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$usface Combatin the Battleship Era, 1906 - 45
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ea1.0 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 shouldbe 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. SoJong 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% (oundingfractions 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 forthot 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 010
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 02
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 Turn1 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 AlabamaBefore 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
516
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
pete2
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 againstGerman 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 SecondGeneration 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 201Penetration 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
‘966byits 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-,
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{o oppose them, These cruisers were to beat
the brunt of he naval fighting of the Second
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more expensive (0 run and build, especially in
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tovonele the needs of 2 warship wifi ihe
inte dictated by paltical expediency
During ths tak of dsarmament, af nations
were modilving their surviving, SecondGeneration 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 theDreadnought 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. 10010ig
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. DemanelisFootnotes"
*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 20001b, 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 MarkowitzDREADNOUGHT
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)
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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
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fube rust got tho arawais tous on oe botoce te
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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
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{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
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amount of gloom with egy to the stuotion at
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‘markedimprowement in tha elon and coopera
{hat we are mow geting Yom tet sipping SeerSIMPUBS BRIEFING CONTINUED
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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
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re games inthares Commando, Medieval Guady
{ity Fight, Demons and Gesthmare n= shown oF
{ontain Ale War 80, Air War Expansion Kit, Bue,
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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
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‘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
istFear 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,
biemade 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 NYMOVEMENT PLOT PLAYER:
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‘Cupyigi 907 Ripa Lnite Cabot Hie, 0 Cutts Rand nahain Chie ens aah
=)e}=/9) =] 9/22 |212|2 19] 2 121212DREADNOUGHT | ..
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
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on a9 |3 Ae ene] £03
Ses ee £8 Ee 02) B08
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2G25 | 2625 | 2G2s| 262s | 262s| $2G S2G
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