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BATTLE STATIONS
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4Table of Contents
1.0 Introduction
LL Nautical Terms
Game Supplies Needed
13. Scale
14 Mounting
LS. Playing Guidelines
2.0 Turn Sequence
3.0 Initiative
3.1 Leadership Modifiers
3.2. National Modifiers
3.3. Mixed Fleets
4.0 Movement
4.1 Movement is Given in Inches
4.2. Speed Increases or Decreases
43. Dead in the Water
44° Towing
4.5. Collisions or Ramming
4.6 Running Aground
4.7 Tuming Templates
4.8. Using the Turing Template
49. Example of Surface Combat
4.10 Submarine Movement
4.11 Weather Effects on
Movement
5.0 Detection & Spotting
5.1 Surface Detection
5.2. Weather
53. Radar
5.4. Submarine Detection by
Aircraft or Ships
5.5. Detecting Submerged
‘Submarines,
Surface Detection by
‘Submarines
6.0 Fleet Detection
7.0 Combat
7.1. Armor Defense and Gun
Penetration Attack Ratings
7.2 Determining Range
8.0 Using the Combat Chart
8.1. Critical Hits
8.2 Mandatory Critical Hits
8.3 Optional Steering Damage
Rule
9.0 Resolving Surface Combat
9.1, Procedure
9.2. Determining Range
93. Determining a Fite Are
94 Ares of Fire
9.5. Bow or Stern Fire
9.6. Line of Sight
97. Line of Battle
9.8 Radar
9.9. Night Surface and Torpedo
Combat
9.10 Weather Effects on Surface
Combat
10.0 Surface Armament
10.1 Main Gun Armament
10.2 Secondary Armament
11.0 Torpedoes
12.0 Air Combat
12.1 Air Combat Phase
12.2 Air Combat Procedure
12.3 Weather
124 Air Attacks on Surface
Vessels
12,5 Air vs. Air Combat
12.6 Kamikaze Attacks
13.0 Anti-Aireraft Fire
13.1 Two Types
13.2 Picket Ship AA Fire
13,3 AA Fire Modifiers
13.4.AA Fire Results
13.5 High Level Bombing
13.6 EXAMPLE of an Air Attack
at Sea
14.0 Submarine Warfare
14.1 Submarines and Initiative
14.2 Surface Ship Attacks on
‘Submarines and Depth
Charges
14.3 Air Atacks on Submarines
14.4 Hedgehog
14.5 Squid
14.6 Using the Submarine Fire Are
Template
14.7 Submarine Attacks Against
Surface Vessels
14.8 Submarine Attacks on Other
Submarines
14.9 X Craft and Miele Subs
15.0 Mine Warfare
16.0 Sea vs. Land
17.0 Damage Levels
17.1 Four Levels
17.2 Damage Level One
17.3 Damage Level Two
174 Damage Level Three
17.5 Damage Level Four
BATTLE STATIONS!
3
18.0 Damage Repair
184 Optional Damage Rule
19.0 Fleet Morale
19.1 Calculating Fleet Morale
19.2 EXAMPLE,
19.3 Determining Morale Damage
19.4 Fleet Morale Failure
19.5 National Limitations
19.6 Fleet Admirals
20.0 Control
20.5 Division Mancuvers
21.0 Smoke
22.0 Ship Chart Explanations
22.1 Class Name
22.2 Size
22.3 Defense
22.4 Main Armament
22.5 Main Armament Range
22.6 Secondary Armament
22.7 Secondary Armament Range
22.8 Torpedo Secondary
‘Armament
22.9 Secondary Armament
Torpedo Range
22.10 Flak (AA)
22.11 Speed
28.0 Submarine Chart
Explanations
23.1 Class Name
23.2 Size
23.3 Defense
23.4 Diving Level
23.5 Main Armament
23.6 Main Armament Range
23.7 Flak, Short Range
23.8 Speed, Surfaced and
Submerged
24.0 Aireraft Chart
Explanations
24. Name
24.2 Type
24.3 Airvs. Air
244 Air vs. Flak
24.5 Ai vs. Ship
24.6 ASW
247 Availability
24.8 Range
24.9 Speed
Designer's Notes
Scenarios
Ship Charts1.0 Introduction
With Battle Stations, Battles Stations as a fleet commander
‘you must work with within the limitations ofthe ships you com
‘mand and be guided by the politcal necessities of your nation.
‘The streamlined, intuitive game system is truly player friendly
and allows players to concentrate on tactics rather than minutia.
Specifically designed for 1/2400 scale miniatures, players using,
a different scale will have to modify the ranges accordingly:
smaller scales need no modifications.
1.1 Nautical Terms
Bow: The front ofthe ship.
Port Side: The left side of the ship when facing the bow.
Starboard Side: The right side ofthe ship when facing the bow.
Stern: The rear ofthe ship.
1.2 Game Supplies Needed
“Toavoidexcessive bookkeeping, playersuulize various mark-
crs to track a ship's damage level, speed. torpedoes expended,
aircraft, and submarine depth levels. Playersplace relevant mark-
ers on the ship stands or the ships themselves. That eliminates
the necessity of bookkeeping forms.
1.2.1 Damage (D) Markers track the present per-
‘manent damage level of each ship. There are four
damage levels ranging from one to four. On the
damage markers the letter “D” should precede the
damage level number. Two 1/2 inch square counters are used
with the ist having D1 on the front and D2 on the back and
the second having D3 on the front and D4 on the back. Damage
markers are placed in the Damage Control segments at the end,
of each of the three combat phases.
1.2.2 Speed Markers track the ship’s speed levels,
cof which there are four, ranging from F ¢full), M
medium, S(slow),andD (deadinthe water) Speed
‘markers are two sided. One speed marker has F on
SLOW
SPEED
the front and M on the back, and the second marker has § on the
front and D on the back,
1.2.3 High Speed markers indicate a ship's movement has ex-
‘ceeded sixteen inches in the current turn. Use a white pipe cleaner
cut to one inch in length and bent into a "V” shape, and place it
atthe bow (front ofthe ship model. That will remind players to
apply the speed modifier on the combat chat
1.2.4 Torpedo expenditure countersmarked on cach ide ith T1,
72,73 and 4 indicate the numberof torpedo shots expended by
the ship. As torpedoes are expended tur the counterclockwise.
Several ships have multiple rounds of torpedoes and therefore @
record must bekepton how many torpedoes have been expended.
[No markers are needed for ships that have not fred torpedoes.
1.2.5 Torpedoes fired markers are one half inch square and are
used to indicate the ship has fired its torpedoes. Torpedo fired
‘markers indicate the direction and launch location of the fied
torpedoes. They facilitate the torpedo targeting process.
1.2.6 Hit markers indicate hits received by aship during each of
the three combat phases, the Air Phase, Surface Phase, and ASW
Phase, and are removed atthe end of each combat phase during
the Damage Control segment when the hitmarkers are converted
to damage markers. hit marker can be constructed by using a
5/4” stand painted blue with white highlights and with a painted
pipe cleaner (a mix of blue, gray, and white colors) afixed to it
using white glue, Since combat is sinltancous, a hit marker is
necessary to keep track of current damage that has yet to go into,
effect during combat.
1.2.7 Depth Level (DL) Markersindicatethe present
submerged depth of asubmarine and have “DL” pre-
‘ceding the depth evel number. They range fromDI1
to DLA. When submerged, a depth marker is placed
with the depth face down and the submerged side face up,
1.2.8 For flagship identification use a label like an Avery quar-
terinch round file color coding label affixed on top of the ship
stand.
1.2.9 For mines, cut a blue poster board into one inch squares
for representing a minefield, On the backside of the marker you
can indicate the kind of minefield.
1.2.10 Templates are used to determine arc of fire or in the turn-
ing of ships during movement.
