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purse $usface Combatin the Battleship Era, 1906 - 45 aC ea 1.0 INTRODUCTION 2.0 GENERAL COURSE OF PLAY 3.0 GAME EQUIPMENT 3.1 The Game Map 3.2 The Playing Pieces 33 Charts and Tables 3.4Game Seale 3.5 Game Equipment Inventory 4.0 SEQUENCE OF PLAY 4.1 Game-Turn Sequence Outline 4.2 Simultancity 5.0 COMBAT 5.1 Plotting Fire (The SiMove Pad) 5.2 Inhibitions and Restrictions on Firing 5.3 Multiple Ships Firing on the Same Target 54 Damage and Damage Control 5.5 Range Effects 5.6 Effect of Fire on Ship's 5.1 Visibility 5.8 Damage Point Table 5.9 Combat Results Table 6.0 MOVEMENT 6.1 Restrictions on Movement 6.2 Formations 6.3 Stacking 6.4 Acceleration and Deceleration During Movement 7.0 FACING 7.1 Facing Effects on Combat 7.2 Facing Effect on Movement 73 Radical Turning Costs 8.0 TORPEDO COMBAT [Screening Forces] 8.1 Multiple Effect 8.2 Restrictions and Persistence 8.3 Effect of Facing 8.4 Battleship Secondary Batteries 8.8 Effect of Damage on Torpedo Attack Execution 9.0 HOW TO SET UP AND PLAY 9.1 The Map 9.2 Initial Composition and Placement of Opposing Forces 9.3 Play After Contact and Ship Placement 9.4 Concluding A Scenacio 9.5 Victory Determination and the Value of Ships 10.0 HISTORICAL SCENARIOS 10.1 Dogger Bank, 24 January 1915 10.2 Denmark Strait, 24 May 1941 103 North Cape, 26 December 1943 104 Singora, 10 December 1941 10.5 Surigao Strait, 25 October 1944 10.6 Guam, 1935 (Hypothetical) 10.7 Jutland, 31 May 1916 11.0 THE CAMPAIGN GAME 11.1 National Fleet Listing 11.2 Campaign Scenario “A” 11.3 Campaign Scenario “B” 114 Campaign Scenario “C* 11.5 Campaign Scenario “D" 11.6 Scenario Order and Ship Assignment 11.7 Establishing the Campaign Scenario Base Visibility 11.8 Play Balance and Vietory Conditions 11.9 Sample Campaign Game 12.0 OPTIONAL RULES 12.1 Smoke 12.2 Radar and Spotting Planes 12.3 Creep 12.4 Towing 125 Sun Position 126 The Extended Campaign 13.0 DESIGNER'S NOTES (1.0) INTRODUCTION Dreadnought isa to- Player simulation of surface naval warfare inthe peed 1906 9 1944 with the primary emphasis on the role ofthe all big-gun Fettleship (Dreadnought) in fleet action Historical and non-historcal bates and) naval campaigns are presented. Essenal elements of Surf. naval warfare ate recreated, including fzunvers, torpedoes, ranging, damage contol foomation handling and flet coordination (2.0) GENERAL COURSE OF PLAY tn Dreadnought, the Payer is ast inthe coe of an ‘admiral commanding Met of ships. Each game ‘of Dreadnought may consist of one or more Scenarios, each “consisting of a series of Game-Turns during which the Player maneuvers his ships attempting to. damage or sink his ‘opponent’ ships while limiting the damage 10 his ‘own with the overall objective of achieving. a veto. [3.0] GAME EQUIPMENT (3.1) THE GAME MAP The map consists of sx (10" x 10.75") sheets, each elinated by a hexagonal numbered grid They fre designed so that they Bit together, allowing the sp to grove in any dicetion, creating, neffet, an endless map. (3.2) THE PLAYING PIECES “The playing pieces are divided genelly into two predominant color groups. These cepresent all of the various battleships (readnoughts ever bul, land their refit, divided into national groupings. ‘Other pices represent groups of emuisers and ‘Sestoyers. The playing pieces are known as ships tr units, They are distinguished by identifiation ‘number, name and playing values, [3.21] Sample Dresdnought Marker actress | 61 20 | ere stoner orccrsese | BO | Yara ‘can | Beh |e 18.22) Sample Light Unlt Marker netsomos | 16,12 [teerstoene cess) BB | tc ; Ep f|tcwonse roman {EAS Giant “qated | Sem “GS [Sch Act | Gas GS [Berea nmr | oes IGS | Nesteemen ovement | S2G 2G2S |rekome. Mewes | $26 Neate | ernest Nesonmen | 2S 26 |" - Seed |e. tae 981 | sete (3.24) Defiaidan of Terms ‘Attack Strength iste attacking power of ship’ fuuns quantified in terms of Attack Strength Points This strength may be mosiied for range and is used to determine the aumber of Damage Pints which the sip can achieve Defense Strength i the quantification of ship's bli to resist shllive. The member of Damage Points achieved against a ship is divided by its Defense Strength to determine the odds column on the Combat Results Table Range Allowance is the maximum distance in exes at which a ship's guns can have a measure ale effet upon Enemy shi. Movement Allowance is. the basic movement bility ofa ship quantified in terms of Movemen Points. Movement Punts are expended in forward motion al the rate of one Point per hex; radical {urns require the expenditure” of additonal Movement Points. [3.3] CHARTS AND TABLES A separate sheet of Chars and Tables i provide, inhich includes the Damage Point Table. the Combat” Results Table. the Damage Control Table, and the Range Effects Table, All of these tables have to do withthe resolution of combat tletailed explanations oftheir ase eam be found in ‘les section 5.0. [3.4] GAME SCALE. ach Game-Turn represents 15 minutes of real time: Each hex represents 1800 meters fom sie to paralie side. Each Movement Point cepresents 4 Knots of speed [B5) GAME EQUIPMENT INVENTORY ‘A complete game of Dreadnought should inclde the falling pars: Six map sections (each 10" x 10.75") One Rules Folder Two sheets of Charts and Tables (One Set of Die-Cut Counters (400 pieces) “Two Dive ‘One SiMove Pad 1, of th pa ae nig demaed Castomer Service Simpubs Lee Coalfield House, 60 Oakfield Road, ‘Minchatt, Cheshire, WAS SEW, [4.0] SEQUENCE OF PLAY Dreadnought is played by Scenario. During a Scenario the actual Combat and Movement ofthe Ships takes place in a series of Game-Turns scoring to rigid Sequence of Piss, which i fepeated Game-Torn after CameTurm until Conclusion is reached andthe Scenario terminated [.1} GAME-TURN SEQUENCE OUTLINE 1, Visibility Determination Phase: The outer Hint of visibly is established, 2. Flee Plot Phase: Both Players mutually and Simuttancousy plot the fre of thee own ships to lttack enemy ships. Torpedo attacks are plotted. 4. Fe Execution Phases Both Players, simults neously execute the attacks which they have plotted 4, Movement Plot Phase: Both Players mutually 18 simultaneously plot the movement of theit ip units S Movement Executlon Phaser Both Players Simultaneously execute the plotted movement of their ship units, Torpedo movernent and any resultant attacks are executed concurrently 6, Damage Control Phare: Both Payers mutually fand simultaneously attempt to reduce damage ‘incurred on thle ship unit. 42] SIMULTANEITY Opposing Fire and Movement i considered to fccer simultaneously, Both Players will simolta revusly plot thee fie and moversent during the irproprlate Phases. The execution of fire and ‘movement maybe physieally accomplished Sequentaly in any order the Players wish. [5.0] COMBAT GENERAL RULE: Combat is the generic term used 0 describe the concept and method which simulates one shi firing on and damaging another ship. In other swords, combat simulates ship-loship gunnery torpedoes are covered separately). Every ship has 4 firepower rating, oF Attack Strength, which i a numerical expression of the number of shells a Ship can fie per unit of time, the accuracy of the Ship's gunnery contol system, and the destruc- tiveness of the shells fred, presuming they hit lnother ship. Conversely, each ship has a Defense Strength, which numerically measures the ability ‘of that ship to resist shellfre and expresses the “hip srmor protection, compartmentation and fetal aout magus, lls eine fom furret imposition, et [Every ship has @ Range Allowance, which is the ‘maximum numberof exes through whieh it can five at-an Enemy ship. Its Attack Strength is caleutated on the base of its masimum range, or twee hexes, whichever isless. When a ship fre at fich Tese than is maximum range its Attack ‘Strength increases (ce Range tet). Conversely, when a sip Hee at greater than twelve hex, its ‘Attack Steength decreases, ‘Combat takes place during the Mutual Eire Phase, according (9 the fllowing procedures. PROCEDURE: ‘Both Players allocate the Attack Strngth of euch of their ships against individual Enemy ships ‘ring the Fie Plot Phase. Ths allocation should be mutual and simultancous and requires a Player {0 mote on the SiMove Pad which of his ‘hips ate firing at which Enemy ships (ae Poting Fire. After bath Players have finished allocting their fre they proceed to resolve each indivdial attack. The order in which they resolve attacks i= immaterial since all results are applied at the concluslon of the Fire Execution Pate. Resolution ie executed as follows 1. Assume a Priendly ship is firing at an Enemy ship. The Friendly Player states the Attack Strength of his fring ship. He then modifies this ‘Attack Strength according to the range between his firing ship and the Enemy target ship. He then rolls the dice and eross references the result with the modified Attack Strength as given on the Damage Point Table, which yields the number of Damage Points that his firing ship achieved. 2. This number of Damage Points is then divided boy the numerical Defense Strength ofthe target ship to yield a ratio (called the Combat Ratio) which i rounded down 0 the nearest whole ‘number (17 to 10s rounded dow tone to one, 21 to 10 equals two to one, ete) 3. The dice ace then rolled agnin and the result ‘compared with the Combat Ratio ae given on the (Combat Results Table to seld the actual damage infited om the target i 4. Markers representing this damage are then placed u; ide down on the target ship. When all the atacks inthe Fice Execution Phase have been executed, the markers ate turned face-up, Signifying that the damage now applies to the ships ‘This procedure is repeated for each and every firing shi. CASES. [S.1] PLOTTING FIRE, Fora Ptayer to plot fire from his ship to an Enemy Ship, fe writes down on the SiMore Pad the ID number of his ship, andthe hex number in Which the target ship Is located. If there is more than one Enemy ship inthe target hex, he must ientily which Enemy ship it ts (use its TD ne) Example: Sid — on 3270713) ‘Ship a. $14 ling at Enemy ship ne 327 in hex 2713, The intent of the plating procedure fe to force Players (0 distribute the fie of thei ships belore they know what the Enemy ie fring at or how effective any one of their individual attacke Ihave been. Whe the forces engaged are small or if both Players agree, this written simultaneous plot ‘ean be dispensed with and both Players can simply vetbally allocate the fre oftheir ships, 40 Tong a= all fire is allocate before any attacks are resolve] (5.2) INHIBITIONS AND RESTRICTIONS ON FIRING 15.21] Frings vluntary nd no ship is quired to fire. However, thre is no reason why & ship would withhold fire assuming it were in range of any Enemy ship and its Attack Strength, afterall ‘modifications, is eapable of infieting damage. [5.22] A ship may fie only once per Game-Tura land may only fre at one Enemy ship. In other ‘words, a ship’s Attack Strength may not be divided against several targets in the same Turn. [5.23] ship may not ire st Enemy targets beyond its ange of in excess of visibly. [53] MULTIPLE SHIPS FIRING ‘ON THE SAME TARGET {S.31] Several Friendly ships may fre atthe same individual Enemy target ship. Each attack is resolved. separately with any damage being ‘cumulative. However, ia the case of multiple attacks, the frig ships are penalized as fll: ‘Al Ging ships, save one, have theit Attack ‘Strengths halved (dropping any fractions) prioe vo ‘modification. Only one ship is allowed to fre wnithout this penalty: is designation, which most the noted om the Fire Pot is chosen bythe Fig Payer [5.32] A ship may only fre at a target which ¢ has been plotted to fireat A Player ma not change is fre allocations afler they have been made, [5.4] DAMAGE AND DAMAGE CONTROL Several things cam happen toa ship when t suffers damage. Ie-can lowe half or all of is. Attack Swength; it can lose haf or all ofits Movemest ‘Allowance; and it can blow up (be removed fom the geme, having snk [5.41] Bxplanation of Damage Result (See Combat Results Table, 5.9) Damage of 1G means the ship's Attack Strength i halved (drop fractions) Damage of2G means the ship's Atack Strength zero (can't fire) Damage of 1 means the ship's Movement Allowance is halved (drop fractions) Damage of25 means the ship loss all Movement Allowance (can't more). (Exeption: See “crop” ‘optional rule) When an E results, immediately roll the die a sevenor eleven ome up, the ship sinks; otherwise it suffers 26,18 damage. (S.t2] Cumulative and Progressive Damage Damage iscumulative If ship has an existing 16 condition and suffers another IG damage resul {ts condition progresses to 2G. Damage beyond 20 or 25 is supervous and ignored except for Blow {ups so that a ship which has a 2G eondition and sufers another 1G or 2G result remsing in 3 20 Condition. G- and Saype damages are unique to fe another and are not convertible, Innumerable Gaamages have no eect on the ship's S condition and rice ves [5.43] Damage Contr! During the Damage Control Phase, each Player tempts fo cure damage inflicted on is shige ‘according to the Damage Control Table. “He thea rolls the die ase one die only) once for G damage and once again for 5 damage, for each ‘ship IF the die rll alls within the series shown on the table, he reduces damage by one sep, Example: Player has a ship in a 2G, 15 conditio. He rolls a 2, reducing his G damage to 1G ani ‘then rosa which has no effet on his S damage. [A ship which reaches @ 2G, 28. damage sta cannot be damege-contrlled. It is permanently fut of action. It may not fire and may not move (once Ht has come to re [5.44] Thre isa numerical mitt the number of times a ghip can reduce its damage state. That limits expressed by the printed Defense Strength For example, during the course of a Scenario 3 ship with « Defense Strength of ten would bs Timited to successfully removing ten steps of damage. Once a ship reaches its damage conte Timi, it may no longer attempt to contol damage This process requires Keeping a record on sratch paper ofthe number of times a ship has reduced Gamage [8.5] RANGE EFFECTS [A ship's Attack Strength is calculated on the basis. of its effectiveness at Sto 12 he ‘When the fring range drops, the Attack Strength increases according to the Range EMtets Table "Example: Ship has an Atack Strength of 17 and & ange of 19. Firing ata range of 2 hexes, Ks Strength would be SI: a4 hexes its Strength would be 34; at 7 exes, 17: at 13 heres, 6 Calculate fring range by counting the short path n heres fom the rng ship (xan) tothe target ship Glue [5.6] EFFECT OF FIRE ON SHIPS FIRE ‘One ofthe ete of ship-to naa combat is {hit it ieasier to shot a am Ene ship when you se nt being shot at, Therefore, whens ship Is ‘ing feat in the same Phase hat i is deol result reduced by to, wha cl {ne mmber of Damage Points aya rest of the feng ship's tack on the Damage Point Tale Forexample ship Aes a ship B, whl ship 8 fees a ship A Ship A hasan Atack Strength of 36. While roliag onthe cour ofthe Damage Print Table, suppose we find that the de esl a8. Thisiseded by eve, 196. Tisrelsin 10 Damage Pins (527 VIstoaTy [8.71] Noshipcan fig a ship which cannot se. ‘The Scenario inscscons wil always state what the minimum visibly fe Thereater on every GameTime Payers rol the de and add the umber ofthe er tothe minum vsbiity sumer. The result isthe Game: Tur. For example, ho base isity during that Game-Tor a 6. On 3 ren Game-Turn, the Phyer ols dle. The de fol is #2. That means on that Gamye-Torn the ‘silty i boxes Te allowing Game Tn hey roll edie again, Thistine te devil a That rmeans on that GameTorn the visbiity ix 10 exes. [572] Ships do not mask other ships fom fre. That i ship does nt imtrere fp any ay With the line ofr of another ship. Ship A can fre ‘hip Beven hough theline of ire pases through ex containing ship. [58] DAMAGE POINT TABLE (Gee separate sheet) [58] COMBAT RESULTS TABLE (Gee separate sheet) [6.0] MOVEMENT GENERAL RULE: ‘Movement is frst plotted and then executed 50 ‘hat, effet, both Players are moving cheir units simultaneously. To plot movement, each Player Simply writes down dn the SiMove Plot Chart the course and speed ofeach of his ships. Execution then involves moving these ships according to the triten plot. When a ship mores, It expends one “Movement Point from ts Movement Allowance for ‘each hex that enters tals expends two or more Movement Points when it makes a radical cura within a hex (Gee Facing, 7.3. The plotting of movement, and the execution of movement are restricted by several rules which simulate both ‘physica realities and flet handling doctrine. So Jong ashe obseres the retrctions on movement, 2 Plager is free to move is ships as he sees fit PROCEDURE: ‘There is a compass rose printed on each map section. Ths indietes the six possible ditetion Ship ean tnove in when it exits one hex to enter fnother adjacent ex. Assume that a Player has a ship in ex 1708 facing North and that he desires {hie sip to enter ex 1207. Tis would necessitate the ship tomore in diecton (or couse) NE, with a Morement Point expenditure of one Point. This ‘would be pleted ae (NE-D. Further, assume that the Payer wished the ship to move from hex 1108, {to hes 1506, This would involve ploting @ course NE, expending four Movement Points (NE-). Assume that Player wished a ship cated in hex 1108 to owe to hex 1405, This would involve evo successive course and speed notations since hex 1405 doesnt lie ona straight path from hex 1108. (The ship would move NA, NE-3); both “legs” of its path must be plotted, Movement Ploting tcecurs during the Movement Plot Phase. Plotting the movement of a Player's entire fleet inveres plotting the movement ofall the individual ships Somposing that Met Ifthere are aot of ships. thi: ‘ould be a lot of weting, ‘Thus, the Formation Rules discuss the ways in which the entire movement ofa formation (group of ships) can be Trey summarized and plotted ‘Whether plotting the movement of an individual ship or entire formations the plot must indicate Aiestion and speed (Movement Points expended). ‘Movement Execution occurs during the Movement ‘Execution Phase. Execution is the act of physeally carrying out the plot of a ship's movement. That is faking the unt counter repeesening the ship in hand displacing t hex by hex aross the map from he hex ft originates the Game-Turs in, to the hex that it ends the Game"Turn in. In so doing, 2 Player must follow the writen plot for the ship {6.1} RESTRICTIONS ON MOVEMENT. {6.111 No ship may expend more Movement Points ‘han there are in its Movement Allowance in Single Game-Turs. [6.12] 1 Sagehip or independently moring ship ‘anges its conse during the Movement Phase, its {otal path wil resemble a dogleg (that iit willbe ‘composed of two Segments. A tura may not Be made in the last hex it eoters that Movernent Phas. The final “leg” of movement must be larger than or equal tothe preceeding Segment, so that its final postion and facing at the termination of its ‘move reflects the predominant overall direction in hich it had moved during the Game-Turn. Esch Thee” of ts path must be plotted separately. Example: N-2, NES. A subordinate ship may always follow’ the ‘Magship, regardless which eg ofits movement turns ut 10 be longer (See 622). (6.13) A ship may not enters hex containing an [Enemy ship. If, a the conclusion of movement, ships of opposing sides are attempting to enter the same hex, the following resolution is used: Both ‘Mayers rll the die. The Piayr with the lower die roll must displace his ships one hex, so that the allison docs not take place. This displacement fret should be a5 close a possible tthe ship's original course Ships of opposing sides may freely move through the sane hex during the course of movement. [6.2] FORMATIONS Players ate allowed to. mancuver their ships in formations, All ships in a formation must be adjacent o one or two other ships in the formation. Each formation has a designated leader ship of flagship. The other ships in formation ae known 4s subordinate ships. Prior to the start of play, tach Payee may designate his formations and fag: Ships. Thereafter he plots the morement of his tits by plotting the movement of his agships. In recuting movement he wil then guide the move- iment of subordinate ships according 1 the movement ofthe fagships [6.21] formation may use the colamm or the ine breast formation, which differ in the form of (guidance thatthe Nagship exerts over subordinate nits, To show which mode he has picked, the Playersimply notes 2""C" ora subscript next to the Movement Plot of his Magships. [6.22} Column ‘Moving in column means the ships ae “fllowing the leader.” Thats, each ship inthe formation is lined up one behind the ater, with the agship in front, The flagship moves and the subordinate Ships follow, duplicating. the agship’s course fratly, through the hexfeld, just as if the fagsip, in moving had cut a hypothetical path through the ocean (6.23) Line Abreatt (se next colums) ‘Moving in tne abreast, subordinato unis "mer the movement of the Magship: They move on parallel courses “The diagrams demonstrate the difference between column and ine abreast. You wil note in each case atthe movement ofthe flagship is identical, but at the subordinate units move according 10 ‘whether the formation sin column o ine abreast. (6.24) A formation which begins the Movement Phase in column may change (0 a line abreast formation in the same Morement Phase ial othe ships ie formation are in @ straight line (one Giretly behind the other. & formation which begins the Movement Phase in fine abreast may also change to column formation for the second “eg ofits movement. Tha ships moving in a line abreast may turn with their layship, and complete thelr moverent in columa, behind the {agship. Each “leg” of movement must have a letter identifying the formation type tobe used on that leg. Example: 2SE-L, 35-C (see 6.12) (6:25) Given column of sufficient length i i probable that some mancuvers will result in the formation completing the Game-Turn ith the rear units in the column not having “made the turn.” The column then wil be Bent one (or more) times, All ships In the columa must follow the ‘agship on the fllowing Turn, completing all ‘movement in the proper order. No frmation may Use the line abreast mode unless it Begins thet “eg” of movement oriented onthe same axis ina straight line [6.26] Formation flagships are designated at the start of play. The Players are not required to keep their original lagships. “They may, at the beginning of any” Movement Phase, change Aagships in formation citing a new flagship in the plot {6.27} A ange formation may be divided on any Game-Turn into any number of smaller formations provided each ofthe formations meet the requirements and provided a separate plot is triten for each of the new formations. In most {ises, the make-up ofthe new formations will be ‘vious from the Movement Plat; in those cases where it snot obvious, the Player should note next to his plot the composition of the formations. If several small formations maneuver so that they end. a Game-Turn combined into 8 larget formation, they may be treated as one large formation on the following, Game-Turn (6.28) Players ate not required to use formations they may, on any Game-Turm, plot individual ship movements for some ships while using formation plot for thei other ships. The proportion ean vary from Turn to Turn at the Player's option. Formations can break up. and operate as Inividual ships, espining ater or joing with ater ships in new formations [6.20)The formation cules are nothing more than & convenience to the Player, They allow him to ‘operat large number of ships without recourse f9 burdensome paperwork. Historically, the large fleets of dreadnoughts were subdivided into squadrons and divisions forthe very purpose of allowing complicated maneuvers to take. place. The histrieal Scenarios wll give the Players the accual divisions formations") as they enisted. They may be Used or ignored ATOKA KY Cote tetetetetetetete SSID) : : Sates 2 Posed EEL TD) ITI TI TILL IEG 1815 and proceeds North at 4 MP. in colume ode Plot reads “ANC Game-Turn 2: Formation moves North, then Northwest at 4 MP, in column mode. Plt retds 2X, 2NW-C." Note thatthe tring ships in the column, 3-4 4, did not "make the tur, Game-Tura 3: Formation continues Northwest, increasing speod to 8 MP, sill in column mode Plo reads "oNW-C." Note how ships 3&4 “mks the turn” on this Game-Turn, Game-Turn 4: The formation turns southwest, decelerates to § MP and changes to fine abreast. ‘The Plot reads "SSW." then North at 5 MP returning to column mode Plot reads “2NW, 2N-C." (63 STACKING [631] At the beginning and end of every turn a Player is allowed to have up to four shipe in the same hex so long asa four ships are faced in she same direction, In ll cases, the top ship on the "tack s considered o be the lead ship inthe stck with the second ship from the top being the seund Ship in the stack, et. [6.32] During the execution of movement a Plaee ‘may move more than four ships trough hex at 2 Biven moment, but they may not ead the Phase rerstack batleship units nor with ther screen units, except ‘hat dung the course of movernent execution they smay_move through hexes containing Friendly (6.4) ACCELERATION AND DECELERATION DURING MOVEMENT No ship may acelrate by more than 100% ofits inal speed during a Game Turn: Thats ship ‘which is moving during Game-Turn One ata rate ‘of } Movement Points per Torn may not speed up 10.7 Movement Points per Tura on the second ‘Tarn; itcan only speed up &0 @ maximum of 6. A ship may only decelerate by 50% (ounding fractions up) during the course of a Game-Tura, ‘That & a ship which is moving at a rate of 6 Movement Points per Tura on Game-Tura One rnust move no less than 3 Movement Points per ‘Turn on Game-Turn Two. On Game-Tuen Three ‘could decelerate to Movement Point per Tura “nd on Game-Turn Four it could go dead in the rate holds true even for ‘capability to make stam, Le have suffered twe speed hits. Tis means they must continue to move for atleast one, possibly ‘so Tums afer they have los tele capability 10 make steam. [7.0] FACING (GENERAL RULE: 1 ship mast alvays be faced (or pointed) in a Gefinie direction coresponding to On ofthe sx directions (N, NE, SW, §, SE, NW) printed on the ompass rose. Every ship counter has a facing Indicator prsted on which points toward the Iexside thatthe ship would ross ft maintained its diretion of movement. When ship changes ours alo changes is facing Ships move only inthe dteton ofthe indicator. When a ship changes is course of Morement its said to turn In doing soi changes ts facing, Assume that 8 Ship iin hex 1108 facing Now. In order 10 ‘proved div to hex 1207 it would fst have fo {try to a Northeast facing. When it does 50 it rotates one hesside from Nort to Northeast. Any Ship may freely rotate one heasde Within one hex ft n0 additional Movement Point cost. This Called normal turning, If sip was in hex 1108, facing North it could not proeed direty to hex 1208 without making tin of wo Resides, When ! sip turns wo or more hexsides ina single ex it is sald to be making a radical cura. Making & radical turn causes a ship to expend additonal Movement Points orer and above its cost for entering the hee (7] FACING EFFECTS ON COMBAT “The facing diagram blow illustrates how the area surrounding 2 ship x divided into ares of fe. The ‘AtockStength of ship it collated on ‘broadside fre, the maaimam umber of guns it ‘an ring to bear on a target When ship ies on iatack) a sip which ies ether its bow re orn iter ae offre, subtract one fom the dice roll ng the numberof Damage Points tance a 1 ae he (7.2 FACING EFFECT ON MOVEMENT ‘A ship can only move ino the hex inthe direction its aces. Wit is to change course it must change ‘acing. A ship moving independently, or Magsbip, may ooly change is facing twice during = ‘Movement Phase, once at the start of its ‘movement, before expending any Movement Pains and once agein at ater pont fn is path ‘of movement. Ships in column may always exactly ‘duplicate the movement of their Magship, ‘eqadless of when inthe couse of ther movement ‘hey ate required to turn, cf which “leg” of thelr ‘movement te the longest. No ship may change facing inthe last hex it enters lunti the next Game-Turn. (73] RADICAL TURNING COSTS 17.31] When a ship rurns we heasdes within a be, ‘the costo that ship uni is two Movement Points 732] When a ship unit turns three exes {equivalent to complete aboutface, costs theoe “Movement Poiats. [8.0] TORPEDO COMBAT [Screening Forces} GENERAL RULE: Warships other than battleships are represented byscteen ame, These ae eres and estroge. 1X cruiser screen unit represents two eases a esroyer screen unit represents ve destroyers ‘They poses 2 printed Atack Strength, Defense Strengh, Range and Movement Aowance sma toa ttteship ut, They may mancver and fight in simr fashion, They may ot. However sack wih any other unit Adatonaliy, some seeet Us identi wih “TIT or 217 poses the iy to atack with torpedoes. A torpedo tank 2 speial prosedue PROCEDURE: During the Fite Plot Phase of the Oame-Tur, the ‘Attacking Player notes on bis plot she, the 1D tuber a hi stacking seren ni and the exact {rack that he whe the torpdors to proesd in by picking one ofthe ter ender om the Torpedo ‘Teak Chat and indicsting either he starbood ot fort ae of fre At the. begining ofthe Movement Erection Phase the Attacking Player takes 2 Torpedo Marker and places it inthe same fenas the stacking wereen uit He then poset {0 excite the movement of ths Torpedo Marker just though were «ship ant fllowing {he enact track be hes pled, The torpedo has & Movement Allowance” of to, three or fe Movement Points (ee 88) and it fependr these Movement Ponts simultaneously withthe fst to, three or fre Movement Pots tapended by the tip: That orptors expend thet ist ovement Pont athe same instant Oat Ships expend ther st Movement Point and 30 fon Ht the Torpedo Marke, in the course of movement entre a hex at hese nat Gril ‘rpending the tame Moverent PoinD as sip Chit ov ifs Torpedo Marker and ship eros the same hersie(n opposite directions atthe same instant, then the Torpedo Markers comiered to tre hi the hip, and attacks the ship at kor 21 tn the Combat Rests Table ihe odds are Specie on the fring screen unis counter). TH ‘Macks place mmediely, though ny resus Se delayed” until the ship unit completes ts Movement Plot ‘TORPEDO TRACK CHART [8.1] MULTIPLE EFFECT [8.11] The Torpedo Marker realy represents a read of several torpedoes and attacks any and all i whieh it "hits" Thus, if the Marker "hts a stack of ship units. it would attack each ship unit in torn, each attack Bring a separate {8.12} Torpedo Markers are mot automatically removed ar result of hiting ships. [8:13] Torpedoes attack Friendly nd Enemy ships slike [8.2) RESTRICTIONS AND PERSISTENCE [8.21] A sereen unit may make only one torpedo stack per Game-Turn. [8.22] A screen unit may make a maximum of two torpedo attacks per Scenario (necessitating. 