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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:
Selection of Forces; Scouting Forces; Weather; Tactical Visibility; Terrain;
Laying out the Game Environment; Calculation of Scouting Values; Tactical
Advantage; Randomised Deployment of Forces; Reserve Forces and “Flank
Marches”; End of Game
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; Lines of
Sight and 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; Japanese
Torpedoes in World War 2
UNDERWATER CRITICAL HIT TABLE
REPAIR, MORALE, “LOST COMMANDERS”,
SINKING SHIPS: Repairs; Morale; Replacing “Lost” Commanders; Sinking Ships
RADAR: Introduction; Interpretation of
Radar data and effects; Costs
NOTE CONCERNING ADDITIONAL GAME DATA
WORLD WAR TWO SCENARIOS: Correction
Factor; Repair Rules in linked scenarios; The Battles of Narvik Fjord; The
Battle of Cape Spartivento; Action off Syria; The Battle of the Java Sea;
The Second Battle of Syrte; The Battle of Savo Island
WARSHIP DATA: Abbreviations; Filling in
the Squadron Record Sheet; France; Germany; Great Britain; Italy; Japan;
Netherlands; United States; Generic
SQUADRON RECORD SHEET
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