1.2.11 A 20-sided die is used for al die rolling resolutions, the
sole exception being air to air combat, which is performed with,
six sided die
1.2.12 Though any playing surface ean be used, like blue felt,
Geohex Sea Mat with 1” hexes is suggested. Since the edge of
the playing surface is not the edge of the world, players can use,
the Sea Matas a grid and easily shift the ships by any number of
hhexes to center the action of the battle on the playing table.
1.3 Seale
1.3.1 One inch equals 1,000 yards, and one tum represents,
approximately thirty minutes. For night actions, one turn is ap-
proximately one hour, simulating the difficulty of maneuvering.
ships at night, Depth levels are in increments of 200 feet.
1.3.2 With the exception of motor torpedo boats and similarly
sized vessels, which are in groups of three, the scale is one ship
tone ship. Airraft are in squadrons of 12 aircraft which is the
approximate size of most historical squadrons of the
Aircraft squadrons perform all functions as one single
Squadrons in the rules are referred to as aircraft.
44 Mounting
1.4.1 Mounting is very important, a it protects your
4s well as facilitating play. The centerpoints on:
assist in determining broadsides, range and head
the labeling of ship stands prevents confusion.
Cote
so there is at least a half inch clear
the front and back of the stand. The
stand sizes for different types of ships
sizes below are for ships in 1/2400
4” by 1” stands for smaller
light carriers, all c
2° by 1” stands for all:
1 by 1” stands for motor
BATTLE STATIONS!
4[Side
‘WATIONALITY
‘SHIP CLASS,
Rear Front
SHIP NAME:
Iside
1.4.2 The stand sides have the center point marked on the front,
rear and sides, That allows for the proper placement ofthe move-
‘ment and broadside templates.
1.4.3 Toassist in pla, the ship nationality, class and name should
be placed on the rear ofthe stand, ideally with the nationality
‘on top, then class, and finally the ship name on the bottom, In,
that way players will be able to identify the class for combat
purposes and the ship name, preventing confusion over damage
and speed. Also, because of similar paint colors of the various
national flets, you may wish to indicate the nationality on your
ships. That will greatly assist novice players. I would suggest
using certain letters to identify the country, like Br for Britain,
Fr for France, Ge for Germany, It for Italy, Jp for Japan, Ne for
the Netherlands, SU for the Soviet Union, and US for the United
States. The ship label for the German ship Gneisenau could look
as follows: first line nationality Ge; second line, the ship class
Scharnhorst, and on the third line, the ship name Gneisenau.
1.5 Playing Guidelines
1.5.1 No pre-measuring is allowed. Players should wait until the
‘combat phase before measuring ranges for fire. Ship movement
immediate and players cannot plot their moves before they
move their ship. Once you have stopped moving a ship, you
‘cannot alter its movement. To play differently gives players an
advantage they did not have historically, and also encourages
players to not move in formation, which was the exception in
naval warfare. (See 20.0 for exceptions.)
1.8.2 Before starting the same, the fleet morale for each oppos-
ing side should be determined, the terrain laid out and players
assigned commands of ships.
2.0 Turn Sequence
Each tur has five phases with each phase having segments
ranging from one to eight in number.
A. Fleet Morale Phase (19.0)
‘The gamemaster or opposing player determines their current
fleet morale.
B. Initiative and Movement Phase (3.0 & 4.0)
Each side rolls one die adding admiral and national modifiers
to see who may choose which side moves firs.
‘One side moves all its ships fist, then the other side moves
all its ships. I'any ships move through a minefield, immediately
adjudicate mine warfare followed by a damage control segment.
‘There are advantages to moving first such as cutting off anescape.
routeof an opponent as there are in moving second, seeing which
direction your opponent is moving,
©. Air Combat Phase (12.3)
(Used if aircraft are present.)
+ Random Weather: Either side can attempt to avoid detection
and combat by rolling on the random weather chart.
+ Fleet Detection: Both sides seek to spot the enemy's fleet us-
ing reconnaissance; ifthe enemy flet is spotted, the spotting
player cam launch an air attack.
+ Aireraft Movement: Both players select patrolling or CAP
(combat air patrol) aircraft and aircraft that he intends to at-
tack his opponent.
+ Air to Air Combat: Ifthe enemy has patrolling aircraft air
to air combat occurs between opposing aireraft
+ Long Range Anti-Aireraft Fire: Enemy ships within 12
inches of the targets of the ar attack, or 12 inches away from
the attacking aircraft's flight path, fire their long range ant
aircraft fire at one of the attacking aireraft squadrons. Each
enemy ship may fire at only one aircraft squadron,
+ Short RangeAnti-Aireraft Fire: Afierlongrangeant-airerat
fire is resolved, the targets of the air attack use their short
range anti-aircraft fire against each of the attacking aircraft.
‘+ Aireraft Attack Ships: Each aircraft squadron uses its anti-
ship value to attack the target ship.
+ Damage Control Segment: As hits are scored, place hit
markers. Once all combat is resolved, roll one die for each hit
marker and consult the Damage Control Table. A successful
roll eliminates the hit, Remaining hit markers are replaced
with damage markers, one hit equals one level of damage.
‘The damage affects a ship's combat effectiveness in future
‘combat phases.
Surface Combat (ship vs. ship) (9.0)
Surface combat attack resolution is simultaneous: hits do not
take affect until the damage contro segment.
+ Surface Damage Control Segment: As hits are scored, hit
markers are placed. Once all combat is resolved, roll one die
for cach ship with hit markers. A successful roll on the Dam-
age Control Table, can reduce damage by one or two hits. All
remaining hit markers are replaced with damage markers.
One hit equals one level of damage. All damage now affects
ship's combat capability
+ Torpedo attack resolution takes place after the resolution of
surface gun fir.
+ Torpedo Damage Control Segment: As hits are scored, hit
markers are placed. Once all combat is resolved, roll one die
for each ship with hit markers. A successful roll can reduce
damage by one of two hits. All remaining hit markers are
replaced with damage markers. One hit equals one level of
damage. All damage now affects a ship’s combat capability.
E, Anti Submarine Warfare (ASW) phase (14.0)
+ Shipsor planes within angeof asubmarine attemptdetection;,
if successful, they may attack the submarine,
+ Damage Control Segment: As hits are scored, hit markers,
are placed. Once all combat is resolved, rll one die for each
ship with hit markers. A successful roll can reduce damage
by one oF two hits. All remaining hit markers are replaced
with damage markers. One hit equals one level of damaze.
All damage now affects a ship's combat capability.
BATTLE STATIONS!
53.0 Initiative
Each side rolls one 20-sided die, adding any modifiers. The
highest total wins the initiative and decides which side moves
first.
3.1 Leadership Modifiers
There are five classes of admirals, ranging from excellent,
445, t0 poor a +1. See the Admiral’s Modifiers section of the
Initiative Modifier Table for more specific information. If the
fleet admiral’s flagship is sunk, add negative two to the leader
ship modifier,
3.2 National Modifiers
National modifiers range from +1 to +5. The actual modifier
depends on the country and the year; see the National Modifiers
section on the reference sheet for more details. A zero indicates
‘no national modifier is applied,
3.3 Mixed Fleets
‘When two or more nationalities compose one side in a battle,
the national modifiers and admiral modifiers, if there is more than
‘one fleet commander, must be averaged together, as described
below, to determine the flet’s total modifier. The admiral and
national modifiers are determined in the same way, but are cal-
‘culated separately. First determine the size contribution of each
side by totaling the size number (the size for each ship type can
be found on the ship charts) of all ships in each nationality and
dividing the result by the size total of all ships in the fleet. Add
the resulting percentage numbers are multiplied by the appropri-
ate national modifiers. The resulting numbers are added together
to form the total fleet national modifier. Fractions of 5 or higher
are rounded up. In all cases, the at start morale totals determine
the national modifier used.