8 serateh paper record), [8.23] The Torpedo Marker persists unt it has complied moving. It is. then removed. For fxample, a torpedo with 2 Movement Allowance of three would be in existence for the first three Morement Points ofthe Movement Phase it then ‘would be remored prior to the execution of the fourth Movement Point [83] EFFECT OF FACING [8.31] A sereen unit may only launch torpedoes ‘through ts starboard (righthand or por (ethand) ar of ir, and the fire plot should indeate which ae is being used {8.32] Ifthe torpedo hits a ship unit so that the facing of the ship snd the torpedo are parallel ieely opposite, then the ship is considered to be combing the torpedo wakes. The dice rollin the fesultng torpedo attack is reduced by thee. [8.4] BATTLESHIP SECONDARY BATTERIES Every ballship unit, is considered to. have ‘secondary batteries of 4406" guns. The firepower ‘ofthese glns isnot reflected as separate printed Strength on the ship counter. Part of thei foc is Calculated into the range atenuation effects [8.41] batleship may attack a sereen uni within five exes range at I:1 on the CRT. This is plotted ‘using an SB notation on the plot [8.42] This secondary battery attack is in sition towhatever the bateship attacks using its printed ‘Atack Strength and isthe only situation in whieh ‘a batleship can engage two targets on the same Game-Tur, [8.5] EFFECT OF DAMAGE ON TORPEDO ATTACK EXECUTION [8.51] A screen unit which has « 2 damage sate ‘may not execute «torpedo attack, A vereen unit thigh has no W damage state or a 1W damage sate may execute a torpedo attack 18.52] The execution of & torpedo attack takes place during the Movement Phase of the ‘Game-Turn, Any damage acquired on the previous Fire Exccution Phase would apply to rule 81 [8.6] TORPEDO RANGE During the seats 190620, the range of all Torpedoes #3 2 hexes; during 1921-0, 3 hexes; uring T4145, 5 hexes. {9.0] HOW TO SET UP AND PLAY THE GAME GENERAL RULE: A Scenario follows this general outline: 1. An initial Movement Plot and Execution while ‘opponing Task Force Markers sweep through the sap area (Campaign Scenarios on) 2 Contact between the Task Forces occurs ‘alowed by placement ofthe actual ship counters. 3, An extended indefinite number of Game-Turas ‘while the ships move and fight, init damage, are ‘wrecked and sunk, ee 4, Finally, the movements of the opposing ship units cause them to separate to a distance that ‘xcetds the vsblity range for three consecutive Game-Turns, at which point the scenario is declared over, ll movement and action ceases, the ships re removed from the map area and’ the Winner of the Scenario is determined. ‘Me historical Seenaries all have a set maximum number of Game-Turns which is the longest ‘number of Tums the Senatio can last. They abi fy end on the final Tura if not before, The Scenarios persist indefinitely until the Payers, by their movement and actions, bring about @ conclusion. [9.4] THE MAP ‘These are six map sections labeled A through F. Each section represents an area (6 nautial miles bby 17.2 nautieal miles Each section nas a compass ‘ise, The mp i assembled intially by buting the ‘Sx sections togeter in the configuration shown; ‘cach sootion is oriented on the same N-S aul [9.11] The ship wnits willbe introduced into the ‘map ares ether by inal placement or by entering from one of heeds. Pay will progress, units wll rove and probably at some polnt ships will more tothe outer perimeter af the map area and beyond. [At this poist the perimeter of the map may be sited by taking a map section whichis notin use fnd rebutting Ht adjacent to the perimeter. Thus the six map sections are used to form an endless geomorphic map so that ships ueed never fun off the map, "The map sections as they are initially placed define what is kown asthe initial Map Area, The Players Should visualize this initial map area. a being i the center of larger disputed zone as shown in the sccompanying diagram. {9.12}1n the Campaign Scenarios, there isan outer ‘boundary beyond which a given Player's force may ‘ot proced, 50 that Friendly force could escape fn Enemy force by moving in a given compass ‘Sitestion through several butted and rebutted map, sections into safe zone [9.13] The initial map azea asset up lies halfiay between the North and South Players’ safe zones, ‘Map sections A, Band C lie an tier Zero North; D.E and F on Zero South. Players must make recoré cash time e map section enters 8 new tie ‘Theunits ofthe South Player may not enter 2 map section in tier Three North; similaty, the unis of the North Player may not enter a map section in tier Thee-South, The ares in which both Players! Units may move Is called the dispted zone. The Gisputed zone is considered to extend indefinite to the east and west [9.1411 pay flows out ofthe inti map area ina rortherly direction into a rebutted. map” and proceeds north again into another rebutted map fection, this second rebuted map section ste lat section that any of the South Player's units car enter and mote Umough. His units never exit» map section ina northery direction f that section Hew so that itis on a Ger two sections north of the initial map area. The opposite holds true forthe North Player's units when proceeding in 2 ion and flowing off the initial map the Noeth Player may force 1 ‘onelusion othe Scenario by moving his unit ins porthery direction, owing of the inital map tea find through tiers One-North and Two-Norh. If the Southern units pursue seeking to maintain vs. ‘ity, they wil eventually teach the northern edge ‘of er Two-North. Since they may not cross ths ‘edge fo the north while the North units ean, the Nore units must invitably be able to open the ange past the visibility imit for three consecutive ‘Tums and thus conclude the Seenario. {9.15] Whenever a Player moves his ships into his Save none, ei deemed fo have committed them © feiuen to some hypothetieal port. These ships may rever return to the disputed zone. They may Continue to be Fired at and damaged by Enemy Sips (ond return fire in sven) s0 long as thy emain in range of Enemy ships who presuinab Ihave flowed to the Himit of the disputed zone. Whichever Plyer first moves ship inte hie sale zone le by definition the Player who causes the fend of the Sonar regardless of when the Scenario actoally terminates, If nether Pliyer moves ship into his safe zone prior co fhe Conclusion of the Seonario, then -acther is ‘Considered to have eased the end ofthe Scenars, {9.2 INITIAL COMPOSITION AND PLACEMENT OF OPPOSING FORCI Aer setting up the map. the Players select & Seonario to play. ‘Then they seat themselves oa fopporite ides of dhe map. and compose thei respective Task Forces and initial movement pts [9.21] Composition of Task Forces Every Scenario will provide each Player with his Act ether by specifically Tsing the units (the Historical Scenarios), o providing a system forthe ‘Player opie his unite from an available pool (he Campaign Scenarios. In ether case, the Player wil establish one or more Task Forces from his ‘ven fleet. A Task Force willbe composed of one ‘or more ship units, and the Player wil allocate all ‘of the ship units in his leet to one or more Task arses ashe ses fit (or as the Scena instructions ives. On 2 plese of Serateh papor, ho wil ‘iagram the composition af each Task Force and its erising formation (whichis presumed not to change unt Enemy’ units are sighted) including the axis of the formation which wil give the telative ditetion of morement ‘Then he will place the actual die-cut ship unit counters 10 the side of the map. [9.22] Iattal Movement Plt ‘The Historical Scenarios direct specific inital eployment, facing and speed, so. that the fpposing fleets must meet and am aetion ensue ‘The other Scenarios give each Player feedom (0 Introduce his units onto dhe map area from bis side of the map ashe ses ft. One Player must sit on the north sie ofthe map and the other Player on the south side ofthe map (thereby establishing 2 North Player and a South Player). The North Player mast always introduce his units onto the hexes forming the nor edge of map sections ABC while the South Player must always into- ‘dace hi units onto the heres forming the south tage of map sestons D-E-P. Each Player wil now ot the movement of ach of his Task Fores. This plot will note the Task Force umber, speed {Movement Pointsexpended per Game-Turn. and course. Each Player must introduce at leat one ‘Task Forces onto the map on Game-Turn One, ‘pecffing the hex in which the Task Force enters the map. If he has more than one Task Force, he may stagger the arrival of his Task Forces, Specifying what Game-Turns and entry hexes they Wil zzve on 9.28. In every case, each Task Force ust have a course plotted which wil take it fhrough every section of the map area and specifically through the lettered hex inthe center ‘of each map ststion, and finally ext the Task Force fom the map area onthe Player's respective side. (The north Player's Task Force will exit on the north sie, ee) {9.23} Use of Task Force Markers In making the inital (pre-contact) movements on ‘he map, each Player wil physically display and ‘ove aly the Task Force Marker eepresenting the ‘propriate Task Fore as composed in rule 9.2 (9.24) Inidal Movernent Execution ‘and nial Game-Turn Pay now commences with Game-Turn One, Each Player brings hi Tark Force Marker onto the map land moves in ascordance with its plot, ex by hex ‘through the map. This movement must tke the shortest path between the lettered. heses. Exery Scenario wil have a minimum visibility range stated (ese 11.7) and on each Game-Torn the Players should establish the maximum visibility for thot Game-Turn (see 571). Movement will be fxecuted simultaneously Game-Tuen by Game ‘Turn until the opposing Task Force Markers move within sight of one another. that is, move within the visibility range of one abother. As soon ax that happens movement of the opposing Task Force ‘Markers immediately stops as contact has been achiove, : [9.25] Replacement of Task Force Marker, With Ship Units ‘When contact between task Force Markers has ‘been made, both Players immediately refer to thet ‘Task Force composition diagram (9.22). With reference tothe axe of advance oftheir Task Force fd the relative Bearing of the sighted Enemy Task Force Marke, they establish which units in chet “Task Force would be closest to the Enemy Task Forse Marker. Thay then procied to take the actual ship units composing the Task Force and Place them on the map according to the Task Force composition diagram. placing the Friendly Ship unite) closest to the Enemy Task Force ‘Marker in the hex containing the Friendly Task Force Marker, and basing the placement of the remaining Friendly ships on that ship’ poston. Inplacing the ships, the Players wil face them in the direction that the Task Force Marker was proceeding when contact was established. When Li the ships ofthe opposing Task Fores have been placed, the Task Force Markers ate removed from the mip (9.26) Purpose of Initial Placement ‘The purpose of the inal placement and movement procedures is 10 bring the opposing forces into sighting contact ina somewhat random fashion, so that either Player will know at the beginning of» Scenario exactly where oF Bow he wil meet the Enemy force. Thus, the Task Force Marker Joes not necessarily represent the center nits of a Task Force, In almost ll cases, i ill finally come to represent «ship or ships which are tn the fringe of the Task Force formation nearest the nearest Enemy ship assuming the Task Force ‘s composed of several ships on diffrent exes) Tn every Scenaio in which opposing Task Forces ate committed there must be contact made. If by hance the Task Forces fail to meet as a result of the circumstances dictated by visibility or vagarles in their inital Movement Plots, then Plyers ‘compose new Movement Plots (astead of exiting) fd continue thie process until some contact is ‘made, Thus thee ino advantage fo Player in ontrving obscure intial plots or am unusually ‘Slow speed sine he would merely be putting off the inevitable and causing needles delay. [9.27| Rule of Reason ‘When contact is made and the Players seek to Getermine the relative bearing and postion af hele ‘opposing ships they must be guided by common Suse. Il the Task Force formation is such that two for more ships inthe formation could each be Considered to be nearest the Enemy Task Fore, then die can be volled eo establish which units considered to be nearest [9.28] Multiple Task Forces and Delayed Entry Ia Player has more than one TF he may delay the entry of TF2, TPS, ete, until some later Game ‘Turn. (TFL by defisition is the frst Task Foree and must always enter the initial Map. Area on Game-Turn One) These delayed. Task Fores Imus have. Movement Plot writen for them Specifying an arsval in the initial map area no for than Game-Tura Six. a the interim between the First Game-Turn and the Tuen in which they rescheduled to arsve, they are arbitrarily located. ‘the center hex of an imaginary map section Inti against the map section they are potted to tte. ships move int this map section from off the intial map area, it butted down and the Gelayed TE Marker placed in the center hen Ueltered tex), When a delayed Task Fore finally tenters the map. its Marker is placed onthe plotted nity ex. If this placement causes ito appear trithin the vsbity range of some Enemy ship oF TE Marker, then an unused map section is immediately butted against the map section that the delayed TE is entering into; the delayed TF ‘Markers recosctively moved back to the limit of isbilty and the Owning Player proceeds t0 Teplace the TE Marker with actual ships Composing the Task Force a in (925). A Player nay never alter the plot of delayed Task Force with elerence to is entry onto the inital map ras Once @ Task Force has entered the initial ‘ap area it must execute its initial Movement Plt tin i achieve vsblty contact with an Enemy {hip or TF Marker, When a delayed TF enters the Imap. and eslier opposing Task Forces have Schieved contac, then the Player is fee to write a ew plot Turn by Ture for the delayed Task Force. He may not change the cruising formation as set out ia 20. [p.3) PLAY AFTER CONTACT ‘AND SHIP PLACEMENT ‘Once contact has been mede end the actual ship Unis placed om the map. play immediately begins trith all rigor Each Payer now knows the location ‘opposing unis, and he may now move and fight [he sees Mt in aocordance with the rules as ‘uttned in sections 40 through 80. 1931] Once contact it made the Player is no Tonge ‘hound by the inital Task Force Movement Plt (except for delayed Task Forces, 9.28, with regard to the her and Turn of entry) [9.321 Te instant of comtat marks the end ofthe ‘Game-Turm i which i occurs, even if the Task Force Markers concerned have not complete thelr full movement. Once the ship units are deployed a new Game Turn begins with the Fie Plot Phase (sibility carries orer for one Turn). [933] For purposes of rule 64, ships are Considered to have an intial spead equal to the Speed of the Task Force on the Turn in which ‘Contact is achieved, [94] CONCLUDING A SCENARIO. {941] No Player is ever requited to cause an end to 2 Scenario, Players cam mancover within the boundary limits of the hypothetical ooean srea indefinitely povnding away at eachother until one sid o oth sides are totally wrecked or destroyed. However. it assumed that «Player will be guided by rational objectives and that be will persist in ‘maintaining an action only as long asi sto is possible beneic in terms of Vietory Conditions: that iy if he perce that a continued bale isto his disadvantage, he will maneuver to break off sisbigy contact [9.42] While running for his safe nme (see 9.12) the only sure means by which s Player can ‘erentualy assure himself of breaking off contact Sd thus ending a Scenario, the vagaries of Simultanccas movement plus the varying visibility Tum by Turn may combine to cause three conwcutive ‘Tuens with no sghting. between ‘opposing forces and thus end a Scenario, So tong (hat least one Friendly ait les within visibly ange of at least one Enemy unit contact is not oer and all nits remain om the map ever though they may not fire at one another. Each Player may plot and move with full knowledge of the Enemy forces positions even though is presumed that the actual uitstherstses are nt ‘thin visibility range of one another. Even after onlact broken the units remain onthe map for nother two Turns wich the Players able (0 ‘maneuver to restablish contact Gf they so deste ‘The Scenario is concluded and the unis renored from the map onl after three consecutive Turns sth no siting [94] A Scenario may be conclude by mutual fgneement of the Players st anytime. Most Scenarios will end by this mechanism shen it ‘becomes obvious that one Player or the other has Succeeded i reaking contact and js obeiously poing to maintain the break, or if mutual exhaus thon sets in with both sides so badly damaged that either can inflict further injury on the other, [9.5] VICTORY DETERMINATION AND THE VALUE OF SHIPS Victory in any one Scenario or in a Campaign Gane is determines by. Vietory” Points A Player i awarded Victory Pints for damaging o¢ inking Enemy ships and then additional Potts for winning & Scenario. In some. Historical Scenarios specific Vietory Conditions are mentioned regarding specific objectives. In the Campaign ‘Scenarios there are gradations of victory that a Player can win ranging from a Marginal to a Decisive Vietr {9.81} Every ship uit has a value in Victory Points. ‘This value te defined foreach ship as the numerical {ola of its Atack Strength, Defense Strength and Morement Allowance. Thus the HIMS fren Dake thas Vietory Polat Value of 29 Vietory Points (sors, {9.52] Whenever a Friendly ship reiuces damage by one step the Enemy Player is avarded one ‘Victory Point (Players should review section 5. atthe end of a Scenario, a Friendly ship is ina Gamaged state and this ship has exceeded its numerics! Damage Contra mit (ee $4) ori Is wrecked (25, 2G) then the Enemy Payer rcsives ‘Vietors Points according f the following schedule: 1 Damage State = 20% Ship Value 2 Damage States = 40% Ship Value 3 Damage States = 60% Ship Value 4 Damage States (26,25) = 80% Ship Value When a Friendly ship sinks, the Enemy Player receives 100% of the ship's value In computing partial Ship Vale sw Points ace dropped fractional [9531 When a Scenario ends, exch Player is fssumed to have an indefinite time to remone ‘damage states fom ships which have not exceed their Damage Control init, avaeding the Enemy Player one Vitory Point for each datage state 30 emoved. For example: The Scenario ends withthe tron Duke in a 1G damage state. In prioe play Goring the Scenario, it had removed «wo damage slates. Sine its Defense Strength is six, if can femove up to six damage sates before exceeding {ts limit. Thus it automatially removes the final 1G state and he Enemy Player would gain afta ‘of thee Vietory Points forthe damage inflited on the fron Duke. Assume, however, that the tron Duke was suffering 4 1G, 25 at the end of the Scenario and that it had alteady removed four Drioe damage sats. It now could remove only 0 10 of the three damage states it was suffering and ‘would suffer a permanent damage of 1 damage State. Thus, the Enemy Player would receive 11 ‘Vietory Points rom the ion Duke — 6 Paints for the six damage steps removed and (5.8 rounded down) 5 Points for the 1 damage state remaining (20% of 29 Points. [9.54] A Player cam never receive more than 100% ‘oF ship value from an Enemy ship. Asume that & Player during play receives several Vitory Points for damage incurred and then removed from 2 certain Enemy ship and thes he cause the ship 0 sink. He would only receive 100% ofthat ship's vale, (9.51 In the Campaign Scenarios, a Player wins “Marginal Vitory if he scores more Vietory Points, that his opponent. A Player wine a Substantial Victory if his Vietory Point total fs at leat twice that ofthis opponent. A Player wins a Decisive (26.28) all of his opponents ships, oe IF his ‘opponent causes the termination of the Scenario. ‘The winning Player is awarded bonus Victory Points as follows Marginal Vietor: 10 Points Substantial Victory: 20 Points Decisive Vietory: 30 Points [10.0] HISTORICAL SCENARIOS GENERAL RULE: ‘Each Historical Scenario gives each Player an exact (Order of Bate and exact deployment on the map aves, inching facing and intial speed. ‘The ‘isbiity base is given. A finite time, Hit in {Ganse-Turs is given and exact Vietory Conditions ae stated. Each Seonario is 2 geme in itself, ‘The map must be setup exactly as outlined in rule 9.1, every ship unit wll then be deployed according (oa hex number and map section letter. These Seenarios force a battle beginning with Game-Turn One, in that the opposing forces are placed clase enough together tha sighting between atleast some opposing unite is guaranted. [00.1] DOGGER BANK, 24 January 1915, ORDERS OF BATTLE AND DEPLOYMENT Beish Plager Ihex/fncing/speed Lion (21D, Tiger (220), Prin Royal (212) B0207/SE/6 Zealand 203), Indomitable (193) BO206/SE/6 up B0211/SE/6 «ow BORI2/SE/S (D12)(D13,0D14H,(D19, (016) Map A/SEV6 German Players Blucher (61), Deringr (711), Moltke (671, Seydite (81) BHIO8/SE/6 asp BIIIO/SE/6, (ost) BLLLW/SE/6 (032) BI2I0/SE/6 (033) BILOS/SE/6 GAME LENGTH 12 Game-Turms BASE VISIBILITY Nine hexes VICTORY CONDITIONS British must sink or wreck one of the four named ‘German ships and score more Vietory Points than the Germans or they lose 10.2} DENMARK STRAIT, 24 May 1941 ORDER OF BATTLE AND DEPLOYMENT. British Player: hex/facing/xpoed Hood 280, PofWales(173) ——CIB1INW/6 en 200555, Germ Plager Biamark (741) 090756, (coy 0908/5 GAME LENGTH, 20 Game-Turns BASE VISIBILITY “Ten heres VICTORY CONDITIONS Brlish mast sink oF wreck the Bismark, The German Player must preserve the Bismark and break sighting contact bs the end ofthe Scenario. If meltber Player wins, itis a draw. [103] NORTH CAPE, 26 December 1943 ORDER OF BATTLE AND DEPLOYMENT. German Player ex/facing peed Schahorst (732) DIN08SE/S| Dela Players Dot York (172) Bo611/SE/S an 1B0612:SE/5 (a, B0304/SE/S (ew BOSOUSE/S (os BOTISISE’S Game LENGTH 20 Game-Turns BASE VISIBILITY Six hexes VICTORY CONDITIONS British must sink oF wreck Scharnhorst [104] SINGORA, 10 December 1941 [Uiypetetical ORDER OF BATTLE AND DEPLOYMENT Beith Player: hhex/facing/peed PofWales (172, Repulse(282)—BIL16/SW/7 om BISIS/SW/7 Iupanese Player: Kongo (61), Haruna (82) B1108/SW/7 cn 0806/SW/7 (os BI307/SW/7 (om B0809/SW/7 GAME LENGTH 15 Game Turns VISIBILITY BASE. Iie hexes VICTORY CONDITIONS Brish win a Decisive Victory if they exit both battleships into tier One Nocth (ee 9.12) by Game-Turn Seven. Otherwise, victory is decided ‘on Damage Points incurred {105} SURIGAO STRAIT, 25 October 1944 ORDER OF BATTLE AND DEPLOYMENT US. Payer: Ihex/facing/speed W Virginia 442), Tennessee (421) BILOS/SE/S California (422), Passvania 881) B1207/SE/S Mississippi 403). Maryland (442) Bi008/SE/S cn 1B0709/SE/S (a) BI309/SE/5, ap BiM0o/SE/S wa) ‘os16/8/7 2) B0813/8/7 (04) Biaia/s/7 04) iai5/s/7 Japanese Player: Fuso(791), Yamashiro (792) ELIOWN/S (cet) ELLOUN/S (0st) BILIBANS, iy ELLIGAN/S, (oa) EIOIS/N/S, (oa) EIISAN/S, GAME LENGTH 10 Game-Turns VISIBILITY BASE Seven hexes SPECIAL RULES I. Play is confined to map seetions Band E only VICTORY CONDITIONS Japanese receive fll ship value in Victory Points {or every ship they eit off the north edge of section Brogardles of damage condition, Victory i based ‘on damage accrued Victory Points, pus whatever Points the Japanese achieve by exiting ships [10.6] GUAM, 1935 [Hypothetical ORDER OF BATTLE AND DEPLOYMENT US. Players “Tennessee (411), Califor (Colorado (431), Matyl W Viegiia (433), Oklahoma (35D, Arizona (372), Nevada G52) Bui07sys fn BILLS’. (aa BIZDs/5, a Bo12s/5 an Bos’, cor BISIL/S/S «om Boriorsys (om) 0709/55, (03) BISiO/s/5, om 1509/55 Tepanese Player: Fuso (791), Yamashiro (792), Kongo (861), Haruna (82), ELLIS se (BON), Hyvga (502, Nagato (532), Matsa (20) eniaivs (con B09081/5| (02) EL308/N/5, wn EDTOWANS sa) ELSOB/N/5 wan EDBO9/.V/5 (om) E1095 (083) EOTO9/NS (os EIS09/N/S wo ELIOSN/5, on ELI09nN/5, GAME LENGTH 10 GameTurns BASE VISIBILITY Ten hexes VICTORY CONDITIONS Viewry is determined strictly by Damage Point [10.7] SUTLAND, 31 May 1916 ORDER OF BATTLE AND DEPLOYMENT Brisk Player Ine/facing/speed K. George (071), Ajax (073), Centurion (072), Eri (101) cona/sers (Orion (061), Monarch (053), CCongueror (054), Thunders (062) CD612/SE/S Ion Duke (O81), Superb (023), Roal Oak (142), Canada (102) COSI2/SE/S Bellerphon (02), Benbow (082), "Temeraire (021), Vanguard (033) CD$I1/SE/S Collossus (51), Calling (032, Neptune (41), S Vincent (031) COSI1/SE/S Maribrogh (84), Revenge (44), ‘Agincourt (91), Hercules 052)" CO210/SE/S Barham (118), Vallant (112) Malaya(13) conn/NE“S ‘Warspite P25) (114) E1802/NW/0 Pain Rosal (212), Tiger (20, NZealend (203), Lion (211) c101a/se/s Invincible (191), Inlexible (92), Indomitabie(193) co91a/sess ron E1803/5/5 ce cosi1/sws «ap cosiorswis «2 cosiorswis aan cosi2vsw/s au Cris/sW/s ou) CHO15/SW/S 12) cHIs/sW/s (013) casiZ/sw/s 18) co91/sW/5 wis) ‘coria/sw/s wi) cOnO/SW/S German Players Latrow [IG] (712), Dering 71D, Seyaite 681) Fou02/SE/s Moltke (671), vndrTanm [2G)(661) _FO302/SE/S Konig (31), Ge Karst (633), “Markgraf (632), Kr Wilhelm (638) FO202/NE/S Kaiser (621), Fedrich Gr (622, PrLuitpid 624), Kaiserin(623)_ FOIO/NE/S Ostresé (613), Helgland (612), ‘Thuringen (611), Oldenburg(4) £2003/NE/S Posen (603), Rheinland (604), Nassau (602), Westfalen (601) EISO4/NE/S Deutseld (691), Pommern (692), Schlesen 694) EIB04/NEV4 Hannover (692), § Holstein (698), Hesse 700) ITO NEVA sp PODOI/NE/S (032) 305/56 (059 FOMOS/56 sy FOUDNIG ws) FOUWNIS asp FO6IL/N'S as) FO612/N/S a3) E1605/NE/S as) E1S06/NE/S GAME LENGTH 12 Games Turns BASE VISIBILITY Seven bexes SPECIAL RULE 1. Bets battleships may not make 180° VICTORY CONDITIONS Victory is determined by Point count, German Player already hae 49 Victory Points for sinking {wo Beith BC's. Note that three ships Beg the Scenario with damage [11.0] THE CAMPAIGN GAME GENERAL RULE: The Campaign Scenarios are four hypothetical situations which together comprise the Campaign Game, These situations are. contrived. by the Players according to the following. procedure: First, the Players wll decide upon a time pie WW, Interwar, WWI; then they wil decide between themselves which national avy they will direct, picking fom te sting given in 1.1. They wilselect the appropiate units given by the listing Ss theie leet. They will decie between themsclves ‘whois tobe the North Player and who isto be the South Player. They will then secretly subdivide their let and assign a diferent group of ships to ach ofthe four Scenarios listed ia 11.2, 113,114 find ILS. With the forces then assigned, each ‘Scenario will be played toa conclusion the Vietory Pints awarded for each Scenario wil be totalled ‘and a Campaign Game winner established. Noship ‘may partpate in more than one Scenario in any fone Campaign Game. For exemple, if © ship i assigned fo participate in Scenario A, it may not Participate in Seenrio B, Cor D, but must psri> Cipate in Scenario A. An assigned force may be Subedivided into component Task Forces. [111] NATIONAL FLEET LISTING ‘The following listing is broken down by country and time period. Dreadnoughis are listed. by ‘lase-code; thus 420 identifies the Tennessee 421) tnd the California (422). The minor naval powers ste ony Tisted as of World War I. Players use these stings athe basis for choosing their respective forces. Players must confine thee selections to @ ingle time period for any given Campaign Game, 1.11] WORLD WAR I SCREENING FORCES BRAVO Quantity: Clas Ge. Ja. Spe co 2 04 0 0 6 2 ALPHA, so e eee ouown 2 0 2 Ds 1 Balle Sea only DREADNOUGHT CLASSES Great Beta: (010, 020, 030,040, 050, 060,070, 080, 080, 10, 110, 140, 190, 200, 210, 220, 23, 260. u" United States: 300, 310, 320, 30, $0, 350, 370, 390 France: 500, S10. ‘Austria-Hungary: 50, ‘Russia Balle Sen: Black See: Germany: (00,610, 620, 630, 640, 680, 660, 670, 680, 690, 700, 710 Japan: 730, 760, 770, 780.850, 870. Spain: 880. Yay 900, 910. Argentina: 60. [11.12] INTERWAR ‘SCREENING FORCES ALPHA BRAVO Quant Quant Css Br US Fr, Cla Ge I It, oo 3 2 1 co 0 2 1 fee 0) cm 0) it to 0 0 4 109 0 0 0 io 3 3 1 wo 2 3 1 Go 7 1 0 1 0 0 2 Dio 1 3 0 ps oO 1 pm 3 2 3 po 3 4 3 po 4 1 0 po oO 3 0 hm O00 Oto 0 F 0 DREADNOUGHT CLASSES Great Britains 120, 150, 160, 240, 270. United States: 330, 0, 460, 380, 400,410, 430, France: 520, 530, Germany: 720, 730, Japan: 790, 800, 20, 860, 88, Italy: 920, 11.3] WORLD WAR IL SCREENING FORCES ALPHA BRAVO Quantity: Quantity: Clas Br. US Fr Ch Ge Ja Tt ao 4 4 1 cm 0 2 co 4 4 2 cm 2 4 2 Tee 160) oe 3) ee to po 3 3 2 pO 4 4 4 po 3 3 4 Do 4 4 4 po 4 4 0 Dae o 4 0 2 DREADNOUGHT CLASSES Great Betas 120, 150, 160, 170, 180, 280, 280, United States: 420, 440, 480, 460, 470, 480. France 520, 530, 40 Germany: 720, 730, 740. Japan: 780, BIO, 830, 860, 80 aay: 970, 930, [11.2] CAMPAIGN SCENARIO “A” ‘The Sea Sweep ‘This Scenario supposes that the North and South assigned forces meet by chance while each is on patrol or "sweep." The objective ofeach force i Snply to sink or damage the Enemy and win the Scenatio as outlined in section 9.5. [113] CAMPAIGN SCENARIO “BY ‘The Shore Raid ‘This Scenario supposes that the North assigned forces are attempting to intercept and stop the South assigned forces ffor carrying outa bombardment of some hypothetial shore. The South assigned forces wil attempt to defeat the [Noch assigned forces while preserving enough captal-ship feepower to make a worthwhile bombardment. Victory Points will be awarded to the North Player soley on the bases of tule 9.8. ‘Victory Ponts wil be awarded to the South Player fon the bass of rule 9.5, and, in addition, if the South Player wins the Scenario with at least a Sohtantia Vieory (nm 988) and he has not ‘caused the conclusion a the Seenario by retreating to his “safe zone (G1), he receives additional Victory Points equivalent to. the total Attack Strength Pots of any of his capital ships which rover fred during the course of the Seenatio. ‘These Points are Bombardment Bonus Points. In order to receite the Bombardment Bonus Points, the South Player must win the Scen with ® Substantial Vieory, of he must sink oF tereck all the North Player's ships Gn case the [Nort contests the Scenario witha weak force), oF the must force the North Player to concede the Bombardment Bonus Points. The North Player concedes the Bombardment Bonus Points if he moves ship of the initial Map Area before the South Player does, (This is to prevent the North Player fom running away indefinitely, while staying in sight but possibly not in range, and thereby preveating any conclusion tothe scenario) "Ifthe North Player docs move a ship off the initial Map Area first, then the South Player automatically as the right to his Bombardment Bonus Points, regardless of which Payer frentually wins the Scenario. 