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FAQ For Coaling Stations and Oiling Raiders

Examples of Play
All Examples use the 1/6000 scale , for 1/3000 double all distances

Scenario Setup Example


A good admiral ( squadron leader ) would have a command rating of 9 while an average 8 and a
poor 7

Fleet A with a squadron of 4 Armoured Cruisers are steaming in line astern North East at a cursing
speed of 10 knots with a command rating 8

Fleet B is steaming South with 2 battleships and 3 cruisers are steaming in line astern again at a
cruising speed of 10 knots with a command rating 8.

The squadrons are 5 nautical miles apart

Fleet A is the attacker in this scenario and the time of the engagement is 16:00 or 4 pm
and the initial visibility is set to 7 nautical miles

The visibility is rolled for with player A controlling Fleet A and rolling a 4 on a 1d6
The visibility is rolled for with player B controlling Fleet B and rolling a 5 on a 1d6

So the game visibility is set to mist , this alters the notable visibility to 7 Nm divided by 0.3 to give
a game visibility of 2.1 nautical miles or 10.5 cm.
Orders Example

If you fail your command roll your lead ship moves in a straight line at its cruise speed which is
half of its maximum speed and if it is crippled the 2/3 or sinking 1/3 of its maximum cruise speed
so if a ship has 15 knots as its maximum speed , it cruises at 7.5 knots (damaged) , 5 knots
(crippled) or 2.5 knots (sinking).

If you succeed in your command roll say rolling a 6 when you need an 8 or less you get to do your
first 3 orders that you issued in the order you issued them.

The attacking (player A)player now issues orders from his lead ship.

Since the fleets cannot see each other the admiral of fleet a issues the following orders.

Note:- order may be listed in any order except evasive maneuvers whic if issued must always be
first in the order sequence

1st order = Cruise speed , 2nd order = Increase To Flank Speed , 3rd order = Turn 90 degrees

The player now rolls 2d6 which results in a combined roll of 6 , this allows all of the ordered to be
issued to all of the ships in the squadron and allows the squadron to move 10 cm closer to the
enemy and at the end of the move turn the lead ship North.

The fleets are now 3.5 nautical miles apart but still cannot see each other

The defending (player B) player now issues orders from his lead ship

1st order = Cruise speed , 2nd order = Increase To Flank Speed , 3rd order = Fire main guns , 4th
order = Fire Secondary Guns

Hoping that he may sight the enemy as he moves closer player rolls his 2d6 command dice and gets
a 7 , this only allows him to issue his first two orders only.

The fleets are now 1.5 nautical miles apart and can see each other.

It is now player A’s turn , his lead 2 ships can see the front of the enemy squadron which are within
the current visibility range.

The following orders are selected. the played decides he wishes the get more of his ships able to fire
on the enemy so issues the following orders.

1st order = Cruise speed , 2nd order = Fire main guns , 3rd order = Fire Secondary guns

The player(A) rolls a 12 , so all of the orders fail to be sent , instead the lead ship in the squadron
steams forward 10 knots with the rest of the ships following up , this brings the range to 0.5 Nm
and because a 12 was rolled on a command roll the visibility could change , both sides again roll a
1d6 and in this case the scores rolled equal “clear” visibility , this happens immediately so if there
were other squadrons on the table they could take advantage of this effect if they had yet to act in
this turn.

The defending (player B) player now issues orders from his lead ship.

1st order = Cruise speed , 2nd order = Fire main guns , 3rd order = Fire Torpedoes,
player(B) rolls a 6 on the command dice so may execute all of his orders.

Since there were firing orders issued the player states which ships will fire at which enemy ships
before any orders are acted upon , once this has been stated then each ship in turn conducts its
orders in the sequence ordered before the command dice were rolled.

So the first ship in line would cruise 5cm (1/6000 scale) then fire its main guns and then fire its
torpedoes ( if player (b) decided to fire more than one ship at a single target then the appropriate die
roll modifier would apply to all dice with that ship as a target another ship.

Once all gunnery hits had been determined then the opposing player rolls any saves that those ships
might have.

After the gunnery for the first ship in line has been performed then the torpedo dice are place on the
target ship with the number of spots representing the range that the torpedoes were fired at with the
results of which will be determined in the next opposing players command phase.

If a player orders both main guns and secondary guns to be fired in succession they may roll all the
gunnery dice together as this increases the chance of rolling a triple 1 special effect.

Also there is no impediment for shooting over intervening ships , it is up to the players if they wish
to allow this or not
Firing Example
A generic battleship with good rangefinder for 2 of twin 12 inch guns and 7 single 6 inch guns with
no rangefinder and 2 torpedo tubes mounted on either side.

This ship wishes to fire at an enemy ship out of its side arc at a range of 5 nautical miles (25cm for
1/6000).

The 12 inch guns because of the range have a base to hit number of 3 on a 1d4 which are modified
by -1 to dice for good rangefinder so a score of 4 or less is required on a 1d4 dice , 2 of 1d4 dice are
rolled because the ship has 2 of 12 inch twin batteries.

The 6 inch guns at that range are at maximum range so need a base of 1 on a d10 for each of the 7
guns (roll 7 d10 dice) this is modified by a -1 because of no rangefinders and a further - 1 because
the guns are single mount this gives a score needed to hit of "-1" so the guns cannot actually hit ,
however when all the dice are rolled ( 2 off 1d4 and 7 of 1d10) you may get 3 "1's" turn up
If you do then there is an additional roll on the catastrophic failure chart.

Any hits may be saved by the target ship rolling a 1d6 per hit and rolling the score or above on that
ships armour rating.

If the same ship was firing out of its fore or aft arc then you would only roll half the number of dice.

Torpedoes are slightly different in that their effect comes just after the enemies command phase but
before any of the orders have been implemented for torpedo effect place a number of dice (1 per
torpedo) with spots to represent the range by the target model so if 2 torpedoes were launched at
0.2Nm then 2 spots per die would be placed down.

The effect of a torpedo is that you need a "1" on the torpedo die to hit.

When it comes to the effect the only order that effects the torpedoes if if the target successfully
ordered an evasive maneuver order , this order does not move any models but any actual hits are
classed as misses on a roll of 1.2 or 3 on a 1d6 per prospective torpedo hit.

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