EXAMPLE: German and Italian navies are attacking a British
convoy in 1941, The Germans amount to 25 in size to the lalian
. which means the Germans are contributing 25% (25/100) of
‘the fleets total morale, and the ltalians 75%(75/100). The German
national modifier is +4, while the Italians are +2; see reference
sheetundernational modifiers. 425% = | and 2475%=1.5, which
‘added together are 2.5, rounded up to 3, which is the national
‘modifier for the combined German and htalian force.
4.0 Movement
4.1 Movement is Given in Inches
Each ship on the Ship Data Chart has three movement num-
bers listed, as F (full speed), M (medium speed), and $ (slow
speed).
4.1.1 When moving at a certain speed, you can mave no faster
than the speed listed, but you can move less than the listed speed.
as long as you do not move so slow that you are moving at the
next listed slowest speed. Therefore, if your movement is listed
‘as 12/8/4 (FIMIS respectively), and you are moving at F speed
of 12, you could move from 9 to 12 inches in a tum. However,
‘you could not move 8 inches, because that is the listed speed of
M. You must move at least the minimum number of inches in
«each speed band per turn Forexample, the number group 18/12/6
‘means at fast speed the ship can move from 13 to 18 inches in
distance, at medium speed the ship can move from 7 o 12 inches,
and at slow speed from 1 t0 6 inches,
BATTLE STATIONS!
4.1.2 Unless the ship is dead in the water (at damage level 4),
‘or has come to a complete stop, al ships moving at slow speed
‘must move at least one inch per tur.
4.1.3 Ships move in a straight line unless they are turning, Ships
cannot move in an oblique manner. Movement is measured from
the front ofthe ship stand if moving forward, or from the rear of
the stand if moving in reverse. See 4.63 for reverse movement
limitations
4.2 Speed Increases or Decreases
4.2.1 Each turn a ship may inerease its speed by only one level
‘decrease its speed by only two levels. Therefore, a ship may,
20 from F to M but not from F to S, For the same reason a ship
‘hat was dead in the water cannot move M ot F, but must first go,
to S in the first tam, M in the next turn, and F in the following.
turn. Ship movement reductions due to combat take affect a the
‘neXt turns movement phase. Therefore a ship reduced to dead in
the water in one turn does not move in the next turn
4.2.2 Ships which have received damage causing a loss of more
than one level in speed immediately slow down to the slower
speed when moving the next turn. In cases where the ship is
reduced to zer0 speed the ship comes to an immediate stop the
next tum, This reflects the reality of water resistance,
4.3 Dead in the Water
4.3.1 Dead in the water indicates either a ship which is pres-
ently anchored or one which is at damage level four. A docked
ship may move under its own power no faster than slow speed
in the tun it starts to move. An immobilized damaged ship can
be towed at the towing ship's slowest speed by a ship or ships
‘equaling its size. A ship can come to a complete stop the turn
after it moved only one inch,
4.3.2 Mobility can be regained by repairing the damage, decreas-
ing the ship damage to level three.
4.4 Towing
4.4.1 When towing a ship the stand of both the towed and towing.
‘must be touching the towed on its front or bow and the towing.
‘nits stern or rear. During the turn of the hook up for towing,
the towing ship must approach the disable ship's side at no speed
higher than slow. Once hooked up, touching, the towing ship can
then move a the towing ship’s slowest speed. Only one ship may
tow another. The towing ship must remain connected othe Vessel
bbeing towed unless it wishes to cease towing. The ship whi
‘was being towed ceases to move the same tur.
44.2 A ship ceases towing by announcing itto the other
For that tum only the ship that ceased towing can only m
slow speed, Thereafter the ship may move normally.
4.5 Collisions or Ramming
4.5.1 When ships move through each other's
4.5.3 To determine the damage caused to the:
lision, consult the Critical Hit Table and compare
onthe ship charts. For colliding ships of equal s
“equal to zero line,” rolling one die for each ship
its damage. For a smaller size ship colliding with «roll one die on the “sreater than zero line.” For a larger size
ship colliding with a smaller vessel, oll one die on the “less
than zero” ine.
4.5.4 To purposely attempt toraman enemy ship a 20-sided die is
rolled. Ifa one isrolled, the ramming takes place and the moving
ship is moved into contact with the enemy ship. The resulting
ram is teated asa collision. Ifa ship fails to ram it continues its
movement normally avoiding contact with the enemy.
45.5 EXAMPLE: A size 5 ship collides with a size 5 ship. Both
ships take one damage level of damage. Inthe case of a larger
Ship (size 9 colliding with a smaller ship (size 1), the size 1 ship
‘causes DI on the larger ship, while the size 9 ship causes D2
‘on the smaller ship.
4.6 Running Aground
4.6.1 During a ship’s movement fits stand contacts the shore it
immediately stops movement; the ship has run aground. A die is
rolled to determine damage. A roll of I through 10 causes a dam-
age level of I; an 11 through 20 causes a damage level of 2.
Shallow regions are regions of threat o all vessels where the
sea floor is unpredictable due to coral reefs and other impedi-
ments. Players may use ship size, located on the ship charts, as
a barometer for determining accessibility of certain depths by
‘atious ships. Historically, naval battles mostly took place away
from these dangerous waters. When moving through 2 shallow
region, a die roll is taken for every inch of movement. At slow
speed, roll of 1 to 5 means the ship runs aground; at medium
speed, a roll of 1 to 10 results in grounding, and at full speed a
roll of 1 0 15 grounds the ship.
4.6.2 Ships may attempt to extricate themselves from their
‘grounding. Players roll one die, and on a roll of 1 to 5 the ship
fees itself and moves | inch in reverse
Reverse Speed
4.6. ship may move direetly backward (no turning) one inch
per turn, but must have been stationary the previous tum or
already moving in reverse
4.7 Turning Templates
‘When turning ships, players use one of four turing templates:
ne for battleships; one for carriers, cruisers and merchant ves-
sels; one for destroyers, escorts, submarines; and one for motor
torpedo boats and other similarly sized vessels.
4.8 Using the Turning Template
4.8.1 Select the correct template forthe ship type performing
the turn. A ship expends one movement point for each toll point
reached, Ships performing a tum can tur partially between toll
points but still expend the movement cost fr the toll point they
would have reached if they had turned fully up tothe toll point.
Line up the round edge of the template with the front center
point of the ship stand. Move the ship stand along the template,
expending 1 MP per toll point. While turning, always keep the
stand centerpoint on the printed edge of the template.
4.9 Example Of Surface Movement
4.9.1 The Japanese battleship Fuso, with a speed of 12/8/4, hav-
ing moved 3 inches the previous turn and therefore considered
to beat speed S, wishes to go speed F. On the first turn the speed
is increased to speed M, and the Fuso must move no less than 5
inches and no more than & inches that turn. On the second turn
the Fuso achieves its goal of speed level F and must move no
Jess than 9 inches and no more than 12 inches. While moving
at speed F the Fuso wishes to turn, There are seven toll points
on the battleships’ tum template, and in this turn the Fuso only
‘wishes to go to toll point two. As shown below, the template is,
lined up tothe ship stand withthe stand’ center atthe template
edge. As the ship turns on the template, the stand must always,
be fully aligned with the toll point and the ship expends one
‘movement point for each toll point reached oF fraction thereof.
Note, the starting point ofthe ship is not considered a toll point
oon the template
4.10 Submarine Movement
Submarines move on the surface or they move submerged: see
ship charts for details. When submerged, submarine movement
is unaffected by weather.