114] CAMPAIGN “<" ‘The Convey ‘This Scenario supposes thatthe North assigned forces are atempting to defeat the South assigned forces and then intercept a hypothetical convoy belonging tothe South Player. In composing this Scenario, the South Player secretly assigns. = ‘Vistory Point vate (called the Interception Bons) to this Aypotheical convoy, which must range between 25 and 100 Victory Pots, nating the value on a piece of sratch paper and setting i fside ntl the Scenario’ conclusion. Vielry Points ae awarded to both Players on the bass of section 9.8 In addition, the North Player receves Victory Points equivalent to the total Atack Suength of his undamaged ships, up to the Interception Bonus ofthe hypothetical convoy he sertch papers now revealed) so long as the Neth Player did not eause the conclusion ofthe Seensrio by Mlecing to his safe zone (8.1). Whick North Player ships are undamaged is calculates after the final damage ecovery outlined in section 9.53. The South Player receives additional Victory Points on the Balance of the Interception Bonus; that i, ‘whatever balance is leftover after the undamaged Northern Attack Strengths are subtracted from the ‘nil Interception Bonus. The Nocth Player may not move a ship of the inal Map Area without penalty until the South Player does so If he dos, he fosee any right 10 Interception Bonus Points. [115] CAMPAIGN SCENARIO “D" The Sea Sweep “This Scenario is identical to Compaign Scenario oa [11.6] SCENARIO ORDER AND SHIP ASSIGNMENT ‘The Scenarios mast be played in onder: A, B,C Jind then D. tn assigning forces intally to each Scenario, the Players are nt required assign any ven ship unit go any given Scenario. Nor are they Fequied to arsign any ship units at all (0 2 gin Scenario. A Player may decide not to contest a sven Scenario, but if he does not contest. his ‘pponent is asumed to win 3 Substantial Vieory, senering thereby the twenty Victory Points wed in role 9.55, plus whatever addition ory Points he woul receNe for accomplishing his objective. For example, the South assigns wee capital ships to Scenario ™ [North Player does not assign aay ships, thereby conceding the Scenario. The South Player weald receive twenty Points fora Substantial Vitor it the Scenario, pls the total Aftack Strength of his Ships (Bombardment Bonus). (11) ESTABLISHING THE CAMPAIGN SCENARIO BASE VISIBILITY At the beginning of every Scenario the dice are to be rolled, Whatever number is roll is defined as the Base Visibility for that Scensrio. Thus, aay fiven Scenario ill have a Base Visibility set Eomenhere Between eo and twelve heres. This ‘number will be constant for the entire Scenario find wil be the nomber from which the Turn by ‘Turn visibility is derived (ee 5.7 (11.8) PLAY BALANCE AND VICTORY CONDITIONS 1 should be obvious that if, for example, one Plager picks the Roja Navy (WWI while the ther chooses Italy OVWD es tei respective navies, the Italien Player wil have lite chance of winning the Campaign Game. Thus, those Payers interested in playing an evenly balanced game should decre 3 Feet vale limit within which esch layer woul be Allowed to create hie wn fleet for purposes of playing a Campaign Game. Rule 91 establishes the vlc ofeach ship in Vistory Points. Under the feet value limit concept, the Player woulé be allowed to choose any ships from his nation fing, so long asthe total value did not exceed the oct valve lint. It is suggested. that the following limits be observed: WWI 200 Paints, INTERWAR 300 Point, WWII 400 Points. Tus is porely a suggestion. The way in which the Players ompese their lets is limited only by the counter ‘mit and their imagination. [11.9] SAMPLE CAMPAIGN GAME “The Players decke to play a France versus Ttaly ‘WWI Campaign Game. A coin ip establishes Plajee fas the French Player. Player 2 (Hal) then chooses to besome the South Player. Both Players then sort oot ther forces. The inital map ares i sssembled. Then each Player proceeds 10 asign his ships to the respective Scenarios, For each Scenario he composes a Task Force composition chart and an intial Movement Plot, as shown, ‘TASK FORCE COMPOSITION CHART INITIAL MOVEMENT PLOT revalvene «|? * [= jane peer = Te ler =e \n | - 7 fi Wie | ir E Note: Ships in Task Forces may be in any forma- tion, with any umber of columns “The Players ate now ready (0 begin Scenario A. “The dice are roled with a lx giving the visibility base, Pay begins, the TF Markers are entered onto themap and movement i executed Turn by Turn 1 oa ome 6 ome 1208 0408 0806 006 * 2 107 0907 07 oa \oF a ‘osc7 ee ow our oo ye" Jan - ‘108 y oe 708 908 7 ae 9 ee Jo oa oi on os ome om one a oo one oi a0 on oo oo on on on om on on on on on or we om ome ome wal oa oe war Hi ons Ao 518 one oar3, a os or wa we one os we a oe we \ Pe one oe A of [we oe 0616 - 9101 ‘o301 on \e* 701 ‘201 rd) Jom wa" Yer can ? ‘ov02 a0 ot fem ‘702 m2 2 of Nam ae 7 oe [At the end of Game-Turn Five it becomes fpparent that TF Markers are. close enough Together s0 that a possibilty of sighting exists (The Kalian TF Marker sn FOI02, the French TF Marker is in C0308.) The visibility die vols a fou ‘hich, added to dhe base of six, gives a visibility Fange of ten on Game-Turn Six. On the first Movement point of Game-Turn Six, the TF ‘Markers move within ton heres of one another Contact occurs Both Players proceed to display their ships The Preach Player places his DIV in hex O08, C11 in hex C0308! and C12 in hex ‘C0208. The Kellan Player places his CSI in hex FIO! and D Alighirt in hex FOIOS. The Turn is declared over; the folowing Tura (Game-Tura Seven) begins immediately. The Malian LSt and the French forces ean sce one another, but donot possess the range to fire at each other. The D. ‘Alighieri, which possesses the range to fire, cannot see the French ships and thus cannot fire. Both Payers write their Movement Plots. The French Player plots a SNEL (speed five, course NE, fine breast formation) The allan Player, ant ‘ipating thie maneuver, ploss the D. Alighieri ¢o ‘move NE also at speed six. The Turn ends withthe 1D. Alighieri having closed the range to eleven exes. The following Turn visibility increases to leven; D. Alighist bugis Fring. No result Both Payers maintain the same course and speed. Pursuit continues for thee more Turns, with the D. Alighir finaly scoring + Bit (15,10) on the French C12, Then on the Twelfth Turn, the Halian, leery of closing the range to six and thus alfording the French a shot at the D. Alighier, turns SE, speed four. The French continue their retreat NE, opening the range. At this point, both Players agree to end the Scenario retiring their ship units. The final score is: French, 0 Victory Points; Iatian, 22 Vieory Points (2 Points forthe two damage states infleted on the French C12, ps 20 bonus Points for achieving 2 Substantial Victory, Players then move to Sesnatio B. The Ttallan announces that he & not contesting the Scenario fnd the French win am automatic 20 Point victory. “Mening to Scenario, the Players besome engaged ‘in what is obviously the main batle of the Campaign Game. The French Player, reasoning ‘that ifthe Italian Player has thrown the Bul of his Dalle ito protecting the convoy, it must be because hes given it igh Point value, decides to fight even though he is outnumbered and ‘outgunned, The Halian, realizing thatthe French Plager will not leave the Initial Map Area, scents blood. He closes the range, and several Turns of hattering take place. The French Player gets the beter ofthis exchange, wrecking the L- DaVinci and scattering some five hits among the other Ialiam bateships, while taking some sx its on the J. Bact and thre hits catered among hisother ships. The Talian decides to sop presing the French feet for fear of further bad luck. The French Player takes the portunity to open the range for Uuee Turns while still carefully remaining on the inital Map Area, The Scenario tends, The final accounting is: Pench, 72 Viclory Points; Haan, 74 Points. That breaks dowa a5 follows: The French receive five Points for the damage sates removed from the Haan ships, 18 Points for wrecking the L. DaVinci (80% of 26) ‘which courted as cumufative damage without the L, DaVinci being able to remove any hits, 10 Points for winning a Marginal Victory and 39 Pints asthe Interception Bonus (te J. Bart being damaged and not counting toward intereeption). ‘The lalian rsceivesfve Points for damage which hha been removed from the I. Bart, five Poiats for the 20% permanent damage which couldn't be removed, three Points for the damage removed fom the other French ships (otal of 13), thereby Josing the Scenario marynally to the French, and. finally 61 Points which was the convoy balance (G00 rminus the 29 awarded to the Frech) Play then moves to Scenario D. The French layer, Knowing he ie sfightly behind in the oretall standings, tries a desperate move, closing the Tange with hisone CA against the vo Ttalian CA's ‘The gumble almost succeeds; he manages wreck. tone ofthe Haan CA's, but his own CA becomes ‘wrecked inthe proces, The French Player 13 ‘concedes the Italian + Marginal Victory, reasoning that at some point inthe future, the undamaged Malian CA wll roll the proper combination of rumbers to produce a sinking. Scenario score: French 9 (0M ofthe weeeked Italian CA); Kalin, 22.02 for the sunk French CA, plus 10 for a ‘Marginal Victory). Final Campaign Score: French, Tol: Kalan 18, [12.0] OPTIONAL RULES nea] SMOKE [12.11] A smoke seven may be created by any DD Unit during the course of mavement. The Word smoke” must be wren next 10 he unit's Mavement Plot Then, dusing. the Morement Execution Phase, the Player places any game marker upside down in each hex that the unit, cates during ite movement. The upside dows marker serves as a Smoke Marker and, in effet, the unit leaves a trall of Smoke Markers in its path fsit moves These Smoke Markers remain on the ‘map until the beginning of the next Movement hice in the following GameTuen when they are removed, While they are on the map, they affect the ability of ships to fie [12.4211 he ine offre between two ships (defined tthe line rom the center af the hex containing the fring ship to the center ofthe hex contining the target ship) intersects @ hex containitg. 2 Smoke Marker, then no fre of torpedo stack between the two ships ip permitted. [n223} A Smoke Marker ony prohibits ie itis ‘outside of and Between the Gring and target ships Ihees. It doesnot block fre if i les inthe same Jhex with either the target ship or the firing ship. (02.14) A DD wnit may make smoke on every Game-Turn. There is no limit to the numberof times it ean do 80 [12.15] Smoke has no effect on visibility as it applies torule (4), A Player may not ure smae to break contact between opposing forces. [122] RADAR AND SPOTTING PLANES [12.21] USS. and British ship units in action in any post 1942 Scenario are presumed to have effective Fire Control Radar which allows them (0 ignore the visibly eestrictions (including smoke), and fire at their maximum range If they do so in excess of the visibility ange, then their Damage Foint fice rll is reduced by tvo in addition to any ether fdjustment I they ate firing within the visiiity ange, then radar has no fect {32.22} Allcaital ships and CA soreen units ia use fn & poxt-1990 Scenario are presumed to nave sting planes, which they have launched to help tjus ther fong range fie. This permits the ships to fire in excess of their normal visibility reste. tions to the limi of thee range, except at night oF through smoke. The Damage Point dice roll Is reduced by three when using this le (123) CREEP Under the Creep Rule, any ship which has a 28 damage status, but has less than 2G damage is permitted to move one Morement Point. per Game-Turn. Ships with 26.28 damage may not use creep. ‘Tey must remain metioaes (124) TOWING [1241] Ang eapital ship may be towed by any ‘apital ship or cruiser unit. Ip order to tom, the towing sip must stack with the toned ship and remain motionless with this ship for two Game: Turns. On the thied Game-Turn folowing, the towing ship may begin to move a maximum of two Morement Points per Game-Tura, taking. the tomed ship with A tow may be brokes instants neously a any Game-Turn following [12.42] Sereen units may not be towed, though CA or CL screen unit may act as towing unit [1243] Presumably a Player wil we the tow rule to Implement recovery of his wrecked units, Friendly tits may not tow Enemy nit [125) SUN PosTTION [1251] A esing or setting sun can serve to sihouette some’ ships while concealing others. “This is Hist ofall Dreadnought, (083 Emperor of India 181 Vanguard 32 Texas Tinta ursboressed O84 nro 190 iin Cle 351 Otfahoma Chass Time ihe tnt we Jigs ofthe oh Asmnet tortie 351 Otfehoms Taeieatpn Nombsr fr each Ban Cau FSetnnesbie 35 Nevada wilgeatyincion owen inet 20 E [35 tedontable 560 Oaboma et Sip troup Tie eae mane ls lorena 50 tnt Case Sloe ETS SMa ao. mabe Cae Br meee Senet eve © Spaate cles nutes 11 Gye Beet or Aviat ce imi tip hina cage 12 Valin 23 New Zeal 31 ena Towne wochanged a ces UMMA 20m ret Thuy ships sumbeed Sl, 15 rn Biz Princess Roya $80 Fenaana st the Royal Sovereign Class a weit, 120 Queen Elisabeth refit 213 Queen Mary uae the Ramis as originally launched 121 Queen Elizabeth mi Ter ri is nr. 143, and as refit is nr. 153, 122 Valiant 230 Renown Class 390 New Mexico Class 12 Males 2 Renn Ser New Mesa tat Waite BaRemie Seztaahe aurans 135 markt HO Reno rt 2et Mi G11 Drendnougt 150 Queen Babe eft Mi Rowen dooNer Ms rete tat Betrpbon Clase 131 Quen Ezsbeth 2a Repete ‘ore Mexico oat Tamerae 13 Vato 2st Rem ree ‘ooiano O22 aaron 13 hte 251 Henorn ‘Oo Mucspy o2s Supere tat ware anemic ‘to Teanesce Clase {30 St. Vincent Class O31 St.Vincent 150 Royal Sovereign Clase 151 Royal Sovereign 4411 Tennestee 412 California 260 Courageous Class 201 Courageous 1032 Collingwood 142 Royal Oak. 262 Giorious {20 Teanesee refit (033 Vanguard 143 Ramilles 271 Hood 421 Tennessee (041 Neptune 144 Revenge 281 Heed ret £22 California 050 Colossus Class 145 Resoltion| {30 Colorado Class (051 Colossus 150 Royal Sovereign rei usa 431 Colorado (052 Hercules 151 Royal Sovereign 300 South Carolina Class 432 Maryland (60 Orion Clase 182 Royal Oak 301 Michigen 439 West Virginia 061 Orion 183 Ramiles 302 South Carona 440 Colorado rel (062 Thunderer 154 Revenge 310 Delaware Clase ‘44 Colorado 163 Monarch 158 Resolution 311 Delaware 42 Maryland (064 Conqueror 160 Netion Clase 312 Noeth Dakota 49 Wet Virginia {70 King George V Class 161 Nelson 320 Utah Clase 450 Washington Clase O71 King George V 162 Rodney 22 Uah 451 North Caroling 072 Centurion 170 King George V Clase 322 Frida 4452 Washington 073 Alex 171 King George V 330 Aransas Class ‘460 South Dakota Class 074 Audacious 172 Dake of York S31 Arkansas 461 South Dakota (080 Iron Duke Class 173 Prince of Wales 332 Wyoming 462 Indiana (81 ron Duke 174 Anson [M0 New York Clase 1463 Massachussetts (082 Benbow 175 Howe BHI New York 464 Alabama Before beginning a Scenario. the Players wil oll ‘the dice. A two means the suas esing onthe east sideof the map area, twelve means itis sting on the west. Any ather result means no sun condition. [12.52] Whenever a ship is fring avay from the setting o ising sun, the die rol on the Damage Point Tables reduced by one to refls its reduced {irepdwer Gas dificulty ranging ito the gloom. tie firing tomard the rising or setting sua, then its Damage Point dice rll Is increased by one "These afests ae in addition to any other aur. rentsto the Damage Pont dice rol. For example: ‘The sun is determined to be seting in the west ‘Trae a ine along the hexow i che deetion NW snd ome in the direction SW. Ifthe target ison tithe line or between the lines, then the fing ship Isfirng foward the san and its dice roll would Be Increased by one, [12.53] Arising or setting sun condition exits and persists fom Game-Turne Six through Eleven on ny Scenario for which the situation is determine. On other Tums, ether night or day (no sun ‘onditon) exist [02.6] THE EXTENDED CAMPAIGN ‘The extended campaign is an economic game requiring the Player to amass more ship value ‘points than his opponent (every ship has value in Points equal tthe total of Hs printed atack, ‘elense and. movement valves). Each Player goer an initial number of ship value points (his Peeasury") from which he purchases’ an initial ‘ect, expending inthe proces, points equal to the Yalu of the ships he activates Thereafter, play Drogeeses through am indeterminate number of Extended) Campaign GameTurns from two to vee Turns. depending on a random event. During each of these Turns, che Players plan and execute 4 Campaign Game (1.0), in the press Sugmenting and depleting thelr treasuri Sccordinaly [12.61} Setting up the Extended Campaign ‘The Players decide’ among. themsekes what ‘hronlogiea period and national identity they trish to assume. Thon, on pice of scratch paper Tabeled "treasury," they pay themselves between TOL and 900 Ship Value Points apiece. They then secretly choose from the national counter mix Comprising their ational Reet ship unite toting tno more than 300 Ship Value Points. From within the proper mis, they ean pick any number and type of ships so fong asthe limit isnot exceeded. Th then fees! to each other che respective init Acts They nxt seertly formulate a construction schedule detailing. Extended Campaiga Game: ‘Turn by Extended Cempaign Game-Turn, exactly ha ship units fom the balance of their national Meet mis they wil "build on each Game- Turn. No Player may build mote chan 100 Points worth of ships per Turn. This schodule is not revealed immediatly, buts revealed progressively, Tura by ‘Turn, a8 the Plajers reveal new constuction. [12.62] Extended Campaign Sequence of Play Outine 1, Peace Resolution Phase: Two dice are role. If the number rolled Is the same as the nurnber of the Game-Turn, then peace is established, andthe fwame fs immediately over; otherwise, the game proceeds esestive lets according tothe rules in Case 110. S.Repalr Phase: The Players repale permenenly damaged ships. 4 Build Phase: The Players augment their existing ‘ets with ship units Picked from thoi national Meet mx according to thei construction schedules cn [11263] The Campaign Game In "The Extended Campaign Game-Turn ‘The eues forthe conduct of the Campaign Game remain identical to those In Case TLO, with the following exceptions and additions 1. Vistory Points awarded for winning a Margin Substantial or Decisive Victory are added immediately to the Winning Player's treasury. Victory Points awarded to the South Player for the balance ofthe interception bonus in Scenatio C fre added to is treasury. their 10 town Case 582 Sevastopa 683 Pommern {40 Yamato Clase S11 tows 583 Petropanink (54 Schleen 41 Yamato S72 New Jersey \ a4 ot (85 Sehleinig Holstein 82 Mah 73 Misoue ‘80 Imperator Aleksandr II Cast 701 Hessen {50 Kongo Class 474 Wisconsin 591 Imperetn Maria ‘TNO Deringer Clase 851 Kengo ‘$80 Alaska Cass ‘92 Ekaterina 7M Destinger 850 Hie 481 Alaska 83 Imperator Alksande IE 2 Latzow 160 Kenge ret 482 Gem 1594 Imperator Nikola 1 713 Hindenbace 1 Kengo 720 Lao Class 2 Hit pe a 724 Lutzow (Deutschland) £570 Kirishima Class ns a cERMANY Inn Seheer 871 Kishima 581 Viribus Units {00 Westen Case 723 Gra Spee 872 Haruna $82 Togethot Sa Westen 730 Gacienau Clase 80 Kishin rte 550 Prin: Eugen 02 Nasa 731 Greisenau 81 Kinshima S34 Seen Ivan 03 Posen 732 Scharohost 82 Haruna FRANCE S04 Rheinland “a0 Blemarcle Cass rALy 500 Corbet Cass (10 Hegatand Clos 74 Bismarck 501 Court 11 Tharingea 12 Tipite 981 Dente Aghios 502 lean Bart 612 Helgoland $10 Conte do Career Cham £93 France S13 Ostriand 911 Conte de Caron S04 Par {18 Oldenburg JAPAN 912 Guito, Cesare S10 Provence Chass ‘620 Kaiser Cass 781 Stu 313 Caio Dui 511 Provence 821 Kaiser 760 Satsuma, Class 512 Bretagne {22 Friedrich der Grose Sata 513 Lorraine (23 Kaiserin 752 ie 520 Provence refit {24 Prinzeget Lap 77 Kawachi 921 Conte de Cavour 521 Provence {25 Konig Albert 780 Faso Class aGab Cone S22 Bretagne (31 Konig Clas TB Faso $23Cein Dali 523 Loveine 131 Konig 1752 Yamashiro 324 Andrea Doria 530 Dunkerque Cass 1632 Markgrat 190 Fo rt 930 Roms Cass 531 Dunkerque 6533 Grosser Kurfurst. 731 Foo 931 Vitoria Veneto 502 Strasbourg 634 Kronprine Wilh 792 Yamashiro $32 aia $40 Richelow Chae (40 Baden Class ‘0 te Clase 933 Roma S41 Richi S41 Baden 01 Ise 934 Impero ‘a2Jean Bart 42 Bayern S02 Hyuga SPAIN BRAZIL tne noma 980 Bspane Class as Gerla Yon der Tan se 951 Espana Slims Gor 70k Cian 2 Hrs ezine | 1582 Sao Palo. aes S20 Nagsto Chee 953 Afonso XID peeve S72.Gocben 21 Mase ‘1 Seite 22 Nagato ARGENTINA RUSSIA 0 Destachand Clas {30 Nagao ret ‘960 Rivadavin Class 580 Gangut Clas 651 Deutsch ‘31 Mute S61 Rivedaia 581 Gangut (692 Hannover ‘52 Nagato 952 Moreno 5 16 2. Victory Points normally awarded for damage ingieted on Enemy ships are not added to the Player's tcasury. They merely form the basis fOr Acciding which Player wins # Scenario. 3. Bombardment Bosus Points swarded to the South Player in Scenario B are not added to is treanuy: they are instead deducted frm the North Player's treasury, 4.At the eginning of any Campaign Game, the Payers ip acoin to decide which wil be the Nort Payer [12.64] Repairing Ships In ‘The Extended Campaign Game ‘During the course of, and a the conclusion of any CCampaiga Scenario Payer mist attempt to cure ny repairable damage to his ships, deducting in the process one Ship Value Poiat for every damage state so cured. Ships which suffer permanent Benbow, iron Duke, Fmperor of India Sereen = ily 2 X bbe Déy 1 ve, Diy 3, plus sereens is a contest of Bots rersus Bulg ar ig Div A verovs Div 2. Div! verove Div his 8 Dattlocruiser contest, wherest Div 2 vercse DS B (pve Sereons) is a battleship engagonent, The use of both aiv= icione on each sido provides for @ scouting foree plus line of battle, The possible scenarios areinteresting because ‘The speod and Tango differences meke for sose interesting eituatione, Use an A +8 over + D instiai board setup, Hayo the Britien enter fos Ay the Germane fron 0 and contact ie made, Uae ten hexer for bare visibility and the rule for changes muggested above, fun the battle for 15 tame and determine victory by points (Seetion 9.5). B x2 by Mlchard 1b, ataka Below are Listed sone sdiitione] rite and a Hod tied Sesuence of Flay that ie needed for thie Sreaimousnt Scenario, This Seenario wil help you to tet an sanders otenaang of tho zane syeten that io) uaed “in Dreagnovshe site at the aan tine cresting # challenging ettuation to Play, “ime Japanese unite noveren? ayaten ie otsictiy aes Chanical and you are never eure af ite peth” from turn to turn go you must be caPofil not to let your wits get too elese te then. he inoriean tnite are noved "sy" $00 the Flayor in an attenpt to keep the Japanese unite from exit ing the otter ide of the nap. The anerican ite are hard pressed to keep the Japanese unico fon winning trie fare and onty by skill eat they hope to wins Initial. Foro Japmese: Yamato, Nagato, DABt and Du52 Anerican! Wisconsin, Texte, tah, DeIé, Do? ond DelB Map Location: ale ‘the Japaece unite enter on Map Cat a epecd of 6 movin An a Si direction on the following hese: 0-51 2001, Tone fate 2002, Nagato 2005 and D=52 2004, the American’ units enter anguhere on Map Bat a speed of 6, Victory Conditions: ‘The Japaneae side wins ty exiting ay one mit off either Nap A or D or by dontzcying 5 American unite American side wins by preventing thevapanese Victory. Special RuLeet me Modified Sequence of Flay: 1) Danage Bvelustion Phace? Turn sarkers right aide up thet Fecetvod bite during the preceeding phase and try 2) Combat Phase: Each side conducts attacks on mite that fre within range ond consults cuarte for danage that 10 infiieted, ‘Place counters for aanage face down at thie ime toe turned up during the next banage Evaluation Phase, 3) Aseriean Ylovanent Phases hnovea tn arcordauce with dealing wich ovenent, 4) Japenese ‘init Hoveneat soved In accordance with he Anericon mite are now ‘the Standard and Special Hulse ‘Te Jepsnese ists are now ‘the Special Holes aeslang with comnat: Japaneses Japaneue Dreodnourht unite nay opLit thedr attack strength invaeit and fare st» aszinen of two wite if they “are Sithis range durang a ta, Bach of those attacks are fandied just like s norael attack.” Torpedoes! It any American uit comes within the range eee Torpedo attack fron a Jepaece iit at any tine during the ase tara hat Japancon woit autoaaticedly executes a forpede set ck on the American unit that tu within ite ranges M1 Japanese write attack she Anerican unit’ that ts clooest to then snd If there are tyo anita the cane Gee face sway’ than the anit with the weakest defence aerenge in attacked. If both have the sane dofonee etrength Felt aie and hign roll ning and receives the attacny Sspmiese sovenent in aandatory in this gane and 1e deter= fined by Tolling a die. Rolling a 1, 3, of Sand the ship ture one her counter sloshwiee at the ena of ite nove Rolling © 2, 4, of 6 and the uiit in question tume clock= ‘wige at the ond of ite movenent, 421 aie rolling for the Japanese wate io done before moving that unit ands die Leveled for every Japanese unit that 42 presently on the board, ‘Turning se done in the Last hex that in antered so that ihe fret hor that de traeversed on the next ease turn =111 be chosen during thie gane turn, All Japenese unite ove at « constant epeed of 6 unless damaged ty Combat uring that pase, Tf 1t oo happaue that a Japaneno unit enters a nex with an fineriean unit the Japanese anit will Gutomatieally fire a Torpedo st the American unit 4¢” it Gon and Af not At just attacks normally during the Combat portion of the ease turn, Well, this te the Solitaire Scenario for Dreadnought and after getting tho feel of st you can try yourom hsp ‘izture creating your ow Seenarioa anne of which you will be able to win and othere you may not. fhe-one thing to try and renesbor ie that yon onmnot make 4t too easy to Win Gthersive you will soon lose interest in ite Once More into Third Reich by Androw 5, MeBivaine Te following 12 2 scenario for Mira Reich. Tt starts in Spring 1941 and ends in Sgring 193, This soo- ‘nario oncoupasace te Nazi attack on Russia, theorth At~ Fiean canpaigny the Balkans carpaisn and the poseible )peration Sexlion". Germany and Italy are at var with Bngland, The U.S, ontere thi gane in the sine fashion ae in the Campaign” gan Bupte sre ae follove: 268 Italy: 75 Great Beitasn: 132 B.s.s.82 120 insti Setup: Germany: At Start 20: 3a3'ay 8 t6ta, 3 9 factor rheste, 4 Soh airy 1 Specht restrictions: Fests mist be in either Saltie, North Seny or atlantie, Force Pool: TOUS W We6Is, 8 S3te, 1.9 factor Het 8 repacenent. Toast 2 59648, Control: “Norways Netherlands, Denmark, Belgiun, Turon bore, France, Poland, Italy: At Start: 2 2a5ie, 2 3-315) 3 2Ste, 6 103%e, 5 9 factor fleets, 2 Sey ales Force Pool: 1205, 19 factor fect, 1 205 preht, 6 Repiacenant, At Least one 123 4m Albania, AL Least two 1=3¥e an Libya, Control: Sardinia, Carsies, Albania, Sicily, Libya, Rhode Britem: at starts 4H Sehtay 3 1-380, 3 Hoste, 7.9 factor fleets, 2 Sh airy 2 20306 (iree Princes). 