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Summary of Contents
INTRODUCTION
THE BASICS: Scales; Equipment required;
Bases; Definitions; Measuring Distances; Sequence of Events
COMMAND AND CREW: Commanders; Crew;
Commanding Squadrons; Taking Command; Combat effects on Command and Crew;
Command and Crew Tests
GAME SET-UP AND VICTORY CONDITIONS:
Weather; Tactical Visibility; Terrain; Laying out the Game Environment;
Deployment of Forces; Reserve Forces and “Flank Marches”; End of Game;
Alternative Game Types
ORDER OF PLAY
MOVEMENT: Movement Forward and Astern;
Turning; Leaving and Joining Squadrons; Leaving the table; Smoke Screens;
Collisions and Ramming; Transferring Commanders; Grounding
ARCS OF FIRE
GUN COMBAT: Weapon ranges; Lines of
Sight and Arcs of Fire; Effect of Night; Basic Gun Combat Procedure; Gunnery
‘On Target’ rolls; Damage Table; Effect of Gunnery damage if Structure or
Flotation is reduced to zero; Structural Critical Hits
STRUCTURAL CRITICAL HIT TABLE
TORPEDO COMBAT: Field of Fire; Arcs of
Fire; Night Time Attacks; Attack Types; Basic Torpedo Attack Procedure;
Torpedo ‘To Hit’ rolls; Damage Table; Effect of Torpedo damage if Flotation
is reduced to zero; Underwater Critical Hits
UNDERWATER CRITICAL HIT TABLE
Firing Quick Firers At Surface Targets:
Resolving Surface Combat using Quick Firers: Damage Table
REPAIR, MORALE, “LOST COMMANDERS”,
SINKING SHIPS: Repairs; Morale; Replacing “Lost” Commanders; Sinking Ships
WORLD WAR ONE SCENARIOS: Correction
Factor; Repair Rules in linked scenarios; The Battle of Heligoland Bight;
The Battles of Coronel and the Falklands; The Battle of Dogger Bank; The
Second Battle of Heligoland Bight
NOTE CONCERNING ADDITIONAL GAME DATA
WARSHIP DATA: Abbreviations; Filling in
the Squadron Record Sheet; Generic Ships ; Germany; Great Britain
SQUADRON RECORD SHEET
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