4.10.1 Surface movement
When surfaced, submarines use their surface movement
‘numbers. When changing from surfaced to submenged states or
vice versa, they must use the mode of movement into which they
plan to move. Therefore a submarine with medium movement
of 6 when surfaced, but that plans to submerge, uses its medium,
submerged movement of 2 atthe beginning of the turn,
4.10.2 Depth Levels (DL)
‘There are four depth levels ranging from DL. I to DL, wit
each level 200 feet in depth. Moving underwater is the same as,
on the surface, but the submerged movement rate is used, and.
submarine ratings in diving and rising determine how quickly
submarines can change depth levels.
4.10.3 Diving (Dv) & Rise (Rs) Rate
Each submarine has a diving and a rise rate, which limit the
‘numberof depth levels submarine caneithersinkorrise foreach,
inch of movement expended. For example, a submarine with a
Dy rate of 2 can sink two depth levels for each inch moved. The
rates take into account the ability or inability of the submarine
tw crash dive.
Left Turn Right Turn
Ship stand shy
center front stand,
center
> ‘ont ey
rol Ponts Front | Tomato
|
Tompiate oi
BATTLE STATIONS!
74.11 Weather Effects on Movement
4.11.1 Foggy and night conditions prevent aireraft from flying,
andall surface moving ships must go no fasterthan the speed limit,
indicated on the Movement Weather Modifiers Chart, medium
for nighttime and slow speed for foggy conditions; submerged
submarines are unaffected. Ships with damage will have their
movement reduced in the usual manner. Note that in foggy con-
ditions the a ship’s movement will not be affected until damage
level four or, in the case of nighttime, damage level three.
4.11.2 Stormy and rough weather prevents aircraft from flying
and all size 1 through 12 surface ships expend twice the normal
‘movement, and shipsof ess than size l expend three timesnormal
‘movement costs; submerged submarines are unaffected.
EXAMPLE: A Fletcher class destroyer, size 1/2, moving at full
speed, which is 21 inches, in stormy weather ean only move 7
inches (21 divided by 3, or three times the normal cost). The
‘Maryland battleship, size 7, moving at full speed, which és 12
inches, in stormy weather can only move 6 inches (12 divided
by 2, or two times the cost)
5.0 Detection and Spotting
5.1 Surface Detection
‘The distance a ship can be detected varies, depending on
‘weather conditions as indicated on the Spotting Table. Fanenemy
ship is within the distance indicated, the enemy is spotted.
Optional Rule: If players wish, they can roll one 20-sided die
to determine if an enemy has been spotted; a roll of 11-20 will
spot an enemy ship in foggy and night conditions, while a roll
‘0F6-20 will spot in rough or stormy conditions. In clear weather
‘an enemy is always spotted,
5.2 Weather
See Spotting Table for specific distances in various weather
conditions,
5.3 Radar
Ships equipped with radar can spot enemy ships out to 45
inches. Radar is only available to certain ships (specitied by the
scenario) of the United States and Great Britain prior to 1944,
and to most ships thereafter. Inaddition tospotting benefits, ships
‘with advanced gunnery radar receive a+2 modifier on the combat
table. Germany did have radar (Seekat) that allowed them to see
at night and in other bas weather conditions; however, it lacked
the resolution needed to benefit from radar ranging. The German
player can use radar ranges at night and other range constricting,
ms, but does not receive any modifier,
5.4 Submarine Detection by Aircraft or Ships
For aircraft to detect submarines, the submarine must be on
the surface or submerged no deeper than depth level 1. Aircraft
ean attempt to detect submarines during the air phase and, if
successful, can attack the submarine. If unsuccessful, the aircraft
can attempt to spot in the next tum. The detection of surfaced
submarines varies with the weather conditions, as well as whether
itisday or night. See the Spotting Table on the reference sheet for
specifics. The range to detect a submarine with an aireraft adds
10 inches to the normal spotting distance listed on the Spotting
Table.
BATTLE STATIONS!
5.5 Detecting Submerged Submarines
For ships to detect submerged submarines, the ship cannot
be going faster than medium speed, and the submarine cannot
be any further than five inches from the detecting ship measured
from the closest stand centerpoints of both vessels. Detection
‘of submarines by surface vessels takes place during the ASW
phase. See the Submerged Submarine Detection Table for more
information,
Special Note: A surface ship loses the use ofits Sonar, its ability
to detect submarines, ifthe ship reaches Damage Level 2.
5.6 Surface Detection by Submarines
Submarines can spot targets when surfaced or submerged.
Surfaced submarines use the spotting table just as surface ships
‘When submerged, submarines can only detect targets when at
Depth Level 1. but the spoting table numbers ae halved
6.0 Fleet Detection
{6.1 When conducting a carier batle involving only air atacks
between the two opposing fleets, the fleet detection chart is
used. This system can also be used for surface fleet detection in
‘campaign game. Note that in cartier battles it is recommended
"unconnected tables be used for each fleet involved, or thatthe
tables have a distinct uncrossable barrier. To attack your enemy,
You must first spot your opponent by using the Fleet Detection
‘Chart. For each friendly scout plane squadron, aircraft cartier,
battleship, and eruiser, you receive detection points as listed on
the Detection point chart. The detection points are totaled, with
‘modifiers, and 20-sided die is rolled. The dic rll and the de-
tection points are cross referenced, and ifthe number under the
appropriate detection point column is rolled, the enemy fleet is
spotted. Detection points may change as the game proceeds, as
contributors tothe detection point total are removed from play,
fr are so damaged they can no longer participate. Any ship at
ddamage level 3 or 4 cannot participate in leet detection,
62.4 plus one modifiers added to the dic rol to spot an enemy
fleet cach tum you are attacked by that let's areraft. That modi-
fier is cumulative and, therefore, after being attacked three turns
plus three modifier would be added in the next flet detection
segment.
{6.3 When more than two fleets are involved, the detection rolls
are done separately for each flet, not each opposing side, Thus
each fleet will do its own detection, and each enemy flet will,
atempt to detect each individual enemy fleet. Therefore it is
Possible for individual Reet to have different modifiers to spot
‘enemy flets. and itis also possible for one fleet to lose
with a fleet while the other fleet does not.
64 A fleet may attempt to hide in @ nearby storm (rain
atthe beginning ofthe ar phase by using the Random
Chart. Roll one 20-sided die foreach enemy fleet that has:
‘your flet and if@ 16 or higher is rolled the enemy Toses
‘with your flet and cannot be attacked this tun, nor
tack. Both sides start spotting each other anew in
all modifiers are reduced to zero after contact is broken.
6.5 For example, in the battle of Coral Sea there is one |
{wo Japanese Reets. The two Japanese fleets detect the U
separately: each flet’s detection points are totaled and:
individually. The US flet rolls twice, once for each
8fleet, using all of its detection points; the US fleet does NOT
divide its points between the two enemy fleets. The Japanese,
however, have their detection points divided between their (wo
fleets, Spotting points cannot be transferred and must be used for
fleets to which they belong, with each fleet rolling individually
with its own detection points to detect the Americans.
7.0 Combat
A target mist be spotted andin range before you can attackit.
Because combat is simultaneous, damage caused in the current
combat phase does not go into effect until the damage control
segment. Therefore, a ship damaged in the curent combat phase
‘vllalvay’fire in that combatphase ats starting strength. During
the surface combat segment ofthe ship combat phase, damage
incurred will afect the firing of torpedoes inthe torpedo attack
segment because of the intervening damage control segment.
Also note damage caused by aircraft in the sir phase goes into
effect prior tothe ship combat phase. Thus a destroyer receiving
level two damage in the air phase will only be able to fre with
two thirds ofits surface gun fre value during surface combat,
andif further damaged in that segment to damage level thee its
torpedo fire value would be reduced by two thirds
7.1 Armor Defense and Gun Penetration Attack
Ratings
Before even consulting the combat char, the attacker's pen-
etration ratings of the fring guns and defender's armor rating,
which are represented with letters, must ist be consulted. The
rating leter precedes te fire value numbers on the armament,
and the defense numbers for the ship's belt and deck defense
values. If the letters are the same, or there is only a difference
of one level, the attack goes through: if not, the attack does not
take place. Torpedo and arattacks automatically take place and
have no rating leer, Ifthe letters are confusing, think of them
as numbers with A, the highest value, as five, B as four, C as
three, Das two, and Eas on, the worst valuc. In brief, A and By
penetration ratings may attackall amor types; penetration may
attack B, C, D and E armor; D penetration may attack C, D, and
armor, and E penetration may only attack D and E armor.