1 2 Sh airy Force Poot 3 Falta, 1 had, 5 9 factor Moots, § Replacements, 2 Sah tous 1 563 preats Lanite 1te3 an syria 1103 in Glbratter + two Meets 1103 in Halts 1 Sci and 1 he5 am Seypt 4 two flects Control: Palestine, Tranaordan, Cypras, Feypt, Malta, Gibralter, Uas.S.Rt At stants 1b inte, 6 25a, 5 5345, 5 35tey 59 factor Meets, 2 Sek Sirs Force Pools 4 20345, 1 305, 1 Se aire Tyas “19 33S, deotey 2 23 pent, Lanse he folloring unite must otart at ad not nove tron the stated cities until an eneay unit cones within 5 hexes of Ghat particular city. Woscor 1 3-5 Odesan 1 125 Knarkov 1 1-5 Gronzy 1 123) "Me United States functions just se 1 would tn the 1942 seenario with the exception that the game ende cari hor, The U.S. enters the war an Spring 1942, Order of Doploysent: Italy, Britein, Buseia, Gersany, Vichy France existe an’ neutral and has the following ue nits: 203"s, 1 303, 2 9 factor foots, 1 5-4 ofr, Yseny france controle Morroco, Algeria and Pusieie, German player sets up Vieby French unite, At least one 25 must be sot up in Africa. ‘There te no your start soquones in 1941, The Axia player novee firet, Huegian winter rules are in effect, ‘Me Gernan player aust still garrison the eastern front wits twonty five or sore atronsth points, I ouggest that You use the Advanced gaue rules about Vichy France, Axio Minor allie enter the gane in Sumer 1941, Rusela may attack Gersany dn f2l1 of 1941, Tn Spring 19h1 Tugostavia overthren their process government, A state of var exists batween Germany aid Yogeeiavia in Spring 1941. he German player mist ot pay any BRP" tor thas Coalition Vietory Conditions emma tvete Statenate 19 15 Marginal 2 % Substantsve 21 ” Decisive 2 1% 1975 SINAI by George 7, Havaktn ‘The recent peace talks between Iarael and Reypt wilt ise sone Light changer in SPIta SIVAL, The new Sinad Neutral fone wil eonetst of 0722, 0725," 0724, 07255 0726, 0727, 0827, 0928, 1028, 1129, 1229, 1250, 1251, 1132,1153, 1035, 0954, 0955, 0956, 0957, 1037, 1038, 1139, 1239,1240, V5KIs 13h2, 133 13H5 Teh, 1845" and Tans, me folowing exes are Torasii forts and have defense strongthe of fous (0822, 0823, 082, 0825, 0826, 0927 and 1027). A other hexea'on the Teracli cide that border the Meitrel Zone have a dofenss factor of 1, ‘the Hayptians have no euch onus on thei eide of the Neutral. Zone, JS chutztruppe nartont "1910 and 296," nomhly caroas” "Largo, FONE het Se heRattin eter ie See ha fea, oe Gs ar geeeia re ee SP rie GL ee Mute" elininoted Asually return after } nonthe ef RA pan EMH Uniesy "or “Svntlene (err'sare)." optional niet Trev inter wept: fot fo ueinere,. oan canbe ston ty TaD. veg sven fy fer dake senate ‘948 Loraine Avenues oa Alton, Caltfornia 94038, . aurea, a pete 2 THE RISE OF THE DREADNOUGHT The invention of explosive artily shells (as opposed to the eather sold shot) in 1827 ‘mandated. the appearance of” armor on ‘warships. Ships without srmor wore easy prey to the shell-fring gun; those with armor were ‘almost immune. These changes gave rise to a new breed of ship, the ironclad. tanclads 100k many forms, wilh steam and sal propulsion, muzzle. and breach-loading weapons, with many small and a few large weapons mixed indeterminably in many fleets. Yet out of this plethora of warship types a new design began fo emerge, staring’ in the mi6-IB70's and blossoming by the early TB90"s. This was the Batleship. By the time the Battleship was ready. t0 enter the Twesticth Century, the {ars of painful evolution were welin the past ‘These Battleships were the dumpy, pugns- hous vessels later known as pre-Dreadnought Battleships. Such ships had dofeatod the Spanish Fieot off Santiago in 1888 and would fight out the actos of the. Russo-Japanese War in 1904-05. The pre-Dreadnought ‘placed between 10,000" and 16,000 tons. Although as much as 243 ofthis displacement might be devoted to armor, ane torpedo would Usually suffice to sink such a vessel The pre-Dieadnought’s weakness was its armament. The main battery, usually four 12" funs, was intended for long-range. sniping, ‘ath the feal damage supposedly being done tatclase range by the dozen or more secendary ‘guns of between 5” and 8" in size. The femphssis on close-range fighting was caused bby the fange-finding equipment of 1209, which ‘ws G0 poor thatthe naval guns were simply Sighted by enlarged versions of the Contemporary non-telescopic rile sight. Each ‘gunner did is own aiming, which made ‘ficult 19 correct fe, for no-one know which ff the shell splashes around an enemy ship ‘were trom hie qua. Theretore, fre at ranges ‘ver 3,000 yards was considered dificult, and Impossible Over :000 yards. It was thought in somne navies, notably the Feyal Navy, that the answer was To increase the Size of the Battle Ship's secondary gun. Thus, Britsh secondary fatmament sas ncreased from 6" i 1890-1902 to'75" in 1903, and the next year saw the Introduction of 9.2" secondaries. The difference botweon main and. secondary toatteries wos becoming sinater. The battles of the flusso-lapanese War had shown that it ‘ould become necessary to fight at ever 6,000 Yords range, and that only the 12" projectile ‘Could do sutficent damage to anather Battle ‘hip, despite the fe control problems involved. The angwer to these problems became obvious 10 many farsighted men Smultancously —- the all big-gun Battleship. The secondary battery would be expanded 10 use the same big guns as the main battery thus daubling the heavy gun ftepower which, the Russo-Japanese war vas to Show, was all that mattered. Such an increase in armament, ff course, tequited a larger ship (rnuch to the {chagrin of the Germans, who found it difficult toil even thet pre- Dreadnought through the Kiet Canal, Thus the Dreadnought) was conceived Vittorio Cunibertia, an italian Naval architect, was the first and foremost propanent of large Battleships armed wath fsige oumbers of heasy fguns. The Americans, Japanese and British, {inding these ideas supported by the results of the Russo-Japanese Wat, began 10 work on the ships which became. the fst Dread: noughts. It was in Great Britain, however, that the Dreadnought as first born. Thore, the ides of the all big-gun Battleship had fied the imaginations of ‘wo. brillant men, both ‘committed to janovation and refer in their respective fields Admiral Sir John "Jocky’ Fisher, Fist Lord of the Admiralty, and Sic Philip Watts, Chiet of Naval Construction. During the years he led the Foyal Navy, Fisher was to sweep away. the’ cobwebs. of Ninetesn Century complacency and reform the. Royal Nowy to make ita. competent, professional Torce in time for the First World var Working with Watts, Fisher designed a ship that was. in. every way revolutionery._ It mounted tan 12" guns, of which eight could ‘bear on the broadside idouble the power of a fre-Dreadrough, and six could be tained forward for utcuit fing (ple that of 3 pre-Dreadnough. To move this ship, the new turbine engine was to be used. Protection was ‘increased ~ such a ship could not be allowed to fal vetim to a single Torpedo. In sixteen months, the frit of Fisher's idea joined the Royal "Navy. Her name was H.M.S. Dreadnought. In that instant, all the world’s Battleships became obsolete ‘With this new weapons eystem revolutionizing naval warfare, every navy inthe world realized 'C needed. Diesdnoughs, and quickly. The result was not one arms taco, but several. Nat nly dig the British and the Germans ty to fubuid each other in Dreadnoughts, but so id the Americans. and Japanese, ‘halons, French and Austro-Mungaians, and even the Braalions, Azgentinians, and Chileans joined the race in the years before 1914, ‘The success af H.M.S. Dreadnought resulted in the Hoya! Navy's building, in the years between Dreadnought’s launch in 1808 and 1908, six similar vessels, Other nations were snot fat behind, and the ships builtin this ‘pening stage of the Dreadnought ofa, which Tested nil 1914, may be termed the first generation of Dréadnaughts. The Dreadnought, in assuming the mantle of power ftom the pre-Dreadnought, also ‘sumed is enemies. Foremost amongst these ‘wae the torpeda. Throughout the age of the Dreadnought, the torpedo was the bane of the Dreadnought’s existence. All that changed ‘ower the decades were the metheds by which {Ne thteat was delivered. For the fist decade of the Dresdnaught's existence, 1905-15, 1 ‘was the torpedo boat they feared. To counter this, most Breadnoughts mounted heavy and tlective torpedo nets and bristled with dazens ‘of secondary and tertiary guns, ranging from 6" down to 25" im caliber. Unlike the pre-Dreadnought, whose secondary guns were Intended to do the real damage, the Dread- ought’s secondary guns were simost purely used against torpedo boats. The Torpedo Bost Destroyer, a class of wvatship invented 10 screen Battleships from this menace, eventually assumed the Torpedo Boar's fanetion is well Not long ater the first Oreadnoughts began 10 fenter the navies of the.great powers, 3 new ‘ariation on the Dreadnought theme appeared fon the scone, Ths was. the Dreadnought Battlecruiser No type of ship so captured the public Imagination "asthe dashing. Bate Glusers — yet no type of ship proved 50 nsuccessful in ‘action, siihough this was, ‘sually due to the misuse of the ships rathor than their awn failings. ‘Even more than the Dreadnought Battleship, the. Dreanought Baitlecrusor was Fishors brainchid, He saw the advantages of 3 ship ‘wt he armament of a Dreadnought and the Speed of a chuser, Such a vessel, Fisher Dostulsted, would be invaluable for scouting, for running down enamy commerce raiders, {or acting 95 8 fast wing of the battle fet 10 ‘gain advantageous postions, and any othor ‘uty where speed was to be more impertant than protection; the speed of 3 battleoruiser requited could only be ebtainedby keeping the Sip light at the expense of armor. Fisher, however, maintained that. the Batiecuise’ ‘was "stronger than the faster and faster than the stionger” In 1308, MALS. Irvinole, the World's fst Oresenought Battlecruiser, joined the Grand Fleet, soon 10 be followed by two Sbters and thrae oearsisters, Tho fst German attempt ot 9 Battlecnuser, S.A. Blucher, proveda tal fare, but by 1910, S.ALS. Von Der Tarn broke “Britain's. Battlecruiser ‘monopoly. Only the British, Germans. and TTapanese fwha built wa Briish design) ‘elually lunched Batllecrusors. Many other favies considered them “eggshells armed wath hammers,” unable 10 take. the punishment inflicted by sila ships. The events of two sword wars were to prove this view correct ‘Just before the First World War, the British iad. introduced os fuel with theie Queen Ezaberh class (Battleships previously heving been cca! powered), which enabled these ‘magnificent shigs to teach speeds previously faocensible 10 Batlectusers, As a result, a fon-German Dreadnoughts. of the Second Generation, built after 1914, were olficed. This made possible the emergence of the “fast Battieship,” which logcaly should have made the Battlecruiser obsolete, Despite this, Fisher {elt great affection fo his brainehio and othe Grinah completad sx Battlocruisers during the Fist World War, Five of tiese were very hghtly armored and wore designed towards Fisher's pet project of operations in the Baltic, which fequired shalow att, obtainable cry by Seertieing heavy atmor plate. Four of the sik vere sunk in the Second World War, after tee Rad been converted to aitcraft carers. Evan an the Furst World War, howover, Fcher's Folie” proved inadequate, one of them coming off second bestin a gunnery duel swath 2 hight cruisoet ‘The most important Naval Race was that between nitain and Germany. Wassumed the Esme implications for Armageddon that the U.S-Soviet "Balance of Terror” has in more recent years. The Germans, devoting most of theirdefense expenaiures to thee army, could fot overtake the British head start mh warships. Never would the Germans have a rato greater than 2 10 3 in terms of Dreadnaughts bull, although they enjoyed better odds. at times ‘uring the Fst Won Wat THE DREADNOUGHTS AT WAR, 1914-18 There ie much more to any ship, especially one ‘as complex as 4 Dreadsought, than meets the eye. There is also much more than can be ‘leaned com brie is of staistios that affect fig abil (9 function as 2 warship. These factors, dificult ta quantify, greatly affected the Anglo-German Naval situation throughout the Fret World War The British and German fleets vere built for Uitfecent purposes. ‘The Geran High Seas Fost was intonded asa dterrent tothe British, ta honey threaten the Royal Navy's super tony enough to deter the British tom a war in leone on pape 24] The Tactics of the Dreadnoughts 24,900 yards THE LINEAR BATTLE Here is the “ideal” Dreadnought action. Battles ona model similar to. this were postulated by the British throughout the Fist World War, and by the Japanese and Some Americans until well into the second ‘World Wor. Here the left-hand column of ships have come parallel to the enemy out ‘of range, but turn in to close range to 15,000 yards. This was generally considered the clogest range possible without exposing the ships 10 torpedo attack and extremely ostructive short-range gunfire. The ships Closing the range ahead of the enemy ine fe a "fast squadron” of Battleships such fs the Brith Queen Elzabeth, Japanese Kongo and American Jowa classes, These Ships are tying to "cap the Ton the ‘The column of ships on the right is executing the Gefechtskehrwendung, the Simultaneous turn away tom an_ enemy that wos the specialty of the High Seas Fleet Scheer used it ies at Jutland when Confronted. with superior forces. Most haves could perform a similar maneuver, bt the Germans were able to do it properly due to much practice CAPPING THE T Capping the T is a naval tactic as old as, firearms. involves putting one's ship in front of the enemy, asthe light colored Ships have’ done’in_the diagram. This postion has many advantages. The dark Ships can only fire with the forward guns of the foremost ship, while the eapping vescols tan use al their weapons. At short range, there is litle deflection on the. capped Ships, making them easier to it.The capped” shipe also have their weaker bow and deck armor exposed, and. shells 15,000 yards plunging through the decks wil hole the Ship's latituidal bulkheads, damaging “notertight integrity. The fact that the fow-on view presented by the target ship is harrow is of fe matter. This is more than ‘ade up for by the target being “broader,” Since shells. that would. have missed by {going over a ship turned broadside to the fring ship will Instead bit the stern of the ‘copped ship. In the Battie of Surigao Stat, the last bate between Dread: froughts, the Japanese had their T capped in'a manner simlar to that shown. ss] comma The most usual method for 9 warship 10 avoid torpedo attack was by combing. In ‘ie exemple, a destroyer has popped out of 2 smoke cloud within torpedo range (generally under 10,000 yards) of a Battle ship, and fires a torpedo. H the torpedo was aimed correctly and. the Battleship ‘ralntain its eouree, the torpedo wil hit. TO voit being hit, however, the Batteship turns 98 Hghtly as pocsible away from the tomedo, hoping to tum inside i or at least present it only with the stem of the Eatieship asa target, which is much more Gificult io hit than the whole broadside of the ship. By turning away the target ship ‘can also lengthen the range, and possibly ‘outrun the torpedo, which usually has 3 peed of only 30 10 45 knots. Jellcoe, by trdering the’ Grand Fleet to. comb ‘the German torpedo attack at Jutland, saved his ships from several torpedo hits. It also made it easier for him to lose the Germans. CRUISING AND BATTLE FORMATIONS Ships do not fight in the same formation they sain, Ships noemally fightin one long Tine, ech ship folming another. There are ‘many advantages (0 the line aster formar tion’ Each ship has its broadside unimpeded by ny other ship, and ‘command problems were made easier, in that ships could "follow their leader” and ‘more easily coe the flag signals (vital before the Secand World War). In the ‘Second ‘World War, improvements in adios and the Smaller number of ships involved allowed them to act more flexibly. Ships generally ctuised in one or more parallel columns, with destroyers and {rusers screening the Dreadnought from submarine, torpedo oat, of air attacks ‘The diferent columns hed 10. be well spaced, 26 a Dreadnought Battleship at Sheed hed @ turing circle of at least 500 yore. Columns were separated by at least 2,000, yards and ships na column by at leat half that amount. Despite this spacing, Collisions were distressingly frequent throughout the. Dreadnought era. Many Dreadoughts had the distinction of Sinking friendly ships. In the diagram, the ships are changing into battle formation from cruising formation by turing in succession. This maneuver wos Used By the British at Jutland, and as 3 esut, took 2 Tong time to deploy. —-~.— 24 Ieontinsed from pope 21 which both would suffer heavy losses, hough the Buiish would probably preva The German fleet was aimed at disrupting a Biitsh “close blockade.” Thay imagined that in ime of war, British Battleships would be Siting ff German ports trying 19 block trade, becoming prime targets for quick sorties. The riish, however, were aware ofthis, and in the years before 1914, Winston Churchill and Lord the Dreadnoughts free to respond at short rotice To German sorties. To implement this poly, Churchil prepared the naval bases ‘of Rosyth, Cormarty, and, most important, Seapa Flow to recone’ the British Dreadnoughts when war broke out Grand Feet of The Gorman Dreadnoughts wore designed ‘against one enemy, intended to operate only in the waters of the North Sea, The British ships were designed 10 Great Buitan. Thay wore Battenberg, leaders of "the Royal Navy, operateanyaforein the word, and cruise long instigated s change of strategy to the “distant distances. The ferent. conceptions of blockade," in which the British would.close the SMategy were among the strongest of the Nort Sea. at its northem end. The real many sluences upon the differing British and patioling would be done by ght ships, leaving Duel of Dreadnoughts, 1915-44 The following ate all the occasions in which Dreadnoughts fought each other. The winning side is shown first (although the fetion in the Black Sea and the Second Bata of Holigoland Bight were definitely indecisive draws). The commanding Admial's name is shown in parentheses, with the “names of the Batlecruiser ‘commanders as well n the case of Jutland, ‘All Dreadnaughts which participated. are fisted by name. Detals of them may be found in tho Dreadnought char. Other types of ships are listed by abbreviation. (OB8-Pre-Droadnought Battleship, CA Heavy Cruiser, CL~ Light Cruiser, CV ~ Air craft Carrie, AVS ~ seaplane tender, DD Destroyer, MIL Minelayer, MC~ Minecraft, expecially” minesweepers, PT - Motor Torpedo Bosts, (FFI - Feet flagship, (BCF) German conceptions of Dreadnought design Flagship of Batleeruiser force at Jutland, (wia)"inicatos Admiral kledin that action, (sit - ship sunk in that action, tha) heavily ‘dameged, Ima) - moderately damaged, (sd) slightly damaged. SS - Submarine, (kr) sunk, lator raised DOGGER BANK, (24 January, 1915) BRITISH: (Beatty): Lion (FF) (md), Tiger (ed), Princess Royal, New Zealand, Indomitable. 5 CL, 35 BD (1 me). GERMANS: (Hipper): Seydftz (FF) thd), Deringer (sah, Moltke, 1'CA (sk), 19 DD. ACTION IN THE BLACK SEA (7 January, 1916) GERMAN: (Souchon!: Goeben, RUSSIAN: Imperatricis Ekaterina I JUTLAND (31 May, 1916) BRITISH: (Jelicoe, Beatty commands Batlecrusersl: ron’ Duke (FFI, Benbow, IRis an old adage amongst naval architects that "you can't get something for nothing,” Ever Disadnought is a compromise, a tadeatt of different elements 10 make the best ship possible. Within a set displacement, a ship Must bo "budgeted" to emphasize the SBillering laments of ship construction, As a result, the British found themselves emphast- Zing aimament and speed a the expense of protection. The Garmans had the opposite ‘Emphosis. Thus, we find inthe First World Wat that British ships were gonerally atleast a knot (ft faster than thei? German counterparts, and earned largor guns (12" vs. 11" and 13.5) Ve. 12"), whi the Germans wete superior in protection olerophon, Temerare, Vonguard, Superb Royal Oak, Canada, ‘Marlborough (ha), Revenge, Hercules “Agincourt, Colossi (sd), Colingwood, Neptune, St. Vincent, King Goorve V, Ajax, Contution, Erin, Orion, Monarch, ‘Conquere,- Thunderer. Invincible (sk), Indomitabte, Inflextble, Lion (BCE) (mah, Princess Royal (md), Queen Mary (sk)," Tiger (od), New Zealand, Indefatigable (sk), ‘Barham, Warspite, Valant, Malaya. 8 CA (3 sk), 26 CLUS hd, 4 smd, 3sd),1 ML, 1 AVS, 76 0D (Bok, 7hd, 1 sd, 3 sc GERMAN: (Sheer, Hipper _ commands Battlecruisersl: Friedrich der Grosse (FF) Konig (rnd, Grosser Kurfurst (endl ‘Morkgrat (rnd), Kronprine Wiel, Kofser (edi, Prinz Regent Luitpold, Kaiser, Ostireiond (hal, Thuringen, Hlgoland, Oldenburg, Posen, Rhineland, Nassau, The Elements of the Dreadnought {A Dreadnought was a balance of many iferent elements. The ship shown in this ilystration Is. the H.M.S. Warspite. Worspita was begun in 1812 and joined the Grand Fleet in March, 1915. She was in the thick of the action ‘at Jutland, receiving thirteen 12" shell hits and iting a large number as well She served with the Grand Fleet for the rest of the war. During the inter-war years, she served in the Atlantic ang Mediterranean and was modified to the Condition shown here. She helped wipe out 2 German destroyer fltila at Narvik. in 1940, then retuned to the Mediterranean to defeat the Italians at Calabria. Warspite helped sink three Italian "cruisers at Matapan, and. siso bombarded Axis postions in North Africa, Wile supporting the evacuation from Crete, in 1981, she suffered bomb damages and was ropalred ‘nthe US. From there, she went to the Eastein Fleet in Ceyion until 1943. She rewined to the Mediterranean for more bombardment of Sicily and Raly, where she was hit by 2 glider bomb and returned to Britain. After repairs, she bombarded the Normandy Beaches on -Day, and after being repaired of damages incurred when she struck a mine, bombarded Brest, Le Have and Waleheran in support-of the {Allied Armies. In 1887, she was wrecked on ‘the way to the serapyard Warspite's careoris an example of the wide vatiety of duties Dreadnoughts were called Upon to perform in both World Wars. Her taplots are typical of many other ships The main battery turrets [A) contained 15" guns. They were protected by 13” of frmor. A shell hit there, at Jutland, might have started a fie and the resultant corde falsh. Below the turets are-the circular barbettes with 10” of armor. Further below the barbettes are the four magazines ‘These were protected, before Jutland, by their own 2° of armor, but are defended ‘against plunging fire by the armored docks {8}. The main armored deck ran just above tho waterline. When bull, the lower fimored deck was between 1" and 3” thick, while the upper armored deck i 113" to 1B” of armor. The top deck had 1” of amor in places, This was increased after Suttane anc between the wars, and, by 1839, the lower armored deck had 1.3" co 4” of armor, and the upper deck had 1.3" to 23° of armor. The magazines now had 6” of protection. The use of two armored decks ‘wos not a good idea. One thick deck is mote effective. If the armored deck was penetrated and the magazine hit, the ship ould explode, as ‘with Hood’ and the French at Oren, A hitin the magazine, even itt did not explode, would often rosut in ‘ammunition supply being disrupted or the ‘magazine being flooded. hit in the engine foom (C) wil nat oniy flood tho ship, bbeeause is below the waterline, bu it wil reduce speed, often leaving’ the ship ‘without power to load and Wan the guns. ‘Any hit under the waterine ie dangerous, because it ellows water into the ship. Such hits are protected against by the armor belt I), 19" avis thickest amidships, thinning ‘dowim to 2" at the ends. Between this belt ‘and the top deck was the 6 of side amor. ‘This would not have appeared on a. ship swith “all or nothing” protection, as it dit nat protect a vital area, ‘The ship was divided into watertight compartments by bulkheads of 2" 10 6" thickness. The stews and rudder (D) under Water aft are vulnerable, and a hit there Wwould leave the ship ‘either immobile, Unable to stoor, oF forced to go off course ‘The Bridge (E) was the ship's nerve conter and was. protected by 6” of armor. Warspite’s ‘secondary armament (F) is Sngle-purpose, It cannot be used against German Dreadnoughts_ also had, superior compartmentization. Their insides wore ‘divided into a larger number of compartments than the Bash, ensuring that one shall it ‘would not cause t00 much ofthe ship to flood The British needed sizable ving and velniger ation spaces for long voyages, 25 well as large Goal bunkers for tha fuel for oversoas operations, ‘The Germans, on the other hand, had smaller amounts of eoal bunkerage, as they intended ooperatein the North Sea, They also devoted live space to ctew accomodations and Tefrigeralion, a8 the crews lived in barracks shore and slept at thei bane stations at sea. Thotetore, a German Battlecruiser might have only. 7% of is aren below the armor deck Subdivied into compartments large than 1100, cubic yards, while 3 contemporary. British Battlecruiser would have 449% ‘of IS area in Such large compartments, Batlloships wore better divided, though the Getmang stil feained an advantage, with a typical German Batleship having no large Compartments, tits British opposite number's 23%. This. was possible because German Dreadnoughts were wider than British ones, which were limited in width by narrow docks. This also limited the protection that could be placed op the vital afeas of British ships. ‘Yet there was one faite of protection the Germans shared slong with the British, and which was eventually to hove die resulis for path. As well ag having heavier atmor, the ermans ad given more thought 10. the problems of damage control, Unlike the Royal Navy who relied onthe ship's Executive Officer and regula’ seamen to deal with damage, each Gorman warship hada specially Wained Damage Contrat Officer who commanded working parties formed especially t0 contain ‘and minimize damage. They were aided inthis by the. large pump capacity. of German svarships, which helped limit flooding if they Wwere ht. The "second generation” German Dreadnought Bayern could: pump out 5400 Westfalen, Luteow (BCE), (sk), Seyalie hd), Derftinger tha), Moltke tena), Von Dor Tonn (mail 6 OBB (1 sk), 10.CL (3 sk, 1 nd, 4rd, 61 DD (4 sk, 1 hd, 6 ed SECOND BATTLE OF HELIGOLAND BIGHT (17 Novereber, 1917) BRITISH: (Napier): Courageous (FF), Glorious, Repulse. 8 CL (2 50), 10 DD. GERMAN: (Van Reuter: Kaiser, Keiserin Hindenburg, Motke. 4 CL {1 FFI (2 sa), 10 DD, 20 M {1 sk), 1 55. NORWEGIAN SEA (9 Apri, 1940) BRITISH: (Whitworthl: Renown {ff}. 4 OD. GERMANS: {Von Lutions): Scharnhorst (FF), Gnessenau tsa) ORAN (3 July, 1940) BRITISH: (Somerville): Valiant (FF), Reso: Iution, Hood. 1 CV, 2 CL, 12 DD. FRENCH: (Gensou): Dunkerque (FF) (sk, sireraft. This was a fault of all second: ‘Seneration ships unit they were rebullt and of German, Italian and. Japanese. third generation ships. Warspte does carry fntt-aicraft guns, 4” mounts (@) and some 4Omm automatic guns (H). This was in 1940. By 1944 she had many more than shown. Hits in the superstructure could cause fies. No Dreadnought carted armor there. Especially vulnerable to fie is the airplane and its hanger (JI. Such airplanes Strasbourg, Bretagne (sk), Provence (skr) TV AVS, 6 00. CALABRIA (9 July, 1940) BRITISH: (Cunningham: Worspite (FFI, Malaya, Royal Sovereign. 1 CV, 5 CL, 1 bo. FTALIAN: (Camplone): G. Cesare (FF) (sl, Cavour. 6 CA (1 sd), 26 DD. DENMARK STRAIT (24 May, 1941) GERMANS: [Von Lutjensl: Bismarck (FF) (sd). 1 CA. BRITISH: (Holland): Hood (FF) (sk), Prince ‘of Wales (sch. 2 CA. THE SINKING OF THE BISMARCK (27 May, 1941) BRITISH: (Tovey): Rodney. 2 CB. GERMANS: (Von Lutjens) (ka): Bismarck (FF (sk. King George V (FFI, (6d ttle good and the hanger was tventually turned into the ship's theatre. The ship's radar (K) was carried on the matt, as was. the spotting station 10 observe gunfire accuracy. The gun ‘rectors (L} took care of most fire control To. protect the ship against, torpedoes, there were supporting bulkheads below the waterline and, by 1538, a water filed bulge Underwater to detonate torpedoes before they hit the ship's side. SECOND BATTLE OF GUADALCANAL (14715 November, 1842) AMERICANS: Lee}: Washington (FF), ‘South Dakota (sd). 4 DD (2 sk, 2 sd) JAPANESE: (Kondo): Kirshima (sk). 2 CA (FF, 2CL, 11 0D {1 sk) NORTH CAPE (26 December, 1843) BRITISH: (Frascc): Duko of York (FF). 1 CA (sah, 3 CL, 4 DD. GERMANS: IBey) thal: Scharnhorst (sk) 'SURIGO STRAIT (25 October, 1944) AMERICAN: (Oldendorf): Maryland, West Virginia, Pennsylvania, Tennessee, Missis: pp, Califomia. CA, 4 CL, 16 00 (1 me, 38 PT JAPANESE: (Nishimura) (kal: Fuso (sk), Yamashiro (FF, (sk). 1 CA thdl, 4 DD (3 sk, tind Worspite was built with 8,600 tons. of armor. 