacked on top of one another. A player may never end his movement ‘on top’ of another ship.
Those are all the rules players will need to know in order to move ships and begin attacking with them. However, there are a range of Special
Actions players can attempt instead of moving normally, from forcing an enemy ship to surrender to cranking up the engines in order to
increase speed. See the Special Actions Chapter on page 11 for a list of these Special Actions.
A player should place the Turning Counter next to his ship on the side he wishes to turn. He may then move the bow (front part) of his
ship a number of ‘points’ equal to its Turning score. Obviously, the higher the Turning score of a ship, the more points it can turn to face
and so the tighter it can turn.
Fleets with aircraft (such as fighters or torpedo bombers) operate in a slightly different initiative order. All ships are moved in initiative order
as normal. Once the ships of all fleets involved in the battle have been moved, the player who won the initiative must then choose whether
to move his Aircraft counters first or force his opponent to do so. Once this decision has been made, all counters of aircraft of the same type
in a fleet are moved at the same time. The opposing fleet then does the same with its aircraft. This is done to reflect the relative freedom of
movement aircraft have in battles involving huge warships and also keeps things quick and easy in battles featuring many aircraft.
Further details on using aircraft can be found in the Advanced Rules chapter.
Jean-Louis FAUCHON (order #4216215)