Tal For example, a battleship with an atack rating of A fires
against a destroyer witha defense of E; the attack goes through.
nearby cruiser ies on the batleship with an attack ating of
B against the battleship’s defense of A; the attack goes through
because the two are only one level apart. But the destroyer fired
on earlier has an attack rating of D against the batleship's A and
cannot fie on the battleship. However, the destroyer can fire its
torpedoes atthe battleship.
7.2 Determining Range
‘When determining range tothe targetall rations are ignored
(rounded down), Thus a target whichis 12.5 inches distant be-
comes a 12, In some cases this will result in a target being out
of range.
8.0 Using the Combat Chart
Firing ranges are listed on the top of the Combat Chart and
below each range arethe attack numbers, which range from-610
+6. The attack numbers re the resulof subtracting the defender’s
defense value fom the attacker's ie value. Ifthe attack number
higher than +6, itis treated as +6, iF lower than -6, the attack
is treated as a6. The attack number must be within the range of
-6 046, and therefore a +12 becomes a +6. Ifthe attack number
falls within the range, but is not present, round the number 10
the next worst number. For example, a -2 would become -3, or
‘4-45 would become +3, Once the attack number is determined,
‘one die is rolled and the die roll modifiers added.
When you have determined the range and the attack number,
roll one 20-sided die, add the modifiers and cross reference the
modified number with the results listed on the left of table. The
left of the chart will tell you the type of damage caused by the
altack: Miss, DI, or Critical Hit, If you caused damage to the
target and rolled one of the numbers in the critical hit ine located
at the bottom of your attack column, you have scored a critical
hit and must roll on the Critical Hit Table to determine the dam.
age result, If the critical hit section has a hyphen (-) mark then
‘no critical hit is possible,
8.1 Critical Hits
Whenever a critical hit number is rolled, consult the Critical
Hit Chart to determine the damage inficted on the ship. First
subtract the attacker's fire value from the defender’s defense
value and determine whether the attack number is less, equal or
‘greater than zero; then cross reference it with a 20-sided die rol
‘The result listed atthe top of the chart is the amount of damage
suffered by the ship from the attack. A hyphen on the critical hit
chart is non-result. Note that on the Combat Table, whenever
the attack number is negative, no critical hit is possible unless
‘a mandatory critical hit is required, such as a torpedo attack or
When attacking certain targets like merchant ships, auxiliary
‘cruisers, commerce raiders and transports.
8.2 Mandatory Critical Hits
In certain cases even though no critical hit is mandated by
the combat chart a critical hit is mandated. There are two such
ccases where any hit may result in a mandatory critical hit rll
First ease: All targets which are merchant ships, auxiliary eruis-
‘ers, commerce raiders and transports must take a mandatory
critical hit no matter what weapon was fired because these
type of ships lack the protection of purpose built warships,
‘Second case: Alltargetshit by atorpedo attack automatically roll
‘on the critical hit table ignoring the usually combat results.
‘Thus a D1 result on the combat table is ignored and instead
‘adie roll on the critical hit table is taken.
‘The critical hit die roll is instead of the usual damage caused
by the combat chart.
8.2.1 Critical Hit Special Cases
Ships like merchants, auxiliary cruisers, commerce raiders,
‘and transports are subject to critical hit rolls when hit by any
‘weapon not just torpedoes. In addition when such ships take
their damage control roll the “other” line is used. Ships of this,
kkind were not designed for war and have litle ability to survive
damage,
8.3 Optional Steering Damage Rule
‘Whenevera ship receivesatorpedocriticalhit,rollone20-sided
die, Fa roll ofone occurs, the ship’s steering is damaged and all,
its movement for the remainder of the game costs double.
BATTLE STATIONS!
9COMBAT TABLE EXAMPLE
The British battleship Hood and a German Hipper class
‘cruiser engage in surface combat. The Hood fires a broadside
with her 15” A class guns, normal range, at the German cruiser
(IS [batteship's fire value] -6 [cruiser's belt defense value] =9)
resulting in a +6 attack number (15-629 which rounds down to
+6). The die roll modifiers are then consulted and itis found that
‘none apply: The Hipper had moved only 14 inches in the turn. If
ithad moved more than 15 inches, the Hood would have received
4-2 die roll modifier. The die is rolted, and the +6 column is
consulted; the result is 20 on the Normal Range Combat Table,
whichupon ooking on the leftofthe chart, sfoundto beacritical
hit. The critical hit table is consulted and tis determined that the
difference between the fire value of the Hood less the defense of
the Hlipper is greater than zero. A die rolls taken and 17 is rolled
‘and Hipper receives 4 hits, The hits do not take affect until after
‘the damage conirol segment, so Hipper will fire at full strength
in the surface combat segment of the ship combat phase.
Hipper fires at the Hood with a full broadside with its 8” B
class guns at normal range, (9 [eruiser's fire value]-18 [battle-
ship's belt defense value]=-9), resulting in a -6 attack number,
because numbers below -6 are treated as -6. Consulting the die
soll modifiers, itis found +1 applies because Hood moved at
slow speed that turn. The die is rolled, +1 is applied and the
~6 column consulted. The net result is 16 on the Normal Range
Combat Table, which upon looking on the left of the chart is a
hit with a DI damage. Note there is no chance of a critical hit
ecause the attack number is fess than zero,
9.0 Resolving Surface Combat
9.1 Procedure
First determine if the attack is possible by comparing the
attacker's gun penetration rating othe defender's defense rating,
Next determine the range to the target. If the target is at normal
or point blank range, use the target’s belt defense value. If the
target is at extreme range, use the target's deck defense number
(see 22.5). The firing player subtracts the target's defense value
(cither belt or deck) from the attacker’s fire value, the difference
being the attack number. A 20-sided die is then rolled by the
attacker, and the result cross referenced with the attack number
and die roll with the damage results located on the left side of
the table to determine the damage, if any. In some cases die roll
‘modifiers are added or subtracted from the die roll that could
potentially change the results. See the Combat Table Die Roll
Modifiers section on the Reference Sheet.
9.2 Determining Range
‘To determine the range toa target, first locate the closest side
‘centerpoint of the firing ship to the target's closest side center
point. From the closest side centerpoint of the firing ship's stand
to the closest side centerpoint of the target’s stand is the range
to the target. (see 1.42) The front and rear center points of ship
stands are never used to determine range. Ifa ship's side center
points are equidistant from a firing ship it is the firing player's
choice as to which center point to use.