1,163 more were "added after building. "Despite al” these defenses, Warspite was generally considered to. be Under protected. She was, however, fast for her era — her four turbines produced 75,000 horsepower [80,000 after refit. Each ving ‘a screw, Warspite managed 25 knots before her refit, 24 afterwards, the secrease due tothe fiting of the bulge and ‘he weight of the extra atmor. tons of water an hour, almost six times as much as its Briish contemporaias. British fire conteol was more highly developed than the Germans. The Bish had centralized fire conwol using coincidence rangofinders. ‘This enabled the different turrets on the ship to be coordinated better and with Tess itor ference. The Getmans ‘used stereoscope rangelinders and relied on individual tures 0 Go their own angetinging, although the British ‘were forced 10 resart to local control on more than one occasion thomnsaves. The methods bf "ranging in” on enemy ships differed 2s ‘nell. The British Tavoted the use of single Spotting rounds. The Germans Used their Tull battery and made it cifficult to sustain fire soon ater the range was found, but it enabled the Germans 10" Hrequently obtain. the range, Stade the target ship (drop shells on both ses and hopefully on top oft and start doing ‘damage before the British had the range. To an fextent this reduced the advantage accorded the British by thet larger weapons. It should be noted, however, that the U.S. Navy had otter range-finding equipment than either Navy Both sides suffered from defective armor. piercing shells, The German shells showed Door abiliy 10 penetrate armor. The British halls penowated armor better, but had a Tendaney not 10 explode. ‘The Geimans had also paid moro attention to right fighting than the! British. The Germans tied. starshells for ilumination and thei Searchlights wore lese likely to give away thet positions than British ones. ‘The German structural steel was of generally better quality than the British, and able tO stand 159% greater stress. Neither naw's Dreadnoughts had adequate honzontal pro- tection. Shells ftom enemy warships wavel in ‘nate, go that when striking 2 target at short Tange they are descending at’ an angle of 15 Segrees, and at 20 degrees at long range increasing 045 degrees in the Second World War). Therefore, it was obvious that the deck of a ship needs almost a2 much protection as its sides. Yet it was only alter the Battle of “ltland and the se of aerial bornbing thatthe hhorigontal armor was strengthaned. ‘This was the state the two navies found them: Sehes in when the structured, progressive ‘world of the Twentiath Cantury Came apart in the chaos of July and August, 1914 ‘The frst naval actions took place, surprisingly, notin the vital areas ofthe English Channe! or the North Sea, but in the Mediterranean. In early August, 1914, the German Bale ‘tuser, Goaben, escaped interception by two Briish’ Batlecruisers by ordering. "Double schnapps forthe black gang and cap the safety Valve." Although three of the "black gang's Stokers died. of exhaustion and boiler explosions, Gasben ouvan her erstwhile pursuers. {Goeben was givan 10 the Turks, {ho used her on various duties in the Black Sea] During the First World War, the Battlecruiser found self with few opportunities for proper {Sctical employment. Aside from work withthe battle fleets in the North Sea, thore was 0 place its superior speed could be of use, One of the exceptions to this was at the Battle of the Falkionds. A German squadron of amored and light cruisers had sunk wo British armored ‘users at the Battle of Coronel off the coast of Chile on November 1, 1914. The British, Stung 1 action, dispatched two Battlecruisers to the Falkland Islands, On Decembor 8, the Germans appeared an the soene, atempting 19 attack the Briish base thore. The. superior Srmament and speed of the Bstllociuisors fensured thatthe battle would. reach its Inevitable result, with the crews of two armored. and two. light cruisers singing Deutschland Uber Ales a5 the fngid waters Closed aver them, One light cruiser escaped, nly to scuttle herself soon afterwards. Hero ‘he Battlecruiser found itself doing what it was ‘signed fr, usingits speed to sirk opponents ‘weaker than itslf, yet faster than a Battleship. The British Batilecruisors Nad a similar sucooss atthe Batlle of Heigoland Bight on August 28, 1914, when they aided Beish ight forces in the Sinking of three German ight cruisers ‘without losses. So far, the Battlecruiser had proven effective, In late 1914, the Gorman Battlecruiser ‘squadron, under "the impetuous Admiral Hipper, found ise rather bored, and so twice Visited’ Ertish seaside resorts, which they bombarded, When attempting to repeat this pleasant outing fora third time on January 23, {ors, they ran into tho. Briish Battlecruiser Squadron under the equally impetuous Admiral David Boatty off the Dogger Bank. Hipper promptly decided discretion was. the better part of valor and took olf for Kiel at flank peed, with the British in hot pursuit. A Funning gunnery duet developed, ‘with both ‘sides cisplaying poor accuracy. At long range, tion, Beaty’s Nagship, scored a direct hit on fan alter turet of the Soyaitz. The explosion in the turret created 9 cordite flash which com: Imunicated itsell down the shell moist 10.the ‘magazines of that and the adjoining turret ‘Wore itnot for the bravery of a Gorman Petty COficer, Seyditz would have Blown up. AS i ‘was it fimped into port. Meanwhile, Gon tad self been i and fell out of formation. Bucher, @ beavy cruiser masquerading 2 3 Batlectuiser, found that it could not keep up ‘withthe fight of ts squadron and fll behind, ‘oon tad by British shells, Beatty wanted 16 finch off the rost ofthe German squadron and sink the Cippled Blucher at his lowure. Here, however, the problems of command control came in. Lion's radio, unrlisble under tho bost of circumstances, had been destioyed, and so Beatty was forced to communicate by signal flags. The North Sea is @ habitually msty place, especially in January. The smoke trom fhe ship's guns and funnels aggravated this tcandiion so much hat itis remarkable thatthe man on the bridge, peeting through the viow ite in the armor plete, saw anything at all Beatty's signals. were. misinterpreted. The Briish Battlcruisers swung away Tom the fest of the German squadron and sank the feady doomed Blucher. This, of cous, let tho test of the German squadron escape, ‘What can be seen then from the first “real duel of Dreadnought? One thing was the linportance of the command system. The finest ships are useless they cannot be usod ‘propery. Beatty found this out at Dogger Bank. Walso became apparent that quanery, at 23 moving target in a mist at ranges over ion tile, was dificult undertaking, Yet the mais oneficares of Dogger Bank were the Germans, who found out the weakness of thai ships to magazine explosions folowing cordite flash resulting trom a turet hit All their ships were modified 10 prevent @ recurrence of the ‘explosion abosid the Seydliiz. The British, who had not suffered any such hits, were ignorant of this Tlaw, which oxistod ih thet ‘wn ships as well ‘One thing the Germans did not tearm trom Dogger dank is how the Brith spoled ther ‘outing 10 bagin with. They had been inter ‘eepting German radio messages with the aid of 2 captured code book, and thus were able 0 gate any chance of the surprise sorio in Wwe the Germans had put so much faith in pre-war One thing which surprised many people was that there was no cataclysmic naval Battle in the monthe before or alter Dogger Bank. One Feason was that both the commanders of the Grand Fleet and the High Seas Flot, Admiral ‘Sir John Jeliooe and Admirals Von Ingerhol {and later Von Scher realized the gravity of theie command. Never before had one tan had the entire neval power of @ great nation Under hie command, Yel what could be gained by hazarding a decisive bate? It tho Germans ‘won, the blockade would be raised and the Cerppling food shortage would have been averted, 38. well a8 opening up. the possibilities of an attack on Weta avecty. It fhe British won, however, they could do less. Germany would sill be blockaded, as balore, and apetations dect!y against Germany 0° the Flanders coast would be Blocked by hight erat, mines and submarines. The submarine had become the prime enemy cof the Dreadnought by 1815. As before the War, the tergedo still worried the Dreadnought, though it was now delivered by submarine The submarine was more dificult 10 defend against than the Torpedo. Boat, Destroyers ‘ore necessary to setean the Dreadnoushts liom submarine attack, although Dreadnought horsell rarnmed and sunk a U-Boat The Noth Sea was full of both sides’ submarines, making commanders on ‘both Sides fearful of ambush, Minefieds were nother constant hazard, Both sides lost many Ships to them, including the Dreadnought Audacious. Slowly, but surely, the Dread. ‘ought found its mastery ofthe sea challenged by these underwater weapons, They made ‘bing to sea for taining a Nazard, and Yor that Feason the British Battseruser force had litle ‘opportunity to go 10 sea for gunnery practice, ‘hich was to later handicap ther performance, Inthe months after Dogger Bank, however, 2 row type of Dreadnought began to appear, frat in tain, but later in lt the Dreadnought. building nations. These were the Second Generation Dreadnoughts. The list of these ships had boon laid. down in. 1912, They all features. (eventually) turbo-elecwic engines, powered by fuel oll Their armament was, in Frany ¢asos, revolutionary. Tha British intto- duced the 15” gun on. the splendid ‘Queen Eizaberh class and thee poor relations, the Royal Sovereigns. The Germans promptiy imitated them sth the two Badens. The Americans stayed with large numbers of ‘smaler uns until the Japanese did the British one better andintroduced the 16” gun on theit huge. Nagato class. This. prompted the Americans to buid 16° Batloships of tho twin, bul these were not ready until after the ‘These ships were faster than their oi-burning predecessors, and, a6 such, made the Battleship obsolete. The “Americans, while consorvative with thoit guns, mado” 2 bold innovation withthe protection of theit Second Generation ships, soon 10 be adopted world wide, This was the “all or nithing principle of armor placement. Quite simply, Instead of spreading armor throughout the hut fof a ship, the Americans concentrated it in ‘reat thiekness over the ship's most ital areas, Ng engine room, magazines, and to a lessor egies, its propellers and rudder. ‘The Second Generation Dreadnoughts repre- ent the high watormark of the Dreadnought’s, fbower. They were conceived in a world where the Dreadnought ruled the waves and had no acknawledaed challenger. Many. think the GueonEizaberhs the tinest Dreadnoughts fever. Though ther shins surpassed ther in fighting power, they were the ne plus ura of their bot mornent in the Sun In May, 1916, after another bombardment of 3 British town, the German High Seas Fleet decided that there was only one way to ease the blockade of Germany. That was. by ‘weakening. the Grand Fleet, hopetully by destroying part of it AL the same time, the Bish were preparing an offensive operation ‘against the Katiegat 10 daw the Germans out for ust such a bate. Both sides positioned submarines in support of ther operations, but the Germans got tho first move. In the pre-dawn darkness of May 31, the High Seas, Feet lefts bases, Waiting for them, alteady at sea, vas the Grand Fleet, alerted by decoded odio messages. The stage was set for the ‘greatest cash of Droadnoughts: The Battle of Sunland At 1428 on May 31, 1816, light cruisers, fengaged in scouting for both sides’ Bato: ftuiser forces, clashed. On bath sides, the Battleruisershurtied towards the scene of the faction. The British wore partially optimistic 25 they wore tald by thelr Racko Intercepts that ‘only the five German Ballleeruisers were at Sea, rather than the whole High Seas Peet. At TEA1, the two forces joined action. In addition tolight cruisers and destroyers, the British had ‘x Battlcrusars reinforced by fou fast Qusen Ehzabeth cass Battleships 19 meet with five Gorman Battlecuisers, With the batle joined at come 16,000 yards range, the Briish were Findered by the wind blowang the smoke Tore the guns Back ino their gun rectors. For the ext hour, @ gunnery duel raged. Both sides, ‘were taking consigerable punishment. Then, ‘one aller another, tree Briish Battecruicers wore hit on their (umels. Like ‘Seyalit at Dogger Bank, the lash communicated itso down to he magazine. Only Lian was saved by fa heroic officer. The other two Battlectuisers blew up. Sut the British were undaterted. They closed the range, and the Germans were beginning 10. feel the 15" shells of the Batioships. At this moment, the Battleships of the High Seas Fleet appeared over the horizon Beatty knew he could not defeat the whole Geiman let, He disengaged, starting at 1610, ‘0d by 1730, the superior Brigh spoed had lett the Germans pursuing out of range “The Batilocruser action had beon the clash of fival ship design theones. The German advantages in protection enabled thei Battle {ruigers to sustain muuch punishment. Were it nat for the Tosiications made after Dogger Bank to prevent covdio lash, Getman Batic Ctuisers would probably have blown up from ture hits as weil. The superior British spoed enabled them ta withdraw ence they were futmaiched, although this withdrawal was hampered bythe four "Queen Flzabeth = turing away one ater anather rather than all together, which expased them to the fie ofthe Tull High Seas Fleet, Sumianly, superior Geaman accuracy and shell qualty negated ‘much of the Briish advantage in. gunnery, spite ther laiger guns and better systern af tie control. Beatty himselt $aid,. "There is something wrong with cur bloody ships today, and there is. something wrong with out System.” He placed the emphasis on the second part, despite the fect ihat hed the German Barilectuse's been unsupported, he might have been victorious Yel the hopes of a British victory were ineseasing a5 Schoer’s High Seas Flet puisied Beaty’s Battlecrusers. northwards, Fight into. the ‘path of Jelieos’s” advancing Grand Fleet. It Scheor could be brought 19 battle by Jelicoe, the Germans would surely crumble undor the superior British numbers ‘and firepower. By 1800, the destroyers and cruisers sereening the two fleets were holly engaged. At TB1S, Jelicos gave the order Tor the Grand Fleet 16 {orm a ine of balla. This maneuver hed not heen ‘completed two minutes. [ater when Schear artived on the scene. Scheer was in tWouble, but the situation was slow. in Unfolding. His ships were not deployed in bale formation, but it vas quite a while before he eauld find out who his opponents swore. Visibility had closed in, and the wind was how blowing the German ‘smoke into their faces. Soon another British Battlecruiser was hitand blew up, but the real duel was between the Battleships. Jetheoe had the positon of advantage. and the German Battlocrulsers leading Schoor's column wore among. the ships sfering heauly. After eighteen minutes, Scheer ordered a sioultaneous turn away trom the British, trying 10. withdraw southwards from the unequal action “The bad visiity aided Scheer’s escape, as did the eamborsome Britsh command system. No ‘one tld Jelbeoe that Scheer had turned avay, ‘nd it was only eleven minutes afterward that “Jelicoe saw this for hinsel. At this point, However, Scheer thought better ‘of hie fight ang at 1885, he turned around ‘again, He headed straight for Jelicce. Nothing ‘Could have plessed the British more, At 1812, the two fleets re-engaged, wath the British stil in positon, as they had been the time before, ta "cap the T” of the Germans, Scheer was ‘ly im action far sx minutes when he realized his ships wete being badly damaged by the Brush, without much chance to reply. He ftdered another turn awvay, and 10 cover his ‘nithdrawa, ho ordered hie destroyers 10 make Sinoke and close in for 3. torpedo attack Hinper's Batleoruisers were also ordered 10 make 3 suicidal close-range attack on the Brsh Lelicoe was now confronted with a torpedo dallack,_ the great fear of all Dreadnought Commanders. He “combed the torpedoes, turning "away from the. Germans. All the Torpedges missed, but Scheer was able 10 ‘open the range. Had Jellicoe turhed towards the torpede attack, he would have suttered more hits, but had @ greater chance of main- fairing contact with the now-lleing Germans Tee times during the evening, the. British encountered parts of the German lest but the Bihish command system was that inflexible that nothing was done To slow down the Germans Jolicon ordered hig cruisers and. destroyers 10 attack. mth torpedoes during the night. In a confused action, a Gorman pre-Dreagnougnt, among ther Ships, was sunk, but the German ith raual was not impeded, although they did septtle @ dying Battlecruiser. On the morning Of June’, Jelbcoe had realized that, due to his Cautious pursut, the Germans hag utrun him. Feartul of U:Bosts and with fis destioyers law (8 fue, he returned home, Jutland failed 10 produce a decisive result lnstoad of another Tratalgar or Tsu-Shima, a that resulted were a few minutes of ongange battle. Of the thver main. Dreadnought to DBjoadnoughn actions that made up the Battle fof Jutland, the two involving the Battleships lasied only twenty-eight minutes. A decisive faction would have required longer and mare Sustained action. There were mony factors mitigating against this. ‘The visibility ia the North Sea was pact, and ‘opposing ships sipged im and out of the mist, Both commanders feared enemy submarines ‘and minetieis, The fear of having part of thei fleot cut off and overwhelmed was also. a powerful deterrent against. unorthodox Bctions, Tho commanders also had tess than ‘complete contol over thelr fleets. With the radios cumbersome to use and lags limited 10 the range at which they could be sean, the ‘commanders found it dificult to ether receive ssluation reports or transmit orders. The siffculy of receiving signals Tram other ships Frequently lod to the commanders not knowing ything more of wa as going an than they ‘Could see through their telescopes. Inthe British case, this was compounded by an overcentialized and inflexible command System, Several times. British subordinates ‘were presented with opportunities. that, if 2eted upon immedisely, could have resulted th ‘advantages. Yet none of these men acted. The Bish command. system. was based upon peacotime theory rather than actual combat Conditions, For two years before the war, the British had experimented with @ more Tesible system, but Iwas not used at Jutland, As Beatty saw, both the systam and the ships were flawed ne element which clouded the iudaments on fhe Bale of Jutland wos the "specie ot Nelson.” Too many people were looking for a ecisive battle on the model of Tralalgar oF ‘Tou Shima to realize that such victories were fewand far between. This was due to the very nature of @ Dreadnought Battleshig. Unless blew up,.a8 the thee British Batlecrazers did br was slowly pounded to pieces, the way the Gorman Lutzow was, it was vely difficult 0 ‘ink a Dreadnought, especially 35 most ships Cartied no more than an hour's supply of ‘mmanition, Both commanders were very much aware that thei eels were ieplaceable, Jelicoe was ibe only man on esther side who could lose the war in an-afternoon.” The battle hed shown thatthe British command system was, too rigid and the danger of the coidite flash t00 ‘eal. The British soon tock stops 10 correct these failings. As for the resulis of the battle, th British had lost ies Dresdnoughts to the Gorman ore, but nothing was changed. The British blockade tightened, Yet the Royal Navy ‘was stil powerless 10 break the deadlock on the Western Front. utland. was important because nothing changed. It insted that The Briish would continue to starve Germany, {conte on og 201 Penetration ip Inches 12.3 4.5.6 7.8 9 10171213 14 15 16 17 18 19 2021 22.23 ening tng gp Gun Type Jpn 18.1"745, us 167150 Br 18" Ger! B15" Bra” us 12°15. us 14°45] aa fr 138"145 Ger 11°80 us 12"/45, Ger 11785 Range in Yards 24000 16,000 8000 Penetration of Armor One ofthe prime atuibutes of 2 Batdeship's ‘oun sits ability to penetrate the armor on ‘enemy sie. Guns witha largr caliber and bartl length were better able to do this, a5 ‘were guns with a higher muzzle velocity. ‘The chart shows the penetration in inches for each gun at ranges of 8,000 to 24,000 yards. "The figures. are of necessity approximate. The quality of atmor is importart, of course. The chart assumes it is Krupp cemented, the standard form of Dreadnought armor, but somo. early ‘American ships used an inferior type (Widvale Cemented) and Thitd Generation German vessels used a superior compound, the shell stikes a glancing blow, its penetration power can be reduced up 10 50%. The Teeth of the Dreadnought ‘A Dreadnought, of any other warship, is 3 dltfcult target te hit. A ship some 16,000 Yards away appears as but a speck against the hodzon. This fs where good fire contol is mandatory. Although the exact procedure varies, depending on whether a Stereascapic or 3 coincidence rangefinder is used (both are. simiar), vieuol range. finding is basically a trigonomevie function. ‘The distance between the eyepieces of the rangofinder is known, as i the adjacont ‘angle, by keeping crosshairs on the enemy ship. ‘With this ‘data, the range can be found, The Germans throughout the Fist ‘World War and the Gritish atthe Falklands Islands-ried on the individual turets to do, the rangefinding, while the firo observers watched to spe whether the salvo was Under, over or straddle, and so corrected fire | In Director control, which was more normaly used, the Fire Control Officer ‘would compute the range and bearing and pass this data to the turrets. When the data thad been relayed, he signaled all the guns to fie. As the shells took many seconds to reach their target, which was usually ‘moving and changing course, it further complicated things. I was difficult to 200 ‘the shell splashes to adjust fire, and the vibration of the ship's guns as well asthe shock of enemy hits could throw range- finders of ‘This explains the relatively low amount of hits with visual contol, At Coronel, @ Gorman squadron, inchiding the ‘wo best ‘gunnery ships inthe German Navy, fring at Cruisers silhouotted by the seting sun at 52.000 to 5,000 yards range, scored 3% hits, At the Falklands, two British Battle cruisers, fring under local contol at ‘German heavy cruisers, who were ‘tying theirbest to take evasive action, scored 2% bite at ranges of 12,000 to 16,000 yards in good visi. ‘The Germans, fring at the attacking Batecruisers, managed 3% hits 20,000 yards. They. scored 1.5% hits, despite ‘good conditions. In retutn, the [British only scored 1% hits despite. their Director control. When they fnishod of the dying cruiser Blucher 96,000 yards range, the Briish accuracy increased to 75%. Hore, the need for’ taining became apparent. M.S. Tiger, a “oreen” ship, {ited well over hundred rounds without 3 hit By this time, both navies realized that their peacetime training procedures had been ‘sadly inaceurate, Before the war, the British had scored 80% to 70% hits on a target towed at eight knots on a predetermined parale! course at 8,000 yards. Those who ‘xpected 10 do the same in wartime were ‘Say mistaken, At Jutland, where visibility ‘was not good, except in the Battlecruiser 2ction, and mest fring was done at ranges ‘of 15,000 yards, the British Battleships Scored 3.196 hits, the German Battleships ‘and Battlocruisers scored 3.2% hits, but the British Battlecrusers onty scored 2.2% bits. ‘This was due to thei lack of practice. During the interwar years, fire control systems were improved. The coincidence rangelinder became almost universal, and ‘the Japanese took a great deal of interest in Using their optics at night. Yet accuracy had not greatly improved. in 2. batle between a” German pocket. Baitleship” {and throe British cruisers off the River Plate in 1939, the German 11" guns. scored 149% hie, while thei 5° guns scored no hits, The Biitish 8” guns scored 25% hits fand their 8” guns had 82% hits. This was in good weather at an average range of 11,000" yards. Similar, the French Dunkerque ot Oran fred 40 rounds at M.S. Hood under visual direction. All missed, ‘Anew fie control device, radar had artived fn the scene, Is fist use was at Derma Strat where the Bismarck scored 10% hits on Hood with radar-drected tire, despite anges of 25,000 to 16,500 yards and bad Viiity. Yet the primitive state ofthis radar (it could not detect shel splashes and thus could not be used to correct fire) did not preclude visual fie. The British fired ‘sually when they sank the slowly moving Bismarck ata range of 3,000 yards. Almost 50% ofthe shells hit. Silay, fring with searchlights at night, the nish scored “70% hits on slowly moving llian cruisers at Matapan, ‘The Americans found SG radar enabled the Washington to score a creditable 12% bits ‘on Kinshima at 6,000 to 14,000 yards range at night. Duke of York used radar and starshells pyrotechnic shells that urinate ‘the target ke 2 firework — introduced by the Germans in 1816) t0 attain 3% hits on {the Schamhorst. This was at 10,000 yards range in bad weather. U.S.S. Massachur setts used radar to find the bearing and ‘angle, but used vieual correction, when it engaged the French Jean Bart acting 2s 9 floating battery off Casablanca. Despite the fact that the Americans were an ‘untied crew, the fite and contral and a stationary target resulted in 8% hits, regardless of the 24,000-28,000 yard range, Cleary, radar was a great improvement in fire contro Five contral i not everything. The British had Superoe fie control equipment in the First World War, but the Gormans had ‘consistently better shooting, due, in large, fo their superion means of finding the range. Nevertheless, remains that a Dreadnought’s guns are useless unless it has fire control available. By 1943, Fire Conwol (FC) radar had appeared on American and British ships. This allowed the fall of shell to be spotted on radar and ‘was used by Duke of York to sink the Scharnhorst. The Germans also used 3 Comparable device, but the Japanese failed {o come up in the radar race, relying heavily fon their excellent optics, which were, unt 1843, often mote. effective. than Aliod radar. Despite this, the Dreadnoughts relatively low accuracy with ts guns and its (reat invulnorabity to shell damage helped make it basicaly “indecisive” weapon, ‘more capable of resisting damage than ining it ‘A much more decisive weapon was the torpedo. Not only did the torpedo do more damage than a shel, it was more accurate. ‘The following shows the percentage of bomber launched torpedoes that would hit tach ype of ship at anchor, underway, and tvading: BB, CV: 45%/30%/25%; CVL, Ca: 4094 26% 20%; CVE, CL: 35% 20% /15%; DD: 30%4/15%/10%. Under certain con ditions. these. percentages varied. Every torpedo launchd by the Japanese at Peart Harbor that did not bury itself inthe harbor ud it te forget. Even ships could do good damage with torpedoes. At Jutland, the British scored 796 hts with torpedoes, fred at an averoge ‘of 8,000 yards. The Germans, fring at an ‘average of 6,000 yards, scored but 3%. At Surigao Strat, U.S. PT Boats fired 3% hits atthe Japanese Battleships at 10,000 yards. ‘The U'S. destroyers did beter, some 11% bits, at the same range. British destroyers {901 20% hits on the Scharnhorst in heavy Seas at night, but the range averaged 2277 Yards. Allof these World War Two actions Took place at night and with radar Radar, howover, was not a necessity for effective torpedo operations. The Japanese were the most effective practitioners of Torpedo warfare. While they only once hit fan’ American Dreadnought {from 2 Submarine}, they gave other Alied ships 3 very bad time, 35 at Tassafaronga when 30% of the. torpedoes hit non-evading ‘American ctuisers a 9,000 oF so yards. The British destroyers. which attacked” the Bismarck aright without radar scored Some 13% hits at a range of 5,750 yards, Dut when the cruisers and Battleshipa tied ‘their hand at it in daylight, they could dono Dotter, although the average range was 6,700 yards, This was the only cecasion where Dreadnoughts torpedoed each ‘other, with H.ML.S. Rodney scoring one hit. ‘Torpedoes could have their limitations, however. The Americans in the early days ‘of World Wat Two and, toa lesser extent, ‘the British throughout the Fist World Wa ‘were plagued by defective torpedoes. Nor ‘wore hits always easy. OF the many dozens ‘ot torpedoss fired by American’ surtace Ships in the Guadaleanal Campaign, only ‘one hit. Fourteen torpedoes fred at 9,000 ‘yards at River Plate scored no hits. Yet it stil remained that, by day or night, the torpedo was the weapon the Dreadnought had to fear most ‘The other great enemy of the Dreadnought was. ait bombing. While high altitude baring would seldom hit a moving ship, lowr altitude or dive bombing could claim up 10 20% hits on a Batlaship or Carer, 129 fon a cruiser, and 4% on @ destroyer, slthough these figures could be reduced by 20% if the target was. steaming more than 2 knots, and by 40% if the target wos steaming over 25 knots. This was another ftequently used methad "of destroying Dreadnoughts, and the Japenese lst many ‘of their ships to. American bombers. 30 Ieomtnws fom page 27) Dreadfoughts met only one more time in the orth Sea during the First World War. The ‘Germans made several other sorties, but feat ff interception and the submarine and mine thveat soon drove them baok. The British, ‘eventually reinforced by six excellont American Dreadnoughts, trequently swept the North Sea, but never succeeded in catching the Germans, On November 17, 1917, however, British Radio Inorcepts revealed the presence of 2 German mnesweeping force, escorted by light ctusers and destroyers, off Heligoland, The Baiish met them with 9 force ineluding tives of Fisher's light Baliectisers. Aga! ‘command contol problems and poor visibility German light forces. The Hight Battecrusers found themsolves undar-qunned and armored 0 lightly 36. to be dairaged by the light ‘cruisers, Stil the British had the upper hand tint Two German Batioships arrived on the ‘scene, followed by two Batecruisers. The Binish, ater brie guanery due, turned north hoping to lead the four German Dreadnoughts towards the Grand Fleet, over the horizon, but the Germans refused to fall forthe bait and vathdrew. ending a indecisive action, Elsewhere in the Fist World Wear, Dread houghs played @ secondary role In. the ‘Adnstie, French and. alan’ Dreadnoughis blockaded the Austro-Mungarians in much the same way the Bilish did. When the Austto Hungarians ted thei equivalent of Jualand, an Haan Mator Torpedo Boat broke through their flagship's screen and sank i, the only Dreadnought to fall wctim to a torpedo iy the First World War. The Aussians did not have thet Dreadnoughts fully operational at the start of the war, and, although their pte Dreadnoughts were beaten by the High ‘Seas Flet off Riga in 1917, their Dreadnoughts {id ile until swallowed by the revetution, ‘The Fitst World War has boon described as a struggle between land power and sea power ‘hiss an oversimplification, but the British ‘aval biockado of Germany was obviously 3 ‘ital strategic consideration. It sapped the German vail and means to rest. By the winter Of 1916 there wore already food rots, By 1918, the High Seas Fleet's eres was so demoralized The Effects of Battle Damage on Dreadnoughts Even a glance at a photograph of a Dread- ought Bespeaks ‘the gteat strength of these vessols. The Battleship was generally fesistant to gunfire. Only one Dreadnought Battleship was permanently sunk in action by gunfire. The Battlecruiser found its Achila’s Neel in protection, and four of ‘them succumbed 10 shells, ‘The damage done by a shell, torpedo, mine ‘or bomb 10 9 warship, especially one as Complex as @ Dreadnought, varies consid- frably. It dopends on where Tt hits, the langle ot which hit, the ship's protection, the effectiveness of the ship's damage Contra, and the type of shell. One hit in'3 Aital place can destroy a ship, as several Bish and. French Dreadnoughts bear Wwithess to, On. the other hand, @ Dreadnought can withstand a hurricane of steel in less vital places. Of the many illustrations of this, perhaps the. best is. the Socond Battle of Guadalcanal. Thete, U.S-S. South Dakota ‘wos bit by forty-two 14” and 8” shells. Yet her engines were intact and the ship was Stil eapable of moving and fighting, 8 not fone of these shells had penotated 3 vital area of the ship. They did start fies in the Superstructure, damaging the radar_and forcing one turet to cease fre, making the hip easier to it, but the South Dakota was lucky. Her wounds did not hit her guns, magazine, waterline, engineroom, screws, rudder or any other vital area. Kinshims ‘ws not 80 lucky. Nine 16” and forty 5” Shall left her dead in the water and badly flooded. She was scuttled before the planes were able’ to finish her inthe fomning. Untke the South Dakota, which ilgstrates the amount of damage a ship can withstand in non-vital spots, Kiishime bad her ably 10 fight, float and move affected drastically, This shows there is no unto” type of damage. There are t00 many variables. Ihas been said that “to lot air into 9 ship, lise shells oF bombs; to let water in, use mines or torpedoes.” This shows. why {orpedoas sinke at the ship’s waterline ‘They could da more damage than 8 number of large shells, and the damage was more Tkely to be decisive. Torpedoes did have their drawbacks. While heavy guns had ranges of over 30,000 yards, torpedoes were ineffective at over 10,000 yards. and ther effective range was but half that inthe ‘Second Werld War and 3,000 yards in the First World War. Torpedoes wore more fexpensive and larger than shells, limiting the amount that could be carted. They ‘were also much slower than shells and left 2 visible wake which allowed them to be “combed.” Theretore, torpedoes were only effective against Dreadnoughts if launched bby agents hich were dificult t see or hit, such a5 submarines, aircraft of, in some ‘cases, dostrayere or torpeda boats, Mines rely totally on being unseen for their fect. Bractly what wos required to. sink 9 Dreadnought canbe seen ftom. the followina ist, showing the ship's name and ‘what sank it! Those sunk in harbor (when ‘watertight doors are opent; those sunk as practice (when there was no crew aboard for damage contra, but also no fuel or munitions’ to, expiodel; and these later faised are noted. Ships. raised. sank in shallow water if they Mad not, they would fot have been raiged and returned 10 1914-1918 Audacious, one mine; Kawach, accidental ‘xplesion;'Indefarigable, threo bits tordite fash and. magazine explosion; Queen Mary, esix hits, cordite fash and ‘magazine explosion; Lutzew, 23 heavy shell Fits, one torpedo, scuttled with one’ more torpedo; Leonardo Da Vinei, accidental explosion; Imperatiza Maris, accidental ‘explosion; Vanguard, accidantal explosion; ‘Szant fstvan, to 18" torpadoes amidships, Virbus Units, limpet mine in arbor: Catherine I, seutled with thvee torpedoes: Petropavlock, wo 18” torpedoes in harbor (cased, Baden, many 18" hits, practice: Ostriediand, three 1,000 Ib. bomb its, six 2,000 1b. bomb near misses, practice: Pring Eugen, many 13." hits, practice; Polrava, fire. Espana, ran aground; France, ‘aground; Affonso XXI, one mine: Jaime ‘one 2,000 lb. bomb, in arbor (raised. 