9.3 Determining a Fire Are
‘The Ship Fire Template is used to determine if the gun or
torpedo armament of a ship can fully engage the target and is,
placed on the side ofthe ship closest to the target. Forbroadsides,
the template is placed on the port or starboard (the left or right
sides ofthe ship) sides of the ship stand with the templates center
co the side center point of the ship, never on the front or rear
of the stand (bow or stern). The targets closest side centerpoint
‘must fall within the broadside are of the firing ship to use the
broadside fire value. Ifthe target is outside the designated broad-
side region, either the forward or rear fie value is used. A player
has the option of firing the other half of the ship's firepower at
another target. Example of template placement:
9.4 Ares of Fire
‘There are some ship classes that have their major armament
up front, like the British Nelson, the Japanese Tone, and the
French Richeliew and Dunkerque. When a ship with forward
firing main armament has a target to its rear, and the target does
not fll within the broadside are, the main armament cannot fire
atthe target. Identifying such ships should pose no difficulty,
since they are easily identified when examining the models. The
ship charts address this with a hyphen “..” indicating the ship is
incapable of firing on a target in that particular arc. Note on the
charts the fire value in many cases is divided into three numbers,
the firsts the frontal are; the middle number with brackets is the
full broadside fire value, and the last number is the rear firing
value for the tear firing are. Nelson, for example, has the fire
value numbers of 12[18}-, 12 in the frontal firing arc, 18 for its,
broadside arc and a "~” for its rear are indicating that it cannot.
fie its main armament in the rear arc,
Ifa target is not within your broadside arc, it is either in
‘your frontal are or your rear are. No special template is used t0,
determine whether a target isin frontal or rear arc: rather, the
broadside template is used to exclude the target as a broadside
target. Ifthe target is tothe front of the ship, you use the frontal
fire value of the armament, but if a hyphen is present, the arma-
ment is unable to fire. Fo rear ar fre the same is true except it
is the ear fire value ofthe ship that is used to fre at targets in
the rear ar:
9.5 Bow or Stern Fire
‘When firing ata target that may be end on, check ifthe target
‘can bring its broadside to bear on the firing ship (the portside or
starboard centerpoint of the stand of your ship must be within
the targets fring arc, whichever is closest). If so, the target is
not end-on tothe firing ship. However, ifthe target's broadside
‘cannot bear onthe firing ship, the target is considered end-on and
the firing ship's attack receives adie roll modifier onthe combat
char.
Ship A is in the broadside
fire arc of ship B; however,
because ship B is not im the
broadside fire are of Ship A,
the end on fre die roll modi-
fier willbe applied when ship
Bis firing on ship A. Ifship
AA fires on ship B, which is
out of ship A's broadside fire
ae, ship A can only use its
frontal fire are value,
s< {Grosdsi fr are Ship A
Broadside tre are,
‘Ship 8
BATTLE Stations!
109.6 Line of Sight
‘You can fire over intervening ships as long asthe firing ship
{is equal or larger in size than the intervening vessels. The ship's
size is located on the ship charts; the larger the number the larger
the size.
EXAMPLE: A U.S, Iowa (size 9) class batleship wishes to fire
at the Japanese battleship Yamato (12). Drawing an invisible
line between the side center points ofthe two opposing skips the
{following ships are seento be between them: North Carolina(size
7) and Fletcher (size 1/2). Beyond Yamato in a straight line is
the Mogami (size 3). While Towa can fire at Yamato she cannot
Je on Mogami, and at the same time Mogami cannot fire on
Towa, because Yamato is blocking its line of sight. As for North
Carolina and Fletcher, they do not block Iowa's fre.
9.7 Line of Battle
‘A battle line must consist of ships from the same division,
squadron or flotilla, The battle line ships must be in a straight
line, head to tail, with stands touching, When ships in a division,
squadron or flotilla consisting of two ( five ships traveling in &
straight line fire on the same target, each ship receives a +1 die
roll modifier tits combat die roll. Turning ships do not receive
the die roll modifier; the ships must be in a straght line when
they fire. Also, to receive the modifier the firing ships must be
adjacent to one another. For example, ships A, B, C, D and E
are in battle line in the same order. A, B and D fire atthe same
target. A and B receive the modifier while D does not, as ship
{s between the (wo fring groups.
9.8 Radar
There were two primary types of gunnery radar used during
the war. Te first type of radar was crude and though it allowed
for the spotting of ships at great distance in night, fog, stormy
and smoky conditions, it did not improve accuracy of ire. That
carly gunnery rad failed to provide the necessary informational
{detail needed to improve gunnery. By 1943, the Americans and
British developed more effective radar that allowed for greater
accuracy, thus the +1 die roll modifier for ships with that type
of radar on the Combat Table. Countries which possessed the
‘more primitive gunnery radar included Germany beginning in
1939, Britain in 1939, United Staes in 1942, and Japan in 1945.
Inall cases the distribution of radar was sporadic, and therefore
the numberof ships equipped with radar will depend onthe see-
nario, Ships with GR next to their name inthe scenarios possess
sophisticated gunnery radar and receive the +1 modifier for both
surface and night combat.
9.9 Night Surface and Torpedo Combat
During night comb, all surface ships receive a dieroll modi-
fier ranging between -1 and -3, depending on their nationality:
check the reference sheet in the column shift modifier section.
[Night combat also has a spotting range limit depending on the
size of the target; sce Spotting Table on the Reference Sheet.
‘Any gunnery radar equipped British or American ships receive
4 modifier as well. Ships equipped with gunnery radar have the
same spotting range as other ships in clear, rough and stormy
‘weather. That represents the difficulty of spotting ships even with
radar. However, for night or foggy conditions, radar equipped
ships have a spotting distance of 45 inches, but in cases where
BATTLE
rough or stormy conditions prevail, the radar is reduced to the
normal spotting distance listed in the charts.
While ships fighting at night with their guns can only fire at
targets within spotting range, torpedoes can attack a target out of
spotting range as long as the primary target was within spotting
range.
EXAMPLE: For example, a Japanese destroyer inanightaction
Jfiresitstorpedoesatatarget 1Oinchesaway andmisses the target.
‘Unseen by the firing ships is another enemy destroyer 25 inches
‘way, which ivalsoin the path of the rorpedoes. The secondattack
is allowed because the first target is within 15 inches, and was
therefore, “spotted” and because the torpedoes missed the first
target. Japanese torpedoes have @ range of 30 inches, and will
‘attack any target within its 30 inch path even though the firing
ship could not see the second target beyond 15.”
9.10 Weather Effects on Surface Combat
See the spotting table on the Reference Sheet.
10.0 Surface Armament
10.1 Main Gun Armament
Main armament ean only fire at one target each tur, unless
the player decides to split the fire in two, using the forward and
rear fire values firing at two separate targets. To do that the one
target must be in the ship's front are and the second target in the
rear ac; otherwise, a full broadside must be fied. There will be
cases where a target is only available in the frontal are. In that
case only the frontal fie Value is used. The same is true for a
rear arc target, only the rear fre value is used,
"The broadside template is lined up on the appropriate side
‘center point of the ship stand. Ifthe target is outside ofthat arc;
the front or rear fire value must be used. Some ships have all
their main armament placed on the forward part of this ship. If
the target is tothe rear of such a ship the ship cannot fie.
‘Use a straight edge lined up along the are boundary to deter-
mine if a target isin or out ofa fire arc.
10.2 Secondary Armament
Ifthe fire value has only one number, it indicates the second-
ary armament of the ship was so disposed as to be able to fre
the same fire value at a target no matter where it was located.
‘Other ships have a secondary armament that varies in fre value
depending on whether the target isin the front, rear, or broadside
arc, just like the main armament. Secondary armament can shoot,
‘at two different targets in a turn, as long as the two targets are at
‘opposite ends or sides of the ship; otherwise, itcan shoot at only
‘one target. When attacking two targets, the fire value remains
the same and therefore is NOT halved.
11.0 Torpedoes
11.1 Torpedo attacks occur afterall surface combat is resolved
and the surface combat damage control segment is finished.
Ships receiving damage in the surface combat segment have
their torpedo fire value reduced accordingly inthe torpedo fire
segment. Torpedo fire is simultancous. See the “Night Surface
‘and Torpedoes Combat” section for information pertaining to
torpedo use in night combat
11.1.1 Torpedoes are fired in groups or volleys not individually
referred in the game as torpedoes or one shot of torpedoes. Ia
STATIONS!
i‘many cases a ship can fire more than one shot of torpedoes in a
‘umn. Each shot is resolved individually
11.2 Players individually resolve torpedo fire for each ship as
follows. First the firing player declares his intention to fire and
what is his primary target. (Like surface gunnery, the primary
target must be spotted and in are but need not be the closest
target.) When measuring the torpedoes’ travel distance, measure
from the appropriate center point ofthe firing ship to the target's,
closest side center point. Any ship stand touched by the torpedoes
firing path is a potential target out to the torpedoes’ maximum,
range. Torpedo attacks are resolved in the order of contact from,
the firing ship. Ifthe torpedoes fal to hit the first target contacted
the attack proceeds to the next contact until the torpedoes either
hitorreach their maximum range, Once the torpedoes reach their
‘maximum range, they are removed and cannot attack more ships,
Ifthe torpedoes hit their target, no further attacks occur.