1599 - 19465 Royal Oak, probably three 21” torpedoes, possibly accidental explosion, in harbor: Brotogne, threo 15" hits - magazine explo- sion; Provence, several 15" its, fhe (raised); Litoro, wo 18" torpedoes, in harbor (raised); Caio Duo, one "18" torpedo, in harbor (raised); Cont) de Cavour, one 18” torpedo, in harbor (raised, ‘but not repaid), sunk again by bombs: Bismarck, seven torpedoes, over a hundred shell hits (14 and 16"), finally scuttled, Prince of Woles, six 21" torpedoes: Repulse, fve 2V" torpedoes; Barham, thee 21" torpedoes - magazine explosion; Queen Beabeth, limpet mine, in harbor (raised); Valiant, limpet mine, in. harbor (raised): West Virgin, sever’ 21" torpedoes, two 41600 Ib. bombs, "in harbor {aisedl; Gklahoms, ‘wo 21" torpedoes, in harbor leaiged, but Beyond repair: Nevada, one 21" torpedo, "five 1,600. Ib. bombs, ‘rounded to keep trom sinking (raised: Catornia, two 21" torpedoes, in harbor Uaised); Arizono, one 21" torpedo, four 11600 Ib. bombs - magazine explosion, in harbor; Petropaviosk (alas Marat), several heavy bomb hits (raised, again Roma, one ‘lice bomb ~ magazine explosion; Mio, ver fifty 8”, 6” and 5” hits, two. 21" Torpedoes, two 18" torpedoes, one 1000 th. bomb, scutled; Kirishima, nine i ‘wonty 5” hits, scutl ‘bomb hits - magazine leaised); Scharnhorst, fourteen 21” torpedoes; Tipite, gradually sunk by limpet mines, sixtoen bomb hits, Soveral near" misses by 9,000 Ib. bombs; ‘Mutsu, accidental explosion; Fuso, one 20" torpedo, magazine explosion; Yamashiro, ‘three 21” Torpedoes, many heavy shel hits; Kongo, one 21" torpedo.” magazine ‘explosion; Musashi, wenty 18" torpedoes, ‘seventeen 1,000 Ib. bomb hits, plus sbkteen fear misses; Yamato, ten 18" torpedoes, ‘wenty three 1000 lb. bombs; fs, nineteen Domb hits, many near misses; Hyuga, over ton bomb hits, over twenty near misses; Haruna, fourteen bomb hits, twelve neat Gheisnau, several plosion, in harbor thirteen’ 14" its, 1946 - 1956 Arkansas, within 385 yards of underwater ‘atomic. blast, practice, Nagato, within 1,000 yards of underwater Atomic blast, sank in five days, became radioactive, practice; Novorissik, mine, by accident (in ‘966 byits sticking to harbor and the diet of a fow {uinips 9 day per sailor, that when ordered to make a last orto, hoping fora decisive victory al the last moment, they rutinied and hoisted the Red Flag of revolution. Within. days, Germany hed surrendered ‘The end of the First World War saw 9 new weapons system based around the torpedo Superceding the submarine menace as ihe chief threat to the Dreadnought. This was the Torpedo Bomber, which had evolves during the war to the point whore the British wore Panning a "Peal! Harbor” syle siriko on the igh Seas Fleet, in the spring of 1919, utizing alost two hundred "torpedo planes, As anthaiteraft protection was minimal at that lime, it became obvious thatthe airplane would becerne more of @ threat to the Dread ought than even the submating. This was. reinforced by American tests in 1920-22 which resulted in the sinking of a German Dread. ought and. some. obsolete Amorican pe-Dreacnoughts by aerial bombardment. Already throatoned ftom below the sea, the Dreadrtought now had a new enemy above it Despite the rise of aircrat, the Dreadnought sill ruled the seas. During’ the. war, the ‘Americans, suspicious of the Japanese, Bogan fa'mammath. naval building program. The ‘Jepanese. replied by laying down more Dreadnoughts. The Bosh, although weakened ay the effects of the way, joined in the new arms race ae well Yet betore.the majority of these new ships wore launched, an Intemational conference was held at Wshing- ton to tty and limit the expensive arme rac. Alter much wheeling 3nd desing, it was ‘greed that the. Brith ond the Amereans ‘ould each have no more than fileun Dread: Foughts, the Japanese nine, and the French fand line five tach. No Dreadnoughts were fo be buill (with 2 few stipulated exceptions) Unt 1934 ‘The Washington Treaty aborted the entire tail end of the Second Generation of Dread: oughts. The ships which were cancelled had been larger and better armed and protected than the earber Second ‘Generation ships, Cariously, there were many Battlecruisers ‘mong thern, 35 thair succasses seemed 10 fvercome, in’many eves, thet failures, ‘What can be seen from al this? First, near misses are important, as they cause shock ‘rations which open up the hull, which is ‘also what happened with the Atom test, It should alse be noted that accidents claimed a fait number of Dreadnoughts, some 17%. Of the Dreadnoughis’ great enemies, siplanes destroyed 44%, sub- marines, 6%, and destroyers and torpedo boats, 'S%." Of the more. prominent weapons, torpedoes accounted for 38% of the Dreadnoughis sunk, while bombs added another 20%. Few Dreadnoughts succumbed to gunfir directly. Some, such as Lutzow, the [Bismarck and Kitizhima were shot to pieces by gunfie. Yet the strength of these ship was such that even though ther guns were fut of action, and they were motionless, they. stil retained enough watertight integrity to keep thor afloat. Thus, such ‘hips had to be scuttlod, for to stay with a {dead ship only meant losing the bighly- ‘wained crew a6 well, Not only were Tew Dreadnoughs sunk outright by shells, but few of any sort of atmored ship. ‘They would, ke’ the Dreadnoughts, only sink i hammered. to pieces, oF if they were subjected to violent overil, as were the Britsh heavy cruisers at Jutland and the Nalian ones at Matapan. ‘The speed and violence of the shell hits is important for they overwhelm the damage ‘control parties. Though ancther leading ‘cause of ships sinking under gunfire, the ‘expiosion of the magazine elther through cordite flash oF direct penetration of the ‘magazines was removed, the importance of damage contol is seen in the relative ease With “which ships. were sunk at_target practice. Some 25% of the Dreadnoughts fost in acion wore the result of datonation of the magazines. Its cficult to quantity the ability of @ ship to withstand. damage. Probobly the best indicator is the number of tons of ie splacement devoted. to. its hull (to Getermine its ability t0 float) and that Sevoted to protection, especially comps Imentization. Amor in tse fsa measute of the abilty to ward off damage rather than absorb it AVERAGE DISTRIBUTION OF HITS fut 3% hit below waterline causing moderate looding, on the order of 80 tons of water. 3.6% hit the watertine, but_with title flooding. 10% hit below the watertine with ‘considerable flooding, on the order of 1,500 tons of water. 6% destroyed the steering ‘gear. 1.8% damaged. the engines and reduced the ship's speed, or in thid of ‘hese, prevented its guns’ from being trained. Tho area between the armored belt ‘and the deck isnot a vital one. t contains, among other things, the galleys, which Bttacted some 3% of the shels. The sick Day drew 1.8% bits. 9.6% hit elsewhere in {his rea, including 1.8% which started tres and 3.6% which entered through the deck in "plunging fe.” ARMAMENT AND SUPERSTRUCTURE: 3% of the hits put a main turret out of ‘ction without an explosion. .6% ofthe hits ‘considered put 2 turret out of action through vibration, rather than by hiting it 112% of the hits put a turet out of action witha resulting fr. 69% put secondary, oF Tertiary, guns out of action. 1.8% ofthe hits estioyed a gun ditvctor, of which there were normally two each for the main and sucondary batteries. 1.2% of the hits were fon the deck and the splinters damaged. a turret, jamming Itin one case and hing i which eventually put it out of action, in nother. 3.6% of the shells hit main turrets, but didnot put them out of action, due in at least 1.2% of these cases to thoi not penewating the turret armor. 396 put One fun of a main turtet out of action. 1.2% hit 3 magazine, but without an explosion, due in one case to the magazine being empty. 16% resulted ina fatal magazine explosion 4.2% of the hits generated. survivable corde lash. Of nine hits which could have ‘generated corto lash, only four did not, {wo dd but the ships were saved, and thes were fatal, 1.25 eaused fire and Mash in secondary’ armament magazines, without ‘much il eect. 12% hit the airplane or its hanger, usualy resulting in fie, 18% stuck the bridge, wiping out the rao (in 4.2% of the cases! and the compass in the remainder, The after conning tower was Sestroyed 6% of 1.2% of the hits landed in the superstructure, but put an engine out due to vibration. 4.295 of the Shells hit the superstructure and caused fires. 1.2% damaged communications, and 6% each hit the searchights and Secondary armament’ director. The remaining 25.8% wore either hits inthe superstructure [atleast 72%), insignt ficant, or unknown, but most were hits in the superstructure that did litle damage. ‘The superstructure hits also frequently put searchlight, antiaircraft guns, and other jxposed postions out of atin with thar fragments ‘The distance between the target ship and the firing ship also affects the postion of shell hits by affecting the angla at which the shel fas. At very close range Isuch as ‘under 3,000 yards, almost ll shells wal hit the superstructure a8 the guns cannot pressed enough to hit lower parts of the ship. At shorter ranges, 15,000 yards or 80, shells descend at an ‘angle of about 15 Gegrees. Some 23% would bit below the ‘waterline, but this is avery rough figure due to the deflection effect of the water. 1896 ‘would hit between the waterline and the ‘main deck, 41% would stike the super structure or anything above the main dock, 18% would strike the top hamper and Upper superstructure, of would. hit the tunengaged side of the deck or become a hear miss, At longer ranges, the shes would come down at angles bewween 30 degrees, or by 1939, 45 dogrous. At the ‘smaller angle, 1956 would strike below the waterline. This figure diminishes 10 115 at 45 degrees. 17% and 13% are between the \wiaterine and the main belt, 48% and 49%, ‘spectively, hit above the main deck, but the larger the angle, the more likely the shells to hit and penetrate the deck armor. This is plunging fire and is very effective. Plunging shells go through the armor deck andeexplode in the ship's vitals. The Feench ships st Oran and Casablanca fol victim to lunging fire, as did Hood and an Italian Battleship was badly damaged at Calabria Dy it. 14% and 20% hit the upper super. structure, and an additional 856 0n the 45, ogree angle hit the unengaged ‘side's eck. Al hese figures assume teal rath than combat conditions, and thus are but ‘approximations of what really happened One unique way t0 avoid bate damage was demonstrated by M.S. New Zealand, which had a protective spel put on her by'3 ‘Maori witch doctor. It must have worked, for, although the ship was hotly engaged several times, i was never Pit, ‘The Washington Conference marked the beginning af the end ot the Dreadnought Most of the First “Generation ships. ware prematurely scrapped. There were now so few Breadnaughts that emphasis had to be given tothe new bieod of cruisers that, were evoling, ships that wore in effect. "“mini-, Heigoland (GA) 8:12 22802000 [natant (GB) 131880 25.0 PaaS aa | Mahe (GRY BC tis 226) 2700 aoanon See Dart Alighiei lf) G12 2050. 72.00 "2000200 on a cena as iba ae aS ois voto AR) i045 77.70 73.00 113 2750 ua 3230 1We44_ 27.00. 21.00, ii (GAL ie ae Tang Fn (G8) Oreadnoughts," able to full the functions af ‘8 Dreadnaught if there were no Dreadnoughts, {o oppose them, These cruisers were to beat the brunt of he naval fighting of the Second World War. Dreadnoughts had also become more expensive (0 run and build, especially in fn ara of small defense appropriations. The 175 lama ae so soo amg “1.00. 2.00 10x11" /50.300:18 one 11.00 300 Ox12"/80- 9-22 “250 “x15 6528 3100. 309122" /50.99620 ‘1.00. 2.00 80 200° Bed 125 675.38 io Sate E38 tal tm. wonomes a challenge presented by the submatine and the ‘rine stl existod, and was compounded by the ecralt caries that soon entered the Roya, ‘American and Japanese Navies. The future of tne Dreadnought was argued, pro and can, fot ‘many years unt, with the end of “the Washington Treaty, rearmament began, in14 Z400 21.00 Oe a aeaonceescte x eR hates ee ee er neemiescre aca eee eee tee i 20 000 : es ‘1.18 4002276" 900373 oh oulas aad AEST 1214 25.00 2100 1200 400 s01135/¢5-605-2¢ _Manborough, Banoo, pes 7 asi name Seas ‘Raincou G Ip Aleksande (RU ro Duke (G8) mp AMEARMAMENT AND WAR, 13548 yas pune HSN 8, th Ano When the Washington Treaty ended in 1935, Gorman Naval Aqrezment cleared the way for the international ‘station. wos. grim. The the Germans ta begin two new Dreadnought Germans, aitough not putting emphasis on of the Bismarck class. ravel matters, hod Bult three "Pockot Batle- In @ last attempt to save. disarmament, the Sigs." which were simply upguoned cruisers, Americans, Binsh and French signed the s eo or Neen Reuse 216 78) 2050 1350 309 Tout" 46.595-<0 B™ Be Me e049 toewiase 30 Courageous 168! 5C rayarato-=) 2320. at 46 61538 sate" 4607.98 ‘41 4170 9000 1260 480 Brl6"/47. 796-38 Washington (US) "3742 3500 26.00 1200 SB) %x16"/45-122437 Tae aS S. Dakota US} 3842 3500 2300 1200500 O16V85-120607 eS Te 14.00, London Agreement in 183, hich ited the se of the Sap A hd as to namsting Bits naval acces tying. {0 tovonele the needs of 2 warship wifi ihe inte dictated by paltical expediency During ths tak of dsarmament, af nations were modilving their surviving, Second Generation Dreadnoughis. This usualy en taiadstengthenng the. armor and ant torpedo protection, for shels and torpedoes hhad. gatten lager since these” vessaly were Dott “Horeontal armor was aco nea ‘aint plunging fre andthe, Oreadnaugh's Greates'teat te siplone” Some ships, Ike her “tapanese ‘Kongos” andthe taion Droadnoughts, ware completely rebut. Others ‘were oni sighly modiied Jn mast of the worle's navies, salors and dimen argued whether the Dreadnought was ‘ade obsolete by the plane, In most navies, the Batlleship men ald the upper hand, fading 2 few antiaverat guns as.a grudging ‘Concession fo reality. But the American, Roval ‘and Japanese Navies Nad enough dedicated ‘ators and aircraft carers 10 maintamn those Navies’ air power. The mosifid ships wore scon to be joined by the. Third Generation of Dreadnoughts. In 1907, filtean were under constfiction. All of the favies emphasized different points with thet ships, They were all elaively fast ships, from 28 10 33 knots. They were al, except fot the German and American Batlecrusers, well armed, withthe smallest guns beng the 14” of the King Goorge V and the largest tne 18” of Yamata” Alb were will armored and compart mented, although some. svete better” than thers. The Italians and French put the least emphasis on protection. The detensive-minded Irabans put the emphasis in ther Litono class fon speed. The french ‘could never” build Dreadnoughis well, as their Dunkerque class Battlecrusers and the Alchiiew class Battle ships showed. The British King George V class ‘woshempered by the treaty restrictions, had {3 goad range and speed, butts protection was, inadequate, as was thal of the Bismarck class shops which. were primarily commerce: destroyers. The Japanese concentvated on two super-ships. Bigger than anyother Dreadnought, the Yamaro class, were to unplemant “the Japanese Batielne and ‘weaken the Americans betore range could Close enough ta penetrate thei thick amor. less imposing were the American ships of the similar Washington, Alabama and fowa Classes. These were probably the test fighting Dreadnoughts ever built, an excollont blond of the Amerigan “all or nothing” protection, lage ‘guns, inding mach antrawcralt, and only a Tile ess speed. The lowa class did five knots faster than ts compatriots, but ths required an extra 10,000 tons dleplacement devoted 10 speed ‘Anothor change was that Drescnoughts no fonger operated together in squadrons or tloets. They were used instead in task foros, integrated groups of Dresdnoughts, lighter ‘hips and, in_some cases, aircraft carers Although some acmials stil supported the mazeed baltlo-ines, ths was tho best way 10 ttle the Dreadnoughts since thei decimation wath the Washington Treaty Aside tvom the French and German Battle ‘users, none of the. Dreadnoughts. under onstruction were ready when war again brake fut on September 1, 1999. For the fist Tow months all was quiet, although British and French Dreadnaught’ searched for German raiders. The naval war began in earnest with, the German invasion of Norway im Ap, 1940. On font 3. the. two German Batleeruisors encountered the British Renown, one of Fisher's Folies,” and tour destioyers, off Norway. Even though the German ships were superior to the British, they promptly tured and fled after a brie! gunnary duel, Renown, fost thirty years old, ted hard, but the Germans escaped with light damage. was the fst Dreadnought to-Dreadnought action Ol the war. Elsewhere, Warspte haiped (estray a German destroyer tila while other Battleships gid. coast bombardment, 2 role they wore frequent to fill throughout the Second World War. Yel they bagan to sutfer omage from the German aircraft that onwolle the skies off Norway. For the fist time the Dreadnought was helpss in the face of air oppasition, 1. freedom to operate sn ange of enemy aircraft gone. This was ane of {the teasons the Bash wathdrew from Norway, uring which the two German Battlecruisers fntercupted and sank a British aicraft carrer The next time Dreadnought fought Dread: ‘nought, was in unusual crcumstances,affor the fall of France. The French had failed to take steps fo guarantee that ther leet would nat be Used against the British. Faced with this throat, the Butish attacked the main French naval base at Oran, in Algeria. Hi by the guntive of three Briish Dreadnoughis, the French Dreadnoughts were found "to be poorly protected. The list generation Bateships and new Battlecruiser were sunk, although all but ‘one ‘Battleship whose magazine blew up) ‘ioe later rated, bu evar repaired. Another Battlecruiser escaped, due to British command problems. The Tate of the Batileship which bow up was due not 10 corde flash, but to plunging fire penetrating the deck arrhor and ‘exploding in the magazine. The ship which lames eredit for ths hit was MS. Hood. The entry of Hay into the war opened up a new theaiee for confiontations. between Dreadnoughts. The italian and British concepts 61 how Dreadnoughts might. be employed wero quite different. The British beloved in an offensive strategy. The Italiane bellowed in the more defensive “toot in being strategy, whieh was compounded by. their Chron fuel shortage. AS result, the Iaians heldt0 the same sort of caution that was seen in the North Sea in the Fist World Wa, and with good reason, The Haan ships were But to fight the fast, yet poorly protected, French Dreadnoughts, an so they emphasized sped at the expense of protection. The Mediter- Fanean was ai ful f submarines and mines faethe North Sea had boon in the Fist World War Both the Biitish and Malian fleets wore escorting woop convoys at soa when they fencountered each other off Calabria on July 8, TSO. Three Brie Oreadnoughte engaged wo halian Dreadnoughs ina long range gunnery duel. Aer suffering slight damage, he Tialana sed their superior speed tO ‘thera Since th Italians were not going to be easy to destroy ot sea, the Briisn decided to attemat to destroy them in port On the nigh of Novernber 11-12, 1940, twenty-one. Brish biplane torpedo Bombers attacked the Italian Batiletiect at anchor in. Taranto harbor. At dawn, thvee Hakan Battleships were on the Laottom, Altnough two wore soon eqsired, the thd never sales again The consequences of this act were far reaching. A few planes had done wh al the. loyal Navy's Dreadnoughts had. been Unable to do, deal a crippling blow tothe Haan Battle Ficet. The naval balance of power nad been redressod.in the British favor by thoi innovative use of arerat. In the Pacific, the “Japanese wore faced with the Wireat of 3 superior U.S. Batlle Fleet, They were very Interested in the results of the Taranto Aid In the months alter Taranto, there was. an inconclusive skitmich at Cape. Spartonvina, where the oppesing Dreadnougnts did not fie at each other. On March 28, 1947, off Cape Matapan, an aia sortie resulted in an Ieatian Dreadnought being torpedoed by.” Briish bombers at sea, while thiee Queen Elizabeth class Dreadnoughts. massacred an equal fhumber af Hala crugers in a right action. ‘This was bocause the British had, forthe fist time, used fader. Radar not only helped waen Df enemy. ships and aircat, and give thee range and beating, but by 1941 radar was also Used for fie canta ‘Meanie, in the Atlant, the Germans had been engaging in some «élatvely ineffective commerce raiding. In May, 1941, however, the hewy completed third’ generation Dread: ought, Bismarck, accompanied by a heavy Giger, left Noway hoping to disrupt the Brish’ convoys. On May. 24, 1941, the Bismarck was intercepted in. the Denmark Strat by the Battlecruiser Hood and. the Fecently completed Dreadnought. Prince of Wes. In-a ten-minute action, Hood blew up. Prince of Wales and the Bismarck were both damaged. Again, the poor protection of the ‘Bish Botecruisershad been the culprit, only here it was the magazine that was hit 36 with the French at Oran, rather then the cordite flash 20 Jutland, ‘The Bismarck, tke tho Wallan Dreadnoughts, soon 8 afoul of British torpedo bombers. One fof the torpedo its destroyed Biemarok’s ‘udder, making it impossile for her 10 ster. ‘This esabled the British to intercept her. On May 27, King George V and Rodney, with the aU of Some crusors, methodically pounded the Bismarck 10 pieces at point-blank range. ‘Agnin, the aiplane had been the decisve Soment in the scion, rather than the Dreadnought The fighting off Crete in May, 1981 underlined the fact thatthe aiplane now controlled all of the seas within is range during the hours of daylight. The Royal Navy found wt could only fxert sapower in areas where the enemy held fi supenionty by suffering. unteasanable losses. Here, agsin, was the lesson of Norway ‘and Dunkirk, that the Dreadnought could not ‘control the seas unless suported by contol of the ai That the Japanese had learned the lessons bout the supremacy ol avreratt was seen an Gecember 7, 1941 On that day the air groups of si Japariese carriers attacked the Second Generation Dreadnougnts of the U.S. Pacific, Feet at Peart Harbor. Two of them were sunk, ‘with snemore damaged. Iwasa rippling blow fn the order of Taranto, but the ships had been 014 and slow and were 8s vulnerable at sea as Inport. greater shock for the proponents of the Dreadnough came vihen Pange of Wates ‘and Repulse were sunk by Japanese bombers Off Maloya on December 11, 1941. They were St ses, able 1o maneuver, and equipped ith the best anteaters aurmarent inthe world at the time, but sill they were sunk. For the loss of few airplanes, the Japanese swept the Pacitc ofall Dreadnoughts except their own, which were confined 10 escorting the carers land rach teansports oF wating in reserve in ‘Topan. The airplane had teploced the Dreadnought asthe prime wespons system of aval sirategy. I had bequn to lose ils value fthen “ships such as. the American Pace Fioet or the Bish Battleships na longer coud eter the Japanese from war The Dreadnought was being displaced because it was no longer decisive enough as a weapons system. The airplane had. the ‘iexbilly and the hitting power to supplant the Dreadnought. Aircraft were not exposed ta torpedoes ane mines, the Dreadnought athor ‘reat-enemias. When they were based on Srcralt cores, the caries could stay out of anger to do damage, while the Dreadnought had to confront its enemy directly Yer the Dreadnought was not finished by the tise of apower, and the aircraft cartier which brought this pawer in sinking range of enemy ships. It defended by friendly aicratt, Dread. rnouahts could operate as before. AL night, or when out of range of avcralt, Oreadnoughte Could also operate and regain something of theic own supremacy, but the avoraft cater 12s now the capital ship by which naval Strength as measured, In response, all Dreadnought had their ant: arcralt armament increased. The Armerican Jowa closs cared 148 (1) anti-arcratt guns ranging fram” 0 20mm in size. Also improved were the fie control devices, which ‘made Battleship maunted antisiveraft. guns move effective than those cn smaller ships, Since Battleships could carry more slaborate equipment Dreadhoughts wore also better adapted than 2ircraft to. shore bombardment. Each heavy Shell was as effective as one plane's entire bombload Throughout most of 1942, the Dreadnoughts lon both sas in the Pacific played # supporting’ fale.as the opposing aireratt carners fought the Uesisive battles without ever sighing enemy ships. Anew role emerged for the Dreadnought. Those that could keep up with the fast, S0-knot carriers provided anti-aircrat protection, a5 Dreadnought antiaircraft armament as incraased at every opportunity. Slovrer ships provided coast bombardment When the Guadalcanal Campaign began in August, 1912, the need for Dresdnoughts became apparent. The Japanese found that a Dreadnought could be a devastating weapon for coast bombardment. It was on the way t0 such abornbardment hat wo Japanose Dread oughts encountered a force of American Cruisers in the First Ballo of Guodaleanal, on the night of September 12-13, 1982. Ina bloody, bret, close quarters bravd, ie’ was left damaged enough 10. be in” range. of American anplanies the next day, and was sunk Two nights tater, the surviving Japanese Battleship, Kirshima came down to Gusda ‘canal supported by cruisers. This time, the Americans met them with two of ther Thi Generation Dreadnoughts, the South Dakota ‘and the Washington. The Atmeticans had the ‘humbers and radar fie control. The resul of ‘he Second Baitle of Guadalcanal was that ‘inshima was badly darnaged and had to be scuttled. The long-awaited clash of U.S. and Japanese Dreadnoughts had occurred. I wos ‘atthe decisive duet of battle lines, but sathor nighttime skirmish, as the aircraft precluded anything ese tn the European Theatre, the Dreadnoughs Were faced with similar problems. British Dreadnought helped maintain the control of the Mediterranean, but with considerable loss from submarines. They never met the lalian Dreadnoughts again, although they had soried often, until they surrendered in 1943, at ‘hich time the Roma was sunk by 3 German ‘uided bomb, ‘The surviving French ships did not do so well father. Their Jean Bar, acting as a foating bottery, lost “a gunnery duel with U.S Massachasens off Casablanca in September, 1982, ‘The surviving French Dreadnoughts, whose only real action had been against the ‘lies rally joined the Free French forthe rest of the war. The Geiman Dreadnoughts did not fare well either. The Gaeisnau hit a mine in 1942 nd was finshed off by bombing. The Tite played the role of foot in-being and tied down Btsh ships that might hava been sent to the ssi, ut she never saw action and was repeatedly damaged by. submarines and ateraft before being. sunk ‘by bombers in November, 1844. The Scharnhorst went to sea fointercapt a convoy on December 31. 1843, but found Duke of York ancl a Toroe of cruisers and destroyers. In the Bale of North Capo, the Scharnhorst was batvered to pieces by the ‘big guns and finally sunk by torpedoes. ‘The Briish Dreadnoughts finished the var in Europe doing coast bombardment In the Pacific, the Americans used their fast Thicd. Genocation ships ae escorts for the catriess, while the rebuilt Second Generation Ships, raised aff the mud of Pearl Harbor, did invaluable work bombarding Japaness post tions. in amphibious. operations. After Guadalcanal, however, the opposing Dread. ‘nouahts didnot see any real action ‘until the Battle of Leyte Gull in 1944, A complex sores fof maneuvers resulted in two battles involving Deeadnoughts on October 25, that of Samar and Surigao Strait. The Japanese force off ‘Samar had been subjected to air attack, which sank the mighty Musashi. prewng that even that ship" was_not invulnerable. But the Sulviving force af Dreadnoughte and Ceuisers felon the American escort eariors. Thoy dd some damage, but withdrew in the face of American airstrikes The Surigao Stisit action, howaver, was @ duel of Batlewagons such as might have occurred in the. Golden Age of the Dreadnought. The Japanese had two rebuilt Fast Generation ships. The Americans hod a battle ine of sik heaviy modified Seconé Generation ships velims of Pearl Harbor, ut t0 seta. old scores. The Americans also had an Dverwhelming superiority i light forces, which was Seen as thay opened the Batlle with 3 Uestroyer attack. Fuso, one af the Japanese Battleships, was it and blew up, This ett only ‘one damaged Batieship to face the American Dreadnoughts, who capped the Japanese T Soon, te last Japanese Balleship ws ripped apart by the American shells, and limped away 1 sink. The last duel af Dreadnoughts. was ‘ver. It was a pale imitation of the projected battles of an earlier age, the Traalgars that might have beon, but st Ws close enough For what was let ofthe war, the American and Bish “Dreadnoughts. cantinued with bom batdment and escon. All but one of the Japanese Oreadnoughis were mopped up by Submarines and arslanes. and the Yamato ‘went down inva last, tule cote EPLOG, 1516-69 ‘The Atomic Bombs endad the war and, 50 it seemed, the Dreadnought. But tests at Bikin) Atoll in 1346, showed that Dreadnoughts were surprisingly difficult to sink by Atomic blast, Nevertheless, the world's remaining Dread: Noughts, sadly “decimated by. war, were Gininished oven further. Almost “al ofthe Sacond Generation ships, their jobs ‘done, were scrapped, except for those of the Russians which survived German” bombers. “These salgieted on into the '00's, as Gd the South American ships. The Japanese, German, and laian ships were al sunk oF ‘jsposed of. The Americans and British moth ballad some of their Thitd Generation ships ‘and operated athers, ‘The four American fowa class shins were recalled to service during the Karsan War, ‘when they did! excellent work on" shor Bombardment. The Turks were even ireatening to bombard Cypeus withthe Yavuz (ex-Goeben! in 1864. USS. New Jersey ‘operated off Vietnam in 1988 and 1969. Tt was ‘gfeatly loved by the Marines # supported, and ‘id excellont work unt the Aie Foren, feeling i ysurped “thei? targets, had it sent home. Today, only eight Dreadnoughts remain, a American, athough four are simply museums The other four are "mothballed Despiteits use since 1945, that year effectively marked the ond of the Dreadnought era, The Golden Age of the Dreadnought lasted ony ‘unt 1822, By then the Washington Treaty and therise of the airplanes cut into the supenorty ofthe previous fifteen yeas. Despite thi, hey ‘accomplished 2 geal deal in the. Second Worls War, but took heavy losses. “The Dreadnought was not a dacisive weapon, It was never intended to exercise the auick kal” ofan ICBM of even of torpedo bombers. Even the biggest and best Oreadnoughte were, in the end, brought down by submarines and aplanes. Despite these fangs in concept, the Dreadnought remains = mamoraale part of 39 fra when majestic ships ruled the waves. ORIGINS | WARGAMING/MINIATURES NATIONAL CONVENTION DATE: JULY 25,25, 27 1975 PLACE: JOHN HOPRINS UNIV. BALTIMORE, MO, Mow ortho fist me ever, hi Hobby gets il together in one BIG package by way of the largest, most veh, most exciting ‘convention fer seen With suppor fom all the. mapr Companies, chub ond. pubseatons, this ane anderen promises tobe the landmark vert of the decade Everyone whe fs anatung in bord ‘game, minature, medal, Dipomaey Held be here. Profosionaly planned ond execute, [ORIGINS 1 wl take pce nthe new, nur Student Cee (and ace buling) on the ‘camps of the Johns. Nepting University In Batomore Geto eatload of peor together Nt ‘ho Toad, ond well be YOU at ORIGINS 1 For Prorosiswation, Deser Exhibition o unher information sond an SSAE to" CONVENTION" Sia TAN. 4517 Harford Road, ato, Md 21244, oF phone: (301) 284 300. Covsponsored by Invest Group Baltimore 20d tte JHU HistorealSimstvon Socery in epoperaton with The Avalon il Game Company. 24 SCENARIOS AND VARIANTS: NEW SCENARIOS FOR DREADNOUGHT A Mediterranean Excursion A close review of any extended period of mili ‘ary operations wll usually reveal a number of conflict situations too insignificant in implic- cation to be extensively dealt with by his- torians. These events could have turned out differently. Their possibilities may take on ‘unusual significance to players of Dread- nought who seek historically based scenarios only to find that the admirals of 1906-1945 failed to take the needs of today's wargamer {nto account in planning and executing their operations. The following scenarios take a step toward changing that. Now, Cunningham's clusive Genoa Bombardment Force will be inter- cepted by the superior Ttallan reaction force ‘that failed loeate i€in 1941, The often ie resolute Hlalians will summon the dete. ‘mination (andthe fuel ol for a last glorious throw ofthediceinan atempttobreak up he invasion of Sicily ‘As you will sc, all sconatios are taken from the Mediterranean theater, one ofthe bloodi- est of all areas of naval operations in World ‘War Tl (See S87 26, p. 17). The historical notes supplied with each scenario provide a bret summary of the situation ast developed and of the assumptions that have been made to make the scenario posible Ofnecessity, some liberties have been taken in the OB regatding cruisers and destroyers, and ‘where aircraft carriers were actually present they are assumed to have managed to avoid surface combat. Any effect they may have through the Ieunching of air strikes. is provided for in each scenaric's special rules. PUNTASTILO (Calabta), 9Suly 1940 ‘ORDERS OF BATTLE AND DEPLOYMENT Brish Payer: hex/facing/specd Warepite(13) 1408/N/5 Royal Sovereign 1S1) E 1409/N/, Malaya (133) E1d10/N/S ut E 1406/85, im E 1209/N/5 a E 1609/N/5 Dat EONS 32 E1205 D3 EMIQINS Taian Plager: CContede Cavour(921) F owns, Giulio Cesare(822) FOWS/N/S, 51 FOTN mn F Ono cn FOWs/N/S Det FODTINIS sz FOUON/S Ds3 F 6070/5 Ded FOSI0/N/S pn FOHUN/S by George Lyon GAME LENGTH 20 Game-Turns BASE VISIBILITY Nine heres SPECIAL RULES Italians may not ross ine formed bythe south and ‘ast edges of the inl map configuration VICTORY CONDITIONS ‘rit oust snk or wreck one of the Italian capital shipsand score more vetry points than the Falian player ot they los, HISTORICAL NOTES ‘The Halian force was returning to Taranto after cescorting 4 larg convoy to Benghazi, The ritish Sttompted toot off the Italian thinking that they ould be taken by surprise. However, the Italians, ‘svar of the British presence, actualy sought battle inthe friendly waters off Calabria within range of theie and sod power. (CAPE TEULADA,27 November 1940 ‘ORDERS OF BATTLE AND DEPLOYMENT Daltsh Player: Ine/facing/speed Gibraltar Force Renown(24t) E1810/NEJ6 cr E1910/NEV6 pat BATLUNE/S biz E 2009/NE/6 Alexandria Force (Enters perspecal ules) Ralls (153) cn DI pa Italian Player, ‘Vittorio Veneto (991) Fo809/NW/6, GinlioCesare(o22) FOBIONW/6 cor 1 0508/NW/6 cn F 1O10NW/6 on BAMTUNW/6 Dot F 0609/NW/6 62 F O708/NW/6 63 E0908 NW/6 GAME LENGTH 16 Gaine-Turns BASE VISIBILITY Eight heres SPECIAL RU ‘Aloxandria Force arvires om game tare se fom the ‘North at the Bets Player's discretion, but nts than 20 hes from the nearest Haan anit. British must specify board section of entry on Turn 5, VICTORY CONDITIONS Italians mast score moe victory points than the British and ext boch Talla capital ships from the wrest edge ofthe orginal map setup with equal or Fewer total uneepaied hits than those inflicted on the two British capital ships o they lose. HISTORICAL NOTES ‘The British atempted to passa contoy eastward ttvough the Mediterranean from Gibraltar. The Gibraltar free wasto be relied bythe Alexandria force with both forees providing strategic support luring the most dangerous part of the convy's ‘pasage. In actuality the Tallan attack on the Convoy was made by Hight fores, submarines and Sicraft ‘The Klian batleship force never en ountered either the convoy or either British ‘apa ship escort. This scenario assumes that 2 ‘apital ship encounter di take place. BOMBARDMENT OF GENOA, 9Febreary 1941 ORDERS OF BATTLE AND DEPLOYMENT Brith layer: hex/facing/speed Renown(241) CosiL/NW/5 Malaya(t30) conanwis COsiL/NW/6 conomwis Casi3/NW/5 Italian Player ‘Vittorio Veneto (901) E1905-NW/5 GiulioCesare(922) E 1804-NW/6 Andrea Doria 928) E2005/NW/6. cn F O106/NW/6 ust E1603/NW/6, ba E 2003/NW/5 pn E 1906 -NW/6, GAME LENGTH 20 Game-Turns BASE VISIBILITY ‘Tach heres SPECIAL RULES 1. Bitsh may aot move North or East of lines formed by the North and East edge ofthe original ‘map section deployment. 2, Dueto the presence inthe veinity ofthe British sizer cartier Ark Reval, the British Player uses the folowing procedure fo simulate aie attacks ‘made bythe Ark Roya’ areeft- Om each tan the Bridsh Player rolls tro dice. On each turn on which the esl of the rll equal ix the British allowed to make a separa [-1 attack fneship unit ofthe Haan force whic sna other: wise Being attacked om that turn. This attack i = ‘Sahed a the same point at which gunnery combats reseed VICTORY CONDITIONS Tulians must sink or wreck either Renown or Malaya and score more vitory points than the British player to win. Achieving one of those conditions means a draw, Achicring neither meaas 1 British victory. HISTORICAL NOTES After the British had sucessfully caricd out ‘aval bombardment of Genoa (although fling to doany futher damage tothe Calo Dalio which was Alocked inthe harbor for repairs) the Italians seat ‘ta force inorder tocut off the British withdrawal ‘Although the Halians were in = good positon to intercept the withdrawing British, the British ex taped with the aid of bad weather. Tis scenario fsvumer good weather and succesful Talia interception (someon page 30) a 30 ‘months, and are published at the request of the convention sponsors. These ‘‘cons” will deal in substantial part with board war gaming, with the occasional touch of miniatures and Science Fiction, When writing to the organizations listed, please mention that you read oftheir convention in MOVES. United States Army Recreation Center, Landstuhl, West Germany February 12, 13 and 14, 1977 There wll be no entrance or games foes. The games will run from 10:30 AM to 10:30 PM ‘each day. There are BOQ rooms available at Ramstein AFBand Landstubl Army Base for those U.S. military personnel attending the convention. There are several moderately priced hotels in the area. For those planning toattend, call or write: SEC Paul A. Fucssel ‘or SECDavid Rolfe at 2223-8244; Box 14, 2nd General Hospital, APO N.Y. 09180. or Director, USA Recreation Center, Landstuhl Box 43, 2nd General Hospital, APO 09180, Phone # 2223-7278 Orecon 1 January 7, 8, and 9, 1977 ‘The Armchair Strategists Club is hosting a ‘Wargame Convention at the spacious and scenic campus of California State University, Fullerton. Scheduled events will include boardgame tournaments, miniatures, D&D, diplomacy and an auction, Prizes will be warded to the victors of the tournaments, ealers will be presont for your convenience, ‘Taere wll be plenty of room for open gaming and there will be going games of Terrible Swift Sword, Drang Nach Osten, War in Europe and possibly Wellington's Victory. All ‘those pre-registering will receive, by mail, 3 convention schedule of starting times. CSU Fullerton is located about 20 miles southeast of Los Angeles in Orange County. Cost is $2 per person to pre-register or $3 per person at the door. Make all checks payable to Mark Snowdon C/O The Armchair Strategists ‘Club, University Activities Center, California State University, Fullerton, Ca, 92634, Winter War IV January 14, 15 and 16, 1977 You are invited to attend the fourth annual convention of the University of linois Conflict Simulations Society, Foreign Language Building, 700 S. Mathews Ave., Urbana, Ill 61801. Tournaments, exhibits, seminars, auctions, demonstrations and free gaming. Winter War remains one of the most inexpensive conventions going: $1/day, S2/weekend and $1/toumament. Dealer fee this year will be $25. I you have any questions please write: Alan B. Conrad, 911 8, Locust #101, Champaign, Tl, 61820. “WarCon HT” Yanuary 28, 29 and 30, 1977 Zournaments willbe for the following games: Dungeons & Dragons, Panzer Leader, Empire of the Petal Throne, Kingmaker, Patrol, Nuclear War, and miniatures (probably). For further information write: Steve Hageman, 435 Aston, College Station, ‘Texas 77840, Dreadnought tent om ase) DEATHRIDE OP THEITALIANNAVY, way ORDERS OF BATTLE AND DEPLOYMENT Aes Player hetactn/specd Massachunts(63)—— EOSDT/NEYS ‘Tess) O15 NES NewYork OM) Exo NES ‘Warspite (138) E008 NES Maslays 3) E OS NES Renown AD) EOTONES a E0S0S/NES oe BOWNESS a E0806 NES Dat 0m NES be E0s0e/NE/S be B08 NES Tallan Payee: Lioro(932 poust/s Roma 033) Bosses Andes evi 920 Bosses CeioDutiow) Bosses st Bosisseis lst BOstL/SE/S un BOaLSES ba B0609/SE/S bn Bosses GAME LENGTH 16 Game-Turns BASE VISIBILITY Seven exes SPECIAL RULES [Nether side may leave original map are, (Exception: See’ Vietory Conditions) VICTORY CONDITIONS [alan Player vst sink or wreck one Allied capt ‘other than BB's Texas or New York or exit two oF ‘more capital ships having no unrepaired damage {rom the south edge of the exginal map ater Ot score more victory points than the Allied Player or hes lose. HISTORICAL NOTES The Italian OB represents what was available to repelan invasion of Sil. (Vitro Veneto was re: paving bomb damage). This seenari asstmes the Talis possessed adequate luck and resolve to take advantage of night and bad weather conditions that testi the se of Allied air power. ‘The lies respond by assembling a seratch fore of thle own capital ships Gnchuding New York and Teas, fc better suited to bombardment missions) toprevent the Ialians from interfering with landing and supply operations. The Talla player has the option of tring t sink atleast one more Aled ‘aptal ship for the sake of la loite ot of doing damage among the Aid troop and cargo tran pots by esting the map, At the end of sixteen for, the fist of a series of lied sirstrkes, launched when te weather lear bit, begins the sblitersion of the Talia force, ORIGINS 77 The National Wargaming Expo 22,23, and 24 July 1977 at Wagner College, Staten Island, New York City The national exposition for wargamers sponsored by the major firms in the hobby. Features boardgaming, miniatures, fantasy gaming, ser workshops, exhibits, and tournaments. Expanding on the successes of Origins 1 and I, Origins 77 promises to be even bigger and better. 60 Trade Show Booths ¢ Competition Prizes e “Charlie” Awards e Demonstrations e Game Auction e Dormitory and Dining Facilities on Site e Informal Gaming Areas © Designers and Artists from All Major Companies Send for pre-registration forms now (there's a 25% savings if you pre-register rather than buying tickets at the door). Send a stamped, self-addressed envelope to: ORIGINS 77, c/o SPI, 44 East 23rd Street, New York, N.Y. 10010 ig the eh To hep et French Navy ee eae see the Freel Amis Noth Africa aa = Dlosking forse, Aliya R. Vannoy Hien, ‘Kongo and 870 Kivisiioa a «anges 21.33 bese) that there as ball 6 850, 870, 700. ys) = 16 ee as built 35.600 ‘These aiferences are eased by the Increase | Biserlos Graal Fem s04@ GN atihy “main ‘batieties “of Giese. ships in their ebirilds, "Phe samie ciye S made for. the I ‘Queen. Elizabeth ed with the 157242 Mic1 ile. When, "Dull the elevations of the 15! aboard these = ships ws 20% giving @ maximum range with: the 1920 Tb. AP shell of 22,500m (24,600 yas) | Jor 1 fiexes, When the Queen Elizabeth ), Valiant (132), Wasplte (134) and Renown (251) were extensively rebuilt prot {a Wordd War I, elvation increased to 10", “alloy fike to 32,0001 (35,000 yds).0F 18 arma with the 15/42, escent Hood 271281) retain the. loner “Fonge; inehiging Malaya (133) and Repulse (252) which were not as extensively modified “as thei site. ‘Another bo0e of contention is the base Weil. fn the Campaign Scenaciog Te posible (have a maximury visibiy of 18, Sees on laivadual tris Fine, OU Saye 35, thest ships rages fall short of 18. hexes, © alloing visual fre (0; maxima distance “Hat, few ships, 4 any. had. obsorvation oF Sfineeonttak poss high ehough aout 230 {0 to see ae: The magnificent Yamato; “wih her temendous beige’ stniehey had het highest post 190. eet above sea, eve “giving her the ability to “eee!” 121 (2p,200 yds oF 24,000m or 19 hes! to the Jelaive horizon: Fig at x target beyond hi range would be extremely full oF Iinpossible as the target would be hulldows. Then again, few bodies of water in the world, ate cil enough ok untouched 'B)- foul sweater fallow this kind of vsibiy yea oud. Opening Gre at 25.0 yards in the Norte, Se ‘or, Denmark Stair in et Unlkely, without radar, whieh bral in oe for 94 Gf the atchpls | BBjear exten. Tharelors T suggest that jnaximum visiiiy for init contaet be ng “more than 14 hove, and. that magimom “| Sb for Ong he bo ose than 1) ee nthe result of the de wrlahevek ess Information cited ig feor Breyer's Battle: «ahs and ‘Baile Crary 1505197, Warship Profile #12 “LIN Kongo,” Warshi - Profile #30 “UN Yamato and Musashi,” and. “ Nlnaves's Seapower IK Surlace Goethe visibility data). Dare Nowra ol ee 5 7, Vs), * VICTORY IN WORLD WAR THREE | Vicjory jn World War Three i based on the number nf Industrial Hekes Held at the end } of the game Now, have counted the number of Industrial Hexes ip the game and 1 find seven in Europe, three in Fapan, two in aid) eleven in the US, fgaine one must have fifteen Industrial Hexes. AT found in the game, England vill usually nit fall to the Russiang since they have only fone or two amphibious units with whieh to. "encourage a liberation Tora tbtal of Wentyelght Hence, to win the invade Guise wi tbe US. lag ‘simply cannot touch (welve exes, that You havea competent US Player. F the Russian Player gets icky ho” ‘able 6 sede the northern Industeal estar leche fe Sell yeh te US Player can reinforce. the: fest of the, emaininyy two hexes, this hing him Feaiteei HeXes, assuring @ draw. Un fact ‘the US plays its cards right it wil cooumind “the seas: by GamecTurn: Seven, make an, ‘amphibious landing in tho hex above the ‘sian Industrial ex wn Japan and jolate the Rissiam units theres then. though a Ini efor. the US Gould regu the ben! ‘thus wiv hint bificen exes and the gain ‘without having tel foot Europe: At best. The Ribsian igh beable cpnuse de ij Iran and Singapore, thus, giving | Phiger only thitieen exes, Bub that ony saliages a/0faW, and usually the US Player © Ean rinforce Singapore aften the Chine invade Sontheast Asia, Bul Defoe they Reach he il Wells Henge, victory for the ‘Russians ishighly improbable, and the gam Jonds seine of ts flavor: After all the idea i Fs etuon t6 Eutepe tot Bolation: ‘To cireuimvent this probient either deplete | ‘oe Hida Hex fom the US and pve io aoe ul ene teagan Industry i Russia basally heaey, while that in the US is consumer, henee: Russian ‘nidustry is geared for Wak and. factory foe factors; they are probably more valuable i ie of ar (although tg US sl enjoys a __prepanderance of indus strength) and, ie} should be agzondad 6 Lh ferns of vietor). This method may’ Dalaice the game as fat as vetory goes. _Yieiory Point purposes, desig the Russ home hexes a vale. of three ‘assign the rest a valle of ‘yale of only one Point 3 they dont have ‘li: Rinction: Heyes, the Russian Player swith his thirleen exes! wil have 3¥ Points, the US Player wich his fifteen exes Will Have, 0 Points — 4 Russian marginal victory. she Rosia contotste oi tthe US Player olds onto Japan’ and hberates «Wistert Europe, he wil have 31 Poiits 1023. for the Russians, a substantive victory [the inky liberates on hex, the _twenticnine Points to the US tolal of trenty. ite Points without the oil. This method i Euirope attempt aeheré the other system fail 0 46 40 —Eraie K. Demanelis Footnotes" *Footnotes FACINGIN PANZER '44/MECH WAR "77 (One fault of the Panzer '44/Mech War °77 game system is the lack of emphasis on flanking maneuvers as an effective tactic ‘engagements on the platoon/eompany level With no advantage accruing to the Player ‘who maneuvers to lay flanking fire on his ‘opponent, the game takes on some of the flavor of an aerial engagement, where the primary use of maneuver is to bring units within spotting and firing range of the enemy fand the primary device of subtlety is the timing with which this is accomplished. In the period of the Panzer *44 game, pa ularly, the importance of maneuver and flanking fire should not be ignored, as this was offen the only viable tactic for Allied commanders whose tanks were severely outgunned. For instance, the 75mm gun of ‘the M4 could not penetrate the frontal armor of the Panther at the killing range of the Panther’s gun, as the strengths in Panzer 44 readily show. But this same gun was quite capable of penetrating the thin side and rear plates of the Panther—try it in Tank!—even At 1000 meters and you'll see. ‘A platoon of AFV's deplosed in combat will Uustally have a front orientation as the com- manders strive to keep their frontal arthor presented to the enemy. When fire is received from several directions, this effort is ‘compromised, and some of the incoming fire is sure to impact on the more vulnerable aspects of the vehicles ‘The lack of fiekd-of fire restrictions on towed artillery is another unrealistic element, which decreases the value of maneuver. There are severe limitations on the effectiveness of towed guns in a fluid situation, but the Panzer 44 rules give such units the same flexibility and offensive value as turreted AFV's, though vulnerability to fire is, if ‘anything, overstated. tis possible to cortect these omissions and restore maneuver to its proper value without adding a lot of dit to the mechanics of the game. Neither is it necessary to depart from the spitit of abstraction and_playability, hich makes this stem work. The following rules ate, admittedly, rather abstract, if not arbitrary, in their specifies, bt the principles fare sound and they work without seriously altering the balance of the scenarics. 1.When any Hard target is fired upon by more than one M-Class Unit ina given Phase, determine the Line of Fire from each firing unit. If any two LOF’s enter the target hex through non-adjacent hexsides, then all attacks are upgraded by adding one (+1) Attack Strength Point before Range ‘Attenuation. 2.The primary facing of a towed artillery ‘unit is indicated by the orientation of the ‘weapons symbol on the counter, which must bbe directed unambiguously toward a single hesside. The Field of Fire encompasses: 120° are centered on the orientation of the ‘weapon symbol and projected tothe limits of ange thtough the three adjacent hexes so indicated. Fire on any target within the Field of Fire is executed normally. Fire on any targets outside the Field of Fire may be exeeuted, but three (3) is subtracted from the die roll. This restriction should not apply to mortars, anti-aireraft guns, or any other guns with all-around traverse or which are Tight enough to be manhandled by a fear crazed gun crew, Non-turreted AFV's have their Field of Fite limitations factored into their Attack Strength, so they are excluded from this rule 3. This s unrelated to the “maneuver” issue, ‘but T'M throw it in anyway as it eries for attention. M-Class Attack Strengths are ‘computed on the basis of armor piercing ‘capability. The resulting range of values for ‘weapons whose high-explosive capabilities were very similar is unfair to Soft Targets. An infantryman would be unlikely to appreciate or experience any difference between the incoming high-explosive shells from the ‘75mm of an Md and, say, the 17-Ib. gun of the Firefly. Therefore, when M-Class units attack Soft Targets, use Attack Strengths from this table: Catiberot Attack ing Weapon Strength Stim ores base 75mm to8mam fine 17-5) 7 STmm or greater 9 ‘The mental switch should not be hard t0 make ja the course of play and it will bring the effectiveness of primarily armor-piercing ‘weapons against Soft targets back into line. ‘The suggested rules modifications have limited applicability to Mech War 77. Flanking fite is of less significance with the common use of HEAT projectiles as opposed to kinetic rounds. The only units subject to Field of Fire restrictions are the Soviet and PLA towed artillery and anti-tank batteries However, with the greatly increased strength of M-Class units, rule #3. is even more important. A new class, including 105mm and greater calibers, should be added to the table, with an Attack Strength of “10.” —William Tallen. * DREADNOUGHT Dreadnought may be made even more realistic by slightly amending certain ship values and game procedures, at no expense in playability [See MOVES 23, pg.17—Ea.] ‘The game allows the U.S, battleships armed with 14” rifles to fire to ranges these weapons were unable to attain until angles of elevation were raised, generally from 15° to 30°. These ‘modifications were a part of the extensive reconstructions conducted in the late 1920's through late 1920's, The only exceptions were the 410-420 Tennessee Class BB's, the last of the 14” U.S. BB's, which were built with 30° elevation for the main battery The 340 Texas, 350 Oklahoma and 370 Pennsylvania, all armed with the 1911 Mark TL 14°/45 should have a range of approxi- mately ten hexes, instead of the 17-hex Range Allowance on the counters, The 360 Oklahoma and 380 Pennsylvania Classes, after their respective 1927-28 and 1929.31 rebuilds, have the printed range. Since there is no “efit” Texas counter, the 341 New ‘York and 342 Texas should have a ten hex range until after their 1940-41 modifications, when the printed range is valid. ‘The 390 New Mexico Class, armed with the Tonger 1915 Mark IV 14°/50 should have a range of approximately eleven hexes. After their modifications in the carly 1930's, the printed 18-hex allowance is valid. ‘The C60 and C70 sereen units should be allowed to use torpedo attacks when used as Tapanese CA's, as this was a vital aspect of Tapanese naval doctrine (remember Savo Island?), The C60's, as they approximate the Furutaka/Aoba Classes, and the C70's, which represent the Myoko/Takao/Mogami types, should be given a 1:1T capability. Further, all DD types which did not carry reloads (generally, all non-apanese ships) should be limited to only one torpedo attack per scenario, not two per scenatio, as in Case 8.22. the rules allow a BB to blast away at a wrecked sereen unit all day, and not sink it ‘unless first rolling an “E” Result on the CRT. and then rolling a 7 ot L1. This rule is very valid for damage on capital ships, as the fesilience of the capital ship was amply documented in the S&T “Dreadnought” article, But lighty-or-non-armored screen Units are «different story. To allow for more sinkings, and a more realistic touch, amend Case 5.42, as follows: [5.42] Sereen units are_sunk’ whenever damage exceeds. the 2G2S condition as follows: when the attacker is a capital ship, ‘an additional ‘G’ or ‘S" hit sinks the unit. If the attacker is a sereen unit, only an ‘additional ‘S" hit will sink the unit. And, regardless of the nature of the attacker, an "E hit assessed against a wrecked sereen unit will sink the unit Aso, the rules allow for screens armed with 8°, 6", 5” and smaller weapons to inflict damage on heavily protected capital ships from the extreme limits of a screen's range. Certainly, at ranges of $10 miles (S to 10 hhexes) light artillery like 5” or 8” will not penetrate a BB's vitals, protected by 12”-16"” ‘of armor. But light weapons (and, after al, 250 Ib, 8” AP is feather compared to 2000 1b, 15" AP shel) can damage a capital ship's bridge, fire-control positions (exposed radars, RF's, ete), light weapons, and so forth. At First Guadalcanal on 13 November 1942, BC Hiei’s bridge was peppered and set ablaze by 5", 40mm and 20mm fired at point-blank range. This hail of fire which smothered Hiei had a definite effect on ‘morale and clear tactical thought by Admiral ‘Abe. To simulate this, amend Case 5.23 as follows: [5.23] Sereen units (CA's, CL's and DD's) may not engage capital’ ships unless the range is 1-3 hexes. Further, a maximum of 'GS' damage may be accumulated by one target in one Game-Tura. The Range Elects Table (S51) does apply. ‘The only exceptions to this suggestion are the 260 Courageous and 720 Lutzow Classes, with their cruiser-type armor. Sereens may engage these units as they would other sereens, at all possible ranges. Information cited is from Breyer’s Battle- ships and Battle Cruisers, 1905-1970. and from Watts and Gordon's The Imperial Japanese Navy. —Dave Newman * BRINGING BACK SURPRISE A problem with many conflict simulations, especially sequential movement simulations, is the relative ease with which a Player can anticipate his opponent's plans. One look at ‘the map gives a Player perfect knowledge of the disposition and strength of the enemy army. “Of course, there is still some uncertainty as to the exact move his oppo- nent will make, but his task of planning the deployment and maneuver of his forces is made simpler by his knowledge of where the enemy is. In other words, the element of surprise is almost completely tacking Occasionally inverted counters and dummy counters are incorporated into a game, and this provides one solution to the problem. However, even inverted counters provide some useful information—while not revealing precisely where a Player's forces are, they do give the almost-as- important information of where those forces are not. As another alternative, we would like to outline an idea which Players could use to bring back that element of surprise, ‘The key idea is that a Player may temporarily remove some of his units from the map. While off-map, the units still retain their “locations.” They can be moved and are subject (0 all movement inhibitions and restrictions which apply when on-map. The Uifference is that, instead of a unit being moved to a new hex on the map, the new location is noted on a piece of paper. Maps with numbered hexes are best suited to this, and SiMove pads are ideal for keeping track of off-map units. The particulars ofa specific ‘move need not be noted, only the destination hex, Use of this rule creates a new dimension to board games. If, for example, your opponent has all of his armored units off-map, you hhave no idea where his attack will come. ‘Thus, there is more pressure to prepare a good defense, and there is areal need to keep 8 reasonably sized force in reserve Beginning with the idea that a unit can be ‘temporarily removed from the map, there are ‘many variables which will apply differently to various games. Among these are: L.The number of pieces which can be off-map on a given Tura. This would depend on the reconnaissance and. intelligence gathering capabilites of the opposing armies; but, in any case, the number should bbe kept fairly [ow to prevent too much paper work from accumulating 2. Which pieces can be removed from the ‘map: There should be restrictions on which units can be removed, For example, to be removed from the map, a unit must be out of contact with all Enemy units and their Zones ‘of Control; to be removed, a unit must be a certain number of hexes from the nearest Enemy unit, et, 3. Restrictions which