11.3 Unless otherwise noted, torpedoes can only be fired within
the broadside are of the firing ship. That is true for all surface
ships except MTBs which fire their torpedoes from their forward
are. Submarines can fire their torpedoes from the forward are
and, in some cases, from the rear or stern, Rear firing torpedoes
are indicated on the ship charts, For submarines, use the special
‘Submarine Firing Template, placing iton the center point of either
the front or rear of the stand, whichever is appropriate.
1114 Ships with more than one shot of torpedoes, excluding
reloads, may fire up to half their torpedo shots in one turn, odd
‘numbers rounded down. Therefore a ship having two shots can
‘only shoot one torpedo shot in a turn, but a destroyer with only
‘one shot can fire all in one turn. A ship with three torpeclo shots,
can only fire one shot a time (3 divided by 2 equals 1.5 rounded
down to 1), However, a ship that has one shot plus a reload can-
‘not fire both in one turn, nor can ships with two shots and two
reloads fire one shot and a reload in a turn, Japanese destroyers,
have reloads; as torpedoes are reloaded once the original supply
is exhausted. The torpedo reloads can be used immediately the
next turn,
12.0 Air Combat
Allaircombatis conducted with squadrons, squadrons cannot
be subdivided and are the basic aircraft formation in the game
and perform various attack and defense functions. In the rules
squadrons and aircraft are used interchangeably.
412.1 Air Combat Phase
Because of the nature of air attacks during the war, carrier
fleets attacked each other over great distances, and rarely did
they ever contact each other in ship vs, ship combat, Therefore,
in most eases, the two opposing carrier forces should be on
separate tables. Movement is still conducted normally, though
it is not necessary unless ships receive damage or are moving
slower than surrounding ships, or if the player wishes to change
the formation of his ships.
After attacking enemy ships, aireraft require one turn
after they land (o reload and refuel for the next attack.
Air Phase Steps:
‘A. Random Weather: fleets may attempt to hide in stormy
weather
B. Fleet Detection
C. Airto Air Combat
D. Long Range Anti-Airorat fire
E, Short Range Anti-Aircraft fire
F Air Attacks on Ships
G. Damage Control
12.2 Air Combat Procedure
First, each player declare his intent to ty to hide his Meet in
stormy weather If the die lls successful (see Random Weather
Table (see 6.4), nether side can attack or detect each other until
thenextturn. Ifunsuecessful, the turn proceeds to fleet detec
‘Second, both sides seek to detect each other and, if successful,
the players may allocate theiraireraf forboth attack and defense
If one side has a negative detection result, aircraft can only be
allocated for defense. Aireraft flying fleet protection patrols
are placed adjacent to the aircraft carrier's stand. Remaining
aircraft available for combat missions are placed on the cartier
flight deck. Ifretevant, players must also determine how many
hours the fleets are apart in flight time to know how many tums
{twill ake for the attack to go through. When the atack reaches
its target, the attacker places his aircraft squadrons on the table,
indicating which aireraft are performing escort, bombing and
torpedo missions, Then the defender allocates all his defending
aireraft.
12.3 Weather
Fleets in fogey or stormy weather cannot launch or receive
aircraft, nor ean they be attacked by enemy aera
12.4 Air Attacks on Surface Vessels
124.1 Aircraft have a varity of functions, with some aircraft
being abie to perform many functions. To reflect that in the air v.
ship column each type of mission has a letter code and a number.
‘The letter indicates the mission (TB for torpedo bomber, DB for
dive bomber, B for bomber, HB for igh level bomber, and the
‘number indicates the attack value against ships for the mission
indicated. Depending on the type of aircraft atacking, ether
the belt or the deck defense numbers will be used. Use the belt
‘number for torpedo bomber attacks. For bombing attacks, use
the deck number. When attacking ships with“B” atack numbers,
utilize the normal range section on the combat table and subtract
the ship's deck defense number from the aircraft anti-ship attack
nnumber. Dive bombers are different from regular bombers, and
attack at point blank range against the ship's deck defense, All
airraft undergo long and short range anti-aircraft fire, with the
exception of HB aircraft, which are only attacked with long
range AA fire
12.42 AA fire can change the range of the air attack to either
normal or extreme; see anti-aircraft table
12.43 High level bombers, aircraft designated HB: under the
type heading in the aireraft charts, can only attack ships using
the extreme range line onthe combat table.
BATTLE STATIONS!
1212.5 Air vs. Air Combat
125.1 Air to air combat occurs when enemy aireraft enter an
area protected by patrol aircraft.
Eachsiderolisone D6, adding theirrespectiveairtoair values
to the die rol, The side with the highest total wins. Aircraft with
airtoair values withno parenthesisand having a favorable difer-
fence of 3 or more, results in the loser being shot down; otherwise
the losing aircraft abort and return home. Aircraft that have their
air to air number in parenthesis, having a favorable difference
of 4 or mor, results inthe loser being shot down, otherwise the
losing aircraft aborts and returns home. Shot down aircraft are
removed for the duration ofthe game
If the air to air totals are equal, nothing happens to either
aircraft
12.522 Aircraft flying patrol are considered the defenders and
engage the atacking enemy aircraft. Defending aircraft have a
Patrol range of 24 inches from the aircraft carrier or air hase and
protect al ships within tht area.
12.83 All ships within 24 inches of an aircraft carrier that has
aireraft lying patrol are protected by the patoling aircraft. To
indicate an aircraft is on patrol, the aircraft counter is placed
adjacent to the airraft carrier stand or airbase.
12.5.4 Defending aircraft are allocated one per enemy aircraft
squadron until all enemy planes are engaged by one defender.
Only then can the defender double up on an enemy aircraft
The aircraft must be allocated inthe following order: fighters
first, then bombers. The defending player may choose which
‘bomber aircraft he wishes to attack. Before you can double up
‘on enemy bombers, you must frst double up on all escorting
enemy fighters,
125.5 EXAMPLE: For example, in 1944 the American cartier
Essex launches an attack of one Avenger (TB), two Helidivers
(DB), and two Hellcat (F) against a Japanese carier with three
Zetos(F) providing protection. Uponentering Japanese airspace,
the three Zeros intercept the Americans, The Japanese then pair
off their fighters, one each on the Hellcats and one against one
ofthe Helldivers, [If there had been six Zeros the Japanese could
hhave two Zeros attack one ofthe Helleats, but o double up on
‘one ofthe bombers the Japanese would have needed eight fight-
ers, two on both ofthe Helleats and one Zero 10 double up on
‘one ofthe bombers. Now ai to air combat takes place. The first
Hellet rolls «2 plus its air vs. air value, 9, makes a total of 11.
Simultaneously, the Zero rolls a4 and with its air to air value of
8 the total of 12 is reached. The difference between them is one
with the Zeo being higher, which results in the Hellcat aborting.
Ilis set aside and will participate in no further combat. The next
Helleat rolls a5 and his opponent, the Zero, rolls a3. They total
I4and 11 respectively, adifference of three resulting inthe Zero
beeing shot down because the difference was greater than one.