apply to off-map pieces. Some examples of restrictions are: the unit may not attack and has no ZOC; the act of moving off-map consumes its entire Move- ment Atlowance for that Turn; off map units which move adjacent fo Enemy units must be returned to the map, which expends their Movement Allowance for that Tur, and they ‘may not attack immediately after being Drought back onto the map. ‘The above are intended as general suggestions. Players could adopt the idea to specific games as they sce fit. To incorporate this idea does require abit of paperwork and 4 fair amount of honesty. ohn & David Tate * [BRIDGE LAYING VEHICLES IN TANK! The anti-tank ditch markers in Tank! are an absolutely impassable obstacle. But in reality, every defensive measure ultimately produces an offensive gimmick to counteract It The remedy for the anti-tank ditch is the bridge-laying tank, AAs early as the First World W: lunits went into action carrying “fascines,’ huge round bundles of brushwood that could be dropped into trenches ahead of the advancing tank to facilitate crossing, By the Second World War, several types of assault, bridging vehicles had been developed for the purpose of crossing streams, canals, ienches, ditches and other minor obstacles. Such vehicles would normally be concen: trated in brigade or division engineer units, but for a planned attack on a. prepared position, they could be attached to individual fank companies. The simplest type. was represented by the British "ARK" ora Soviet ‘modification of the T-34. This was simply a tank chassis, minus turret, with a platform atop the hull and drawbridge extensions at bow and ster. It would be driven bodily into the ditch, the drawbridges would be lowered onto either bank of the obstacle and the following tanks would eross directly over it More sophisticated. bridging vehicles carried a rigid steel girder bridge up to 40 feet long that could be launched aut ver an obstacle on rollers mounted on the front of the tank ul. The final development was the “scissors bridge” (as mounted on the British Valentine, and on. modified Main Battle sak chassis in most armies since WWID. This type of bridge is raised, unfolded and extended over a gap by hydraulic rams, then dropped and uncoupled without the’ crew dismounting. ‘A few simple, somewhat abstracted rules for Tank! ean readily reproduce this capability [37.0] Beidge-Laying Vehicles ‘At the discretion of the Players, and within the Himits of the various historical periods and national weapons inventories, the Alpha Force may include up to one section (Four vehicles) of assault bridging vehicles in scenarios involving anti-tank ditch defenses. [37.1] Arketype Bridging Vehicles: This is an tunarmed tank chassis, with Defense Strength characteristics corresponding to the battle tank employed by Alpha Force (or an “obsolete” vehicle of the same army). They ‘may be attached to each separate platoon, of ‘moved together as an “engineer” platoon. To use its bridging capability, the unit must be moved adjacent to the ditch, where it must stop and move no further in that Turn. On the following Turn, it may be driven into the diteh, and other vehicles may cross “over” it ‘The “bridge” vehicle is considered to be abandoned, it may not leave the ditch or ‘move at al for the remainder of the scenario, The bridge itself may be destroyed by HE Fire, defending with a strength of “15.” [37.2] Steel Girder and Setssors Bridge Laying Vehicles: These are unarmed tank chassis which carry a “bridge” unit as a “passenger” ("bridge” counters may. be made up from blanks or borrowed from games that use bridge units). The “bridge” is ‘emplaced by moving the vehicle adjacent to the ditch. On the following Turn, the bridge may be unloaded, and vehicles may eros ‘The bridge may’ be taken up again. by reversing the process. The bridge itself defends against HE attacks with a strength of "12." Players should rescarch the special charac: teristics of the various types of gap-crossing vehicles they wish to simulate, Some vehicles, for example, retained main or secondary armament. Others could lay a bridge, but could not take it up again. In_ practice, special purpose vehicles tend to attract @ disproportionate volume of enemy fire. But this takes some ofthe heat off the MBT's. So let's hear it for the engineers! Mike Markowitz DREADNOUGHT scenarios: GRAHAM WHEATLEY Almost al of the reatife crmesgns ond fave been Sesten to death. Ard a, ine insanity | ewe cooked up he fotong what Background: Orexdnovght Isa tate! lve game ‘of oe combat inthe fat half ofthe 20th centry in the Dreednought era, Each counter represnts ‘ee Dreadnaught, a erigers or fe datroyes Esch gamturn represent 18 mioutr ofr ime Abbroviatins: C= heavy euler: L* light enter: WALLGAMING C. MACLACHAN ‘would be soir to ploy an Kaen an loving we {Sul nang han 08 ea Fhe oor el of Seurae, presen no problems; vou con suspend sn Si imapahoet using Basie poser hangers The troubie sto stick the Counters fo averted ste "have, head of propie io use Biatacks wich fulm"both counters and boot and SE, “haw “boon scvetsing. sane ep, Sithough nt te” sheet etal to pot Being ths tmapaeet nor acvice on how to Ti cucha tet ‘our wall Nekier of thess metodo fo ft ‘Sreorinte counters. hate wanteds sonst ich does nota the. Sppenrsoe etter Sour or counter, and the cheaar nd gtr the Sev. With pleasure, tan, and pride, | have to announce thot thie rob has been sold Your she Ger out of reach of citron, sal dogs, howe ier, (at and ether Vermin. Fist, yu nod 3 {Fuimnan ‘Trading, af 3. Church Lane, Market ‘Square, Wantage, Oxon. sell by te Yard and thom 3 SAE. Second, to make te counters Gahore tothe moot ‘erfoces wap tam In freezer fim Teo now at cling fil ted arabe tow supermarket Wrapping the counters is» todious and fidly job, beat done by cutting quantity Of fm from the ‘all, smoothing it out on a chopping Dowd and ‘ho, ith shop kno, cating out piece about We inchar square foreach counter Lay the counter inthe ‘contre of tls pce of fly, fold In wo Spposis ides and smooth them Yonethar the {old in she remaining nds, "The smasher the folded’ surface, the Uetier tne saheson on that ‘nich "se wl not stick a fst, but once test ‘Romsetver to the pile overay if pressed my Which means you need to hang he Board aut His unyiaiding surface Lika wl You can stack countert, because they wil stick to hich other, and becauss the fm le wansprent you ‘hn soo both sda of back printed counter have fa games anging up Iterly for months nou flue, and 2 riod of mine er ozo re! he fn (rtm aiaurs Ivey bateve that ll prove 8 toon to boerdgamers very, espetally those ‘play solo or by wa All Taek in return e thot commercial orginiatone, when they reson ttend ‘thi, method, acknowiedge it" toventor, Sana that gamers wen they cae se or pk ete Invoke myname. with Nonour ae 2 nend to mankind? 14.0 ADDITIONAL SCENARIOS 14.1 Falkland Islands 8th December 1914 ORDERS OF BATTLE & DEPLOYMENT Brian Ployers hex/tacinganced Tivinebie (iat) Davos Neve Inilaibie (921 00809 NENG cn Boeromels a, osos/NENs esr b1g09/NeVs or 108 mNENs Gt Bieo7 NERS GAME LENGTH: 16 game tus SPECIAL RULES: The rah 11 eis BASE VISIBILITY: 12 hones VICTORY CONDITIONS. Aten 2 Garman unis Ist break ong wi no nepuraiedosaoe Eenesumn 16 Brteh mursinkor eck af Gemen Ripe linabercondsonimet, the guess 14.2 Dogger Bank 24th January 1906 ‘ORDERS OF BATTLE & DEPLOYMENT hae British Player: hea/acingepoeet Dreadnoughe i011) OYB03/NN5 ae BreotNs German Player: Nenen (08) AtGoe/Se/4 csr ‘Alvoa/sele Se ‘Aieo9/se 4 GAME LENGTH: 20 gre turns Base Visisiuity:¢ noses VicTORY CONDITIONS: Garman plover must fate the south or cet mn of man Fl the Hsambythe of the astray The Bisgh Player muse rec tha Hesten fr sok) inter Elion fmt te ge 8 HISTORICAL NOTES: Attar the Fint Word Wor broke out in ete 1908 two stall Suan oF de. met ott Dogger Gank. The German, Eeieting thet thoe new Bro-Dresdnought Hessen Weg uninkable, tne Mout into the North Sex Shs the Et no eke te Ors nouoht woion war erusing inte ee Know, bat have fa tink of someting) 143 Trafalgar 12th November 1914 ORDERS OF BATTLE & DEPLOYMENT Froneh Player: hexMacingfapaed France (soa) cogtainWis Parts (308), Enea cn EEN ee Ene N/6 ut E7125 on E10 a NMS Spanish Payer: spare (981) —_D1306/NEVS ‘ime 11952) D1208/NE/S ‘Alonso (G83) DiTOy NES er Dios mers tet Diso7mers ost Br007NER BASE VISIBILITY: 10 hoxer GAME LENGTH: 12 game-urne VICTORY CONDITIONS: Victory is boied 9 Doint counts with the Spanish Payer getting 10 xtra victory poins or each French detadnought ISTORICAL NOTES I!) Let mes Oe. Spain entared the war on the Central Power” Because of the lack of oops any maior contct ttweon Spain and France wre kay 9 ake place tana And 301 happened 144 The Falkland Camy October-November 1944 ‘Campaign Game a a a Wi SIMPUBS BRIEFING MALCOLM WATSON WRITTEN JANUARY 4th 980) Wecooe to 1980, te start of x new decade an “The Year OF The Chip oF so we ae a a tale In our own cat | Raemart Seely thet ‘onesies jst with Se twee Supers ‘ogg nt sein Stat A pected tat ites of Mover: Phoan and GA vere te ate onc the pos courtny of our vrlous warng frogemmen An salons of he caer ed Into to Se fosne om your labs way srt cat ‘theo as snd we te naw wi fr cae BF any corectons fo mae on inden st Salo and or nameaream, The a al int fan the acre Wet ware deleted has bon cores, We se nw marieg ite the ne {ining og where hope "ads he ore ates "0 enale thao esl wi a Oo Strange things hat a happen ty the ure of Ie bonoves me to bring two Boints tour at: Aeation, both of whlch area Saclaration el po: txdure io be adopted when we oom steamy, Fit {or all purpore inclucing bseribar acount, ‘utseription wil bs deemed to have eapied a the point in time that tho abel fr the ant eave In hat fu reatea. From thet poine on, “Bighadehi wil discontinue ving subariber discount to tHe Topsed saber ith thi. hn mind wil be fidane that sberibere who wih fo continue that fube rust got tho arawais tous on oe botoce te Aste naicgtes on hole expiry note. The mead thange affects orders that‘ Underpad.Inte paste har boon our practice ta ave a ivoie for the belonce of ar underpaid eran, In fare we ‘il Send much of the oar es cvered iy te Fomittance rocsied. The balance of your payment, {Faye wil be put neo srodit aginst yaw account {tie alte pousibe thot this procaaure wil tert the" suberbor acount given. on an underpaid frdersinendacounty wil be worked at on the fina voice value. tn ll carn whore. wo are biged to implement tha procedure we wil at ‘ur sretion to ensure tna the maximum number ot eee wl be sant out with tha minimum Bove ‘tft on subscribe diecount: OF eoure fst Felon payment it mace then sone of tis wd oncom you. At e posterpt to thir ection, when Kong le’ eradt ote, por sv raha we lure aginst indol accounts The current ‘ate of your bolana wil be shown onthe dairy “Tho briefing tetuce in eve 22 contained» crtin amount of gloom with egy to the stuotion at Ser "naoply It tooks ike they are geting the ‘markedimprowement in tha elon and coopera {hat we are mow geting Yom tet sipping Seer SIMPUBS BRIEFING CONTINUED SSovn to'8 hangover from the pro nokeus day. ‘The"sarr'77 sioment got Gut on time which fhe fact that it wot put together ust prior to found that’ tha Xmas order always fall ahi schedule Coule hie be the star of aw eran fsrtaniy nope so, anather year ke 1979 an i be "candidate for use, Nat nly will S&T be on Sehedslo but wait for ft hare yl be fe re games inthares Commando, Medieval Guady {ity Fight, Demons and Gesthmare n= shown oF {ontain Ale War 80, Air War Expansion Kit, Bue, Leningrad an John Covter OF Mare Yes id say Joho Garter the copyright problems have bean Sight of youre aly. Having bes starved of eve Sgn experiences Ue" (Mex 6 @ most The good cows dose not finish thers, stacks of ‘Yoauinto Games re aso on foute to us afer fonsierabe doy ard logk ike wil bese to offer mbscriver counts on thee gerver os Sosr or those game fora Ye vk then doo: Sm sure we can sore you sb or thea"soberng facts hovering” over tur Rows present, bot of seh we the price increee me onad in ‘eave 23. 687 ie finitely gong up Io Drce os, or rathar har now gone up i pice, The fae fe re of the boxwraps, Tha affects of the Fermor ui not be fly sberbere meatal, Took Ingo the Teasabity oF prosucing S&T over re it grows to bo viable propostion You ora Blemane toupe " {oe opp th unbosed verors oS gma, le over she past 12 months, combine this with {he rams of stock control caved by epaaing Ffigatin for taking ths measures Sn) SY ‘monitery developments. with the EEC, Irish {heaves and postal ordere"have been tested fy Behan tanks” ss foreign This means tat Bonk {harps oF £1.00 19 £1.80 have been eed each Egpreion, obveuly we connor aba ison Ituolce most ‘ri orders” Anyone ordng rom Ere ead f0 99 aang 1 tha bank Too snow cof gotten mesg ih ane Since sending “off his column for inclsion (0 Procrix 23 \'am delighted to rport that ur ml grat i nr ray ogo ome rth ‘eating temporary Invelees with wach order, tess ound under ‘the "Action heading but do rot ontain‘al the iotormation to be incuded on the Feguar invoices wien should. bs to hand 3 ‘month I you ae not sre about any part of your ‘rae piesse conto sting dota of your usry long twth your new A/G Code, the date andthe Invotce number lof which wil be found atthe Erottom ight of your Invole” It posible thet ‘ring this nia period ony eteratione you man ‘fhe manual chock tha we imand to early Gut FEEDBACK How tous the Feedback Response Card: Afr You's finshed feasing tissue of Phoenix Plows rod the Feedback questions Below and Ses us your answor/mambers on te card in Me See contre aprend for ply ened. Pesta be surat aesvor i te quoon a oi wt anyhing 9 question"): Incomoltay filed out eards cannot b frocesed hat the nambare mean: When snot ‘ng quartone "0" shave meera NO OPINION or NG GUESTION, “1 means ¥eS 9nd-"2" means TNO, When the question s rating question, tre WORST Vato, 9) the BEST rata Sxoros various shades of soproval or deans Piamse go not ure decimal halves The doing or he au of hs ca 3 wens (1) How tonghave you been playing board war voy fenbate Bov more ers {Gd games count ae games! T= 330, 2-11-20). 9 81 ar more, (31 Bia'you sid in the Feocbnck cara rom isve (4) Bie you soma in the Faecbock car fram issue The folleing set of questions wil, hanefuly, ive ‘mesome deause homyau the reser ste bard ‘rargeming lor whatevr you wail ea ft) sea islements ta MOVES forthe frmet ofthe {Bt Pik en one nara fom the following lst that bast suit or hobby and enter itz number fa ‘ro anawor boxe 1» Worgaming, = Confle {ulation gaming, = Adverts gaming 4 History gaming, = Simulation gaming, { hiteary gaming, 7= Board wards = Some snare not sted” ener co ‘Tne a sto usin ok You wo indiate Reboy: For each game fypavnite (veu fyou {itor pata he hoy or 2} you Many ofthe questions only itr ty # word or (6). Historica itary bowed games 17) Hetresiptcleconomicsoologeal 18) Histories personal combat or strategy board umes (9: ura tina questing, dueling {9}, Science teton mitary board gues 0) Seionefetton poli economic acioloaes! {111 Selnea Metion personal combat board games 1121 Fanay hoy Board games ng Wa the (13) Any boord game that simulate eabword anit on a military or parsmiitary ban (14) Ry boardgame that slate esewartd (15) ny bosrd game tat simulates a ealwors xperincs or avant ofan ype nat neces (16) Non bord gore using inate, that (171 Nomoerd games, sing minature, that (16) Non-boerd games using vnitures, hat 119) Noreoatd games using miniatures, that (20) Ronee games, using miniatures, th mutts fanny Berson combat or sugale (21) Non boar games, using mioiatures, thet simulate contin or stragle of any in (22) Roleplaying game tht amulets perv (23) Foteploving games shat simulate personal (24) Rolpleyig games shat simuete perzonal (25) Fae playing games that sults be “ingens polis sal econamicor (26) Gates which 39 ure boards, miniatures or ‘ele paving cht ut ch sia (27) Gama hich don’ we Board, miniatures or ‘eal or imaginary personal combat srusale (26) Any game, sing any type of eauipement or {echniqus, that multe 9n Metre fil tary or paramitary-caniet (28) Any game wing any ype of equipment or Cie pottien or roctologia! cont or Serle (20 Any some sing any type of equipment or fecha that state personel combat or (31) Any gem, sig any ype of equipment or sect haere ay al wo Ftruete) (32) Any somo, wing any typeof equoment or Usitantny)eontictorstuggie (381 Any sums sing ony toe of maioment or feehniaue that simulate eny ozo or ven (24) Bry Game, using any typeof equipment or {echelgua that pve the appearance Of di (5) Rate ei eave of Phoenix onal of 12 being excallent ane 1 being por. 10s Spprecotea tow constructive comments end ‘anon below you rte 4 eles ‘Rate tha folowing articles parts inthis issue on & fale of 19, 8 boing oxcllont snd I being Boor Posse seri avo if you id not rend te ar (36) Fulda Gap pack (33) Army Group South ~P.King (38) Fear God & Dresdnought —'B.Oevier (39) Gomis Day 5 "4. Comxhoad (a0) History andthe Horse Sonman — R.Musion (84) Grose Warn te fast =m coe 142) Wolgning Chacachlan 143} Aran Ga {45} Objective Masson Rion — ASarkor 146) Simpubs onchna (47) Grooevine {4a} Book Roview 149) fn cat" {0} Thee ofa Contact Clurnn {G1} The idea of incorporating oveaionl cartoons {521 The publihad cartoon DREADNOUGHT SCENARIOS: CONT frvtnetbe (191) sere inst (82) ie Gr {x the besnning ot esc seaario the Brith Player roll adie Taceetiyh to show him whieh fore me thes (rol of T= usa Foren ete) he rosa Senumber already rll, he rls tenn = take 2 from saed of unit and aed on8 10 tack and defence (epreente pre dreadeoushte ‘eiumph and Canopus! ‘BASE VISIBILITY: in ll soonarios is 10 hou, VICTORY POINTS: German Player” 20 victory aint i German force (al of 1H broke #ghtina lormalpoins fr inliting damage Note: the Gorman force. represented in ech ist Fear God & Dreadnought “Tare ean be lctle doubt thatthe tte of a In Saseming. sigh hes advanced eoeiderably Sarthe lat dea tesa sion bat fonvact deteriorated. This ls aoe roaion inmost San; they reo sooner produced, {often with isbyriahine rule toy and simulate every det bf a itaton|, tan bara af team descends festling the mposeiny of sdequtsly play {eating sucha crntan. Those fem games designed tore for pleoblity or, im eueh 9 situation, often fat contempteous'y aide by the advocast ot ‘torial eseuracy no now tend to dominate the ‘tea Rorisone of the hobby. This con be meat {oes to thous simply seking 2 g00d, exciting ane beled vrggle of ite and to hel wlth history. ‘Such 9 same Is Dreadnought produced by SPI in {57B, you wane to et on the sage of You chat for a eauple of hour, never tense, Your brain ‘ohiing ith pans, schemes and doubts, the Seen going by the mt, but abe “ohn Young, ay. onthe other hn ‘he facte tat the Invinlbie fa 6" armour tape tng to" on the bow, that the doctor ing Iachaniem wae designed by Vicker, and tha the apts’ coxsiain wor called Campbell are ore Frportneto you, then say well_avay om Dreadnought, i ould dre you een “The subject of Dreadnought, ae the namo 399855, ie ihove huge evathans hich fora rot span af ‘eur contoied the ras and they pasiod o yore of generation, loving bei the soma tbe ‘St romantic image oftem amocited th the stem Insludee counter for everyone of those mighty eterno lus ai th vets eit made to sore tt shar ives, Gladys ey. were plagued th ‘rata sven thon! ad llows yout fighe ll the ‘Stes wien tess erosions of dscky Esher wore Iivoled, In” Av tua) batter wore’ in fact rare (mils wore notoriously inconsiratasbout lonng ships to prove somecos for banrdbomors) thre ext 9 simple procedure for making Your Fgaran allan Spanish Nevy could have besten {he Branan-Argentnian American Navy in 917, “The aeton takes place on ane of thoes chopped up some’ maps uch one six epurate Br board, The rules are simple to moster, making it goad par for introducing 8 now recut tothe abby into the pleasures et Bowrogeming, with 8 2Souene® of Boy which base ema ond ‘laraag taking pce secretly, wie where the fern comes fae ua with see ges {othe Timit of their movement allowares, lth ‘ea rrctons on” soelration and dea. ‘Sion, and the momer and lacemant of turne omssinees | 6120 | tevestinene deserts | DON 7 | caste rewsross| 8 8 | toemen loca fo weck four hgh, but serean_units whieh Ye forane counter pr ox Being eble to fire depands on te weit, wich fon lucuste from turn to turn, and the range ot {onthe ‘Dameor Point Table (OPT) and the Sombit result Fab (CAT) The ato strength So fring anpy hich may’ be modified by the {ova coe are rood wth the vest balng css ‘efornged’ oth the modified stack region the DPT. This vel the numberof damane points Stared hie are hen compared wth he ort ‘loon the CHT The lcs ere then rolled aga Sit the reauteTst the aetea!demooe inflicted on ths target. Firing sven is affected by such eon ‘erations focng, proviovly seerotd Gamage, ‘thar shoe lng atthe sme tg, and ths ‘Damage comes in tha utual SP fahion for naval wna "one can suffer “G" (gun) damage which liter fetes oF eliminates your aby to fr, ‘3 toned) damage whieh har similar fects’ on ‘Your movement sopaities in the damage con Yfalpnast ips have 60% chance of paring iEmage and 6 83 18% chance of mowing ‘tenes stongth of the 2tip, eg. 0 snp with 3 ineromente of mage, But fst any te te ara slowed to" sesumuts 10 s\stte of OCIS nm ship ie daomed to baa wreck wlth the posible for a ship to explode, but this is 9 rare Event reflecting the designer view that in gone of camage and rl ay afloat thor rules cover sich things as torpedo attacks, ‘Seondary batty fre, smoke scons, rar, the ation of the un, and other stared ete ‘Sich might foe a. nav bat. As previous Thontloned consderdble portion ofthe rules ds with the esto of campaign ares ab well ss Tisting some seven hora seanaron Eorieeat area Heenan gee a ay cra AREVIEW BY DOUG DAVIES. iaiabe, or ss a multiplayer game, whieh can be ‘goat fun f only for tro confuston produce, bbenweon ax fo ton bowlesipe por ade givers bette? Well of course each scenario presents t's tn problems la arin puielines canbe recor tondad. Fis think long and hard before sting Ina tight appear i fro that the aclel Considerations af sepatte sjuarone i coeie Siloming them t0 et In conjunction, and one wil Irvarigbly ind ilt‘contronted bye” whole ‘nomy for. This oncentraion usualy takes the Citasnew squadrons 0 tot the attack foctor of Sach fring hip either doubled or webloa with > Corresponding increain inthe poeeblty of int: Ing homey damage. O¥ course ts eects both ser fewly, bot > payer wi has a ls shipe attack ‘tangle 20 enhanted wil aural gin itnct vantage over an opocnant who vida hi est Shon nalts ships ao at cose roe. ‘gios vn one of ie vrei, or mshi unde ie ‘Safer ives adhustments 09 the OPT, and con Eentcte your bast hipe and the entra ones against fi woken unit."Thase re dsr and quicker to ft wid of on allows you to bring Target con Ehuaticrs of fie against Ws bater armoured shoe Istoron wish more chance of hurting them. A ue {ar tactic no Us in congnedion wath tis the rook of attacc in which you emolay shins which se sulfering "1G" demape, ond whose attack factor ie theratore halved, oF” your Toes powerfully {uaned ships, wena tho older Govan bate {nips et Jotiand) to" fie gaint he stvonget ‘har, although of course you mig be Tueky, but ‘of your mom poorstul units goats snl tra, foolea ta ovefsim iin theme of asingie re ‘hen inp she enemy no chanea OF carrying out Sry damage contol 16 on the other hand you are outnumbered try 0 {tes your stroyers to held your bataahibs om ‘arto the enamy strength by employing 2 smoke ferean, tus roversing te situation fora wile, sn ist oe onpored portion of his feet safer the Js Sdvantegr of te Ingrior side, only fortum ‘over ast of such shots ferwons wil frequent) ‘te saparte sauadrons ith fs oppomunity to howe iors king Ales 2 payer to fing Mee ‘Setmumbered ail usualy ascover 9 compensating ‘Sthantepe = he may be fortunote enough to ou ‘tnge the enemy invich care he should endeou torteep the action at fon datane, hoping on the ‘ta turn to be eb to it without any shance of foplys Altsmatively he might hold 9 ditinet seod ‘Showtaye ever ni epponent, which with earetal “Gs [et tet | as SLES asset | GBS, sie | Ste tetas | 5G, 22S | irvaee Mees | $2G 3G NoAttack No Movement JS, bie made aast pat of th ny baile eat. When you succoud in iting an snamy ship eon- ndeevourng to ouah Its damage level up to 2628 Betoresemage, contol can remove. tie hit. The Particularly apps to vencls with speed Soman ich is harder 9 remavey ond which i tnd to Srcome’ detaches tom the main body of the nem ise giving "your ‘spponen al kinds oF tasty broblens. Natural kao a check on targets onto capaiity_bectuse once this To sxcodea, Sha omane state mounting 20 toD, do the wetory Protect your own damaged ships by turning them ‘way fom tha ana line, blanking thar behing amok temen weit you attempt to crry Out ‘none, Ty fa kwp your own fn bebe Your from closing with thom. Should you have he Choice beneon"tamoving gun of speed! domage wave rol for the iter fret for your re sens. {a the damaged ship ean attempt ta fee the scene, Bort inmead you remae the “G" damage the Chances are that vou will eventually be caught by the enemy. and. pour into mubmion. She ‘esting the limit of their tamagy contra leet ‘Should coor of out ofthe bat, Par bets to low Small portion of your offensive power than the ‘oar of orga unsbers af vetry points shoud the {e095 doseripodebovo, rather thon im desperate See Saale ete we a Deere alten etc Seton, you soon discover that many ot the tacts {nd conniderttons acura! above are damet: thom: it ths canstant bate between conflicting {leation ‘often prove 9siferant ant ot Dro ‘of any simulation orientated gamer ~ so ty the Sreing athe cat? al to boi ih an {o"say th lat tle controvrta Naval Outs, Ech Dip oe i wl sonep the heads sass Srent when comparing the foctars of some of the Veauais" depicted in" "Dreadnoughe. The French Sotcrisre “Dunkerque” and sSiatbourg for xara have bigger attack factors then the bstle Ship "Richelieu" and “dian Bart whch were of tho same: era anc caved larger caine gure and onmcuentiy fade. much hess browse, Sighaiy more difiete ro detect eat mare serous Icha undoubted underauing ofthe woe Bri Wond Wor 1 Fist Ths could have ben done has been carried to such Innaths thet the odds are Firmly ona German victory ey telling that to Fnhord Scheer! That German dredges re Detter ‘proteced than the Brith te ef cource ‘idly scknowedged bt arly nat by the factor St 100% which the designer mould have our fated below the inforor Gorman calves (end T chara! ‘Sinape we aosty overstated and were Arecean {hips sways a0 siperior to ther conterparares? {id not make » geod ob of eying to sort out an Producing! Nev ship valu, Thow Spartan Inoansed by this ean of aurea ty making Up hele hon counters thoy probably aula have dons #0 shout "the siadiontager oF site Further ‘the ‘Tange tastor of many interening sips at targrte whic nal probaly {etal considerations in favour ofthe ttle ‘Stuitet other sting Formations sae set tot SP Admirals prime concer, One ofthe advantages iment to the dio roll on the OPT to reflect bow or Ivext comes the problem cured by the comets histo tole daom in an orgy of af cetruction ‘eitout wan nod in the direction of realty. Surely somathing like the preservation level sytem unin Frate could hve boon Included? The ome, but the” thought of lice and Sener sitout apy apparent conc devas fom the Finally, mention must be made of tho difficulty of {etal Sinking» ship. It evirually pose oy ihe rl and. fo have "more on" mia shih’ refecty: ag ve mantioned before the Avery wll but ve men v0 call wracked shoe Stand savers) tut of fr, st misimury rane, irom sight to ton battlehinr without anki | ‘Signet that nce 9 ship teacher iste of "2628" ete er Raed ad a rl on ‘ole agai with an over TOM chance tat he orga The above are ail desi probloms and, to ite ‘shat happene fo econdnry ates nen 8 chip Staine "6" garage, The seta! orden sich one tenowae anap rom ie car hana fac Indeed it" the player nara choi (os being he ‘method | preter You to ind scopy and give es ty? Party Kea ‘wonderut ir of alo assurance You fed You Planned the uttor donuctin ot the emery ee, that fon! 3 an opponent hen sale here ll lol th ett teal gee su aed Fightre relstion Shot Your bones batch te fd fan ist pole Rank roe hh ‘th es nto the’ fie ane! roe Up Ludo oF hi ne oF your geen asia a th os Slaton ‘winon your longer rang une iv the Shem 2'couple of rosie qithout reply and ur fa eoponat ted some cain oan, nd" does 20" Mighy entering eps ed ware ty Pa om The Dreadnought To Scapa ow (Gye vol) by Arthur J biader ‘The attesip fs by Peter Part etal Bates OF The Ft Wold War by Geotiey Dreadnought by Richaed Hoven The Statay OF Sea ower ty 8 W Roski Moves Nod and No26 by SPL [5.8] DAMAGE POINT TABLE Attack Strength Die Roll 0-5 610 115 16-20 21-25 26.30 31-40 41-50 51-60 61-80 81+up Roll tripled doubled unchanged alved EFFECTS inhexes Attack Strength Is... EE Sa Mar a [5.43] DAMAGE CONTROL TABLE [S51] RANGE Distance Remove Die Roll onestepof. 1 2 3 4 5 6 TABLE Lor? GDamage yes yes yes no nono Bord Sto12 .SDamage yes yes no no no no ie [8.9] COMBAT RESULTS TABLE Combat Ratio (Damage Points -to- Defense Strength) : Ss Die oll T-d ° : 9 1GiS 25 2G.AS__2G.1S NM 1GIS 2G1S_2GIS_E E u ‘When an “E” results, immediately roll the dice again. If a seven or leven come up. the ship sinks; otherwise it suffers 2G,1S damage. CHARTS & TABLES ‘Convegh © 1875 Srmdaions Pubizaons, Inc, New York NY MOVEMENT PLOT PLAYER: Ie. Is. 6. is. 2 a 2. 6. pSys [a a a a. [a 4 a. 4. [a 4 [a 4. [a 4 [a 4. ia o BSS )S]S)R| SIRT ‘Cupyigi 907 Ripa Lnite Cabot Hie, 0 Cutts Rand nahain Chie ens aah =)e}=/9) =] 9/22 |212|2 19] 2 121212 DREADNOUGHT | .. Yaa. 10 | 43,10 | 13,10 | 33,10 | 19,92 | 13,12 S05 | S08) SS Pees eee) ee 18,13 | 18,13 obs 48 | 02 28,13 18,73 | 38,13 os bb | we 79138 19 p22 (gee 2 2 deg (hve fuk eve fae de 18,12. 18,12 18,12 | 10,12 | 26. 18 36,18 | 36 18 £05 | S08 ele iets) 206 POG 18 | 36 6 a4 8 = a ae) on a9 |3 Ae ene] £03 Ses ee £8 Ee 02) B08 EM ———— ae | ] | | mw) | | le ele sis sie.¢ 6.8 oer ee Be ead fe a9] £8] se] v3) bok bad ted] bad] bn) bad Bit BLD EL |e HE Sh2) bet | 2h | 0) Ste gh 2S] ght) 2] £3 | f , | ie an Bie BU Big Ade lela) Se eis ale jele 3 EB eer c-a ae aT ed aed ie Ba sau Tot 8 i ma i g re Wa ey me) SON fod is Soo I ag aig Gs 2G25 | 2625 | 2G2s| 262s | 262s| $2G S2G Sic} Spas 4 yaw 2G

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