The Helldiver rolls a 5, while the Zero rolls a2, and their totals
are equal; therefore neither are affected and the Helldiver may
proceed with itsattack. (Ifthe Helldiverhadrolleda6, totaling 11,
and the Zero 1, totaling 9, the Zero would have been shot down
because the Helldiver has a number in parenthesis and needs a
difference greater than two to shoot down an enemy. Ifthe Zero
rolled 2, in that ease it would have had to abort.)
12.6 Kamikaze Attacks
Only Japanese aircraft can perform Kamikaze attacks, Such
attacks on enemy ships result in the destruction ofthe Kamikaze
aircraft once combat is resolved.
Kamikaze aircraft must go through the same process as nor-
ral aireraft, First they must pass through the defending aircraft
Kamikaze’s cannot destroy enemy aircraft in air to air combat.
Aborted results in air to air combat have no affect on Kamikazes
the Kamikaze’s continue on to their target having passed through
the defender’saireraft screen. Second, Kamikazes must gothrough
Jongrangeand short range antiaircraft fire. Only destroyed results,
affect Kamikazes. Once through enemy aircraft and anti-aircraft
defenses the Kamikazes attack the enemy's ship at point blank
(PB) range using its “K” attack number located on the aircraft
chart just like it would with normal weaponry
13.0 Anti-Aireraft Fire
13.1 Two Types
‘There are two types of anti aircraft (AA) fire, long and short
range, and attacking aircraft will typically receive fire from both
before they can attack ships. After the attacker allocates his
‘raft to their targets, each ship firing long range fire 12 inches
‘away from the target chooses one aireraft at which to fire. More
than one ship can fire at the same aireraf. Total the AA fire on
‘one aircraft and cross reference the total with the die roll, Each
ship's entire long range AA is fired on one air target and c
not be split. Any AA totals beyond 18 are treated as 18, During.
short range antiaircraft fre only the target ship's short range A
value fires on the aircraft. Unlike long range AA, each aircraft
squadron attacking the target is fired on by the target's short
range AA. In all cases, one 20-sided die is rolled and the result
cross referenced with the long range or short range antiaircraft
number ofthe firing ship on the Anti-Aircraft Chart. Destroyed
aircraft are removed permanently from play.
13.2 Picket Ship AA Fire
Ships that are not within 12” of targets of an enemy air atta
butneverthelessare 12” away from the enemy aircraft fight path,
can fre theirlong range AAat the enemy aircraft while they pass
through the ships’ firing range. Picket ship fire isa form of op-
Portunity fire on enemy aircraft, This would be the exception to
the usual air phase combat sequence and should be done during
aircraft movement, Aircraft that pass over ships, more than 12”,
away from the target are subject to long range anti aircraft fr.
13.3 AA Fire Modifiers
Ships equipped with gunnery radar receive a +1 die roll
modifier. Starting in 1944, all Allied ships were supplied with
Proximity fuse ammunition and therefore receive an additional
+1 die roll modificr. Also, certain aircraft were more vulnerable
to AA fire, that is shown on the air vs. lak column on the aircraft
charts. The positive and negative numbers on the aircraft charts
are die roll modifiers added to the AA die roll, with negative
‘numbers indicating better quality aircraft, and positive numbers,
indicating lesser quality aireraft.
13.4 AA Fire Results
Five results are possible with AA fire. First, the aircraft are
unaffected and therefore can attack the targetat their usual range.
Second, the aircraft are moderately affected by the AA fire and
BATTLE STATIONS!
13attack the ship at normal range. Third, the aireraft are extremely
affected by the AA fire and attack the ship at extreme range.
Fourth, the aircraft are damaged and therefore abort the mission
‘unable to continue the attack. Fifth, the airraftare shot down and
permanently removed from the game, In cases where an aircraft
receives a more severe AA fire result, from an additional attack,
the more severe result takes precedent over the lesser result.
‘You may wish to separate aircraft that have received normal or
extreme results on the anti-aircraft table to keep track of what
combat chart to use when resolving the air attack against the
target ship,
18.5 High Level Bombing
Aircraft performing high level bombing only undergo long
range anti-aircraft fire.
13.6 EXAMPLE of an Air Attack at Sea
‘One Japanese Kate torpedo bomber andone Val dive bomber,
having cleared enemy air cover, launch an attack ona U.S. Essex
carrier protected by 10 Flercherclass destroyers hatarenomore
than 12 inches away from the targetcarrier. The American player
‘must decide how much of his long range AA will shoot at which
‘aircraft and with which ship. Each Fletcher destroyer provides
‘one long range AA, and the carrier three AA, for a total of 13
ong range AA. The American commander decides to fire seven
of his Fletchers, 7 points, against the torpedo bomber, and three
Fletchers and his Essex carrier, 6 poinis, at the dive bomber.
Each Japanese aircraft undergoes anti-aircraft fire with the 7-9
‘column used for the torpedo bomber and the 4-6 column for the
dive bomber. To discover the results, one 20-sided die is rolled
for each aircraft and the Air vs, Flak Table consulted. The Kate
torpedo bomber has a +1 modifier to the die roll, while the Val
dive bomber has a +0 modifier A 16 is rolled for the Kate plus
the one modifier, resulting in 17 causing the torpedo bomber to
abort. The Val fares bette, rolling a 6 on the 4-6 column, result
ing in an attack at normal range. (Ifthe defender had rolled a 5
‘against the Val, i would bea non result, meaning it would attack
‘at point blank range.) The Val is now astacked by the carrier's
short range AA, which is 8, a 10 is rolled and the attack goes
through, but at extreme range. Worse results take precedence
over earlier results that were not as severe.
14.0 Submarine Warfare
14.1 Submarines and Initiative
Submerged submarines receive a +2 (0 the initiative die roll,
For subs on the surface the same die roll is used, but no +2 modi-
fier is added. Therefore it is possible for submerged subs to move
first, then enemy vessels, and then friendly surfaced subs.
14.2 Surface Ship Attacks on Submarines and
Depth Charges
‘To attack a submerged submarine, a surface ship stand must
touch the submarine stand; the sub must be detected and the
ship must possess depth charges (available to all nationalities),
‘or Hedgehogs, or Squids. Destroyers which carry depth charges
(DC) can also carry Hedgehogs and Squids when they become
available. Axis destroyers cannot carry Hedgehogs or Squids.
Inall cases, use the appropriate column on the Anti-submarine
Chart, Attacks are resolved by rolling one 20-sided die, adding,
‘modifiers and then cross referencing the total with the weapon,
used to determine the damage caused,
Depth charges only attack one depth level at a time.
Afterasubmarineisdetected, surface shipcanattacka submarine
if, after movement, the ship's stand touches the submarine and,
a successful detection is rolled, The attacker declares the depth,
levelof the attack, andif the submarine isa that level the attacker
rolls a die on the Anti-submarine Table, adding modifiers and.
cross referencing the total with the damage results located at the
top ofthe chart. When the attack is complete, the submarine must
again be detected before another attack can be launched.
14,3 Air attacks on Submarines
Aircraft can only attack subs that are either surfaced or at
DepthLevel L. Whenattacking surfaced submarines. treatthem as,
surface vessels, resolving the attack on the Combat Table. When,
attacking submerged submarines, use the Anti-submarine Warfare
Table. Aircraft can assist surface ships in spotting submarines.
Ifan aircraft sees a submarine nearby destroyers or escorts may
‘move toward the submarine ancl attack it.
14.4 Hedgehog
Starting in 1943, Hedgehogs are available only tothe United
States and Great Britain, Hedgehogsare a multidepth level attack
‘weapon, unlike depth charges, attacking all depth levels atthe
same time, After the attack, detection is retained as long as the
ship stand continues to touch the submarine’s stand at the end
cof movement; thus an attack can be launched without rolling for
detection. You may wish to place an Avery colored dot on both
the detection ship and submarine.
14.5 Squid
Available only to the United States and Great Britain starting
in 1944, Squids provide a multi