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Scales Page: The Rules Text, Ranges Are Offered Referred To in "Cables." A Cable Is One-Tenth of A Nautical

This document provides guidelines for scales and speeds used in tabletop wargaming. It includes recommended scales for ship models from 1/6000 to 1/1000. Distances like 1 nautical mile, 1 cable, and weapon ranges are converted to each scale. Speed tables give multipliers to calculate a ship's basic and incremental speeds based on its original maximum speed in knots. Examples are provided for ships with maximum speeds from 5 to 25 knots. Fraction rounding guidelines are also included.

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0% found this document useful (0 votes)
36 views3 pages

Scales Page: The Rules Text, Ranges Are Offered Referred To in "Cables." A Cable Is One-Tenth of A Nautical

This document provides guidelines for scales and speeds used in tabletop wargaming. It includes recommended scales for ship models from 1/6000 to 1/1000. Distances like 1 nautical mile, 1 cable, and weapon ranges are converted to each scale. Speed tables give multipliers to calculate a ship's basic and incremental speeds based on its original maximum speed in knots. Examples are provided for ships with maximum speeds from 5 to 25 knots. Fraction rounding guidelines are also included.

Uploaded by

User7222
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© © All Rights Reserved
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Scales Page

The tables below give an outline of the ranges that apply to each of the four major scale
formats. Players should note that while each game scale has a recommended model scale
associated with it, that is only a recommendation. In reality any scale of model may be used
with the various formats so long as players are able to get a satisfactory effect for game play.
The first table is a list of scales and ranges, some of which are required knowledge for game
play, and others of which are for reference for setup or general information. Note that within
the rules text, ranges are offered referred to in "cables." A cable is one-tenth of a nautical
mile, and within the rules text it is commonly used to define or control short range distances.
The tabletop range for "one cable" can be marked on the combat chart, immediately beneath
the Torpedo table.

The second set of tables below are for calculating the scale game speed available to a ship.
Included are multipliers for calculating the basic game speed of a ship based on its original
maximum speed in knots. There are also six Increment multipliers for calculating the six levels
of a vessel's propulsion box speeds for use in the ship logs. The multipliers for establishing the
Basic or maximum available speed of a vessel based on the real life original speed are
immediately below the Speed and Movement header. Below that is a short list of of sample
speeds and their related lists of speed categories. At the bottom is a short fraction rounding
guide to let players know how best to round fractions for the inch based scales. Note that
destroyers and other very light craft use only three speed increments instead of the usual six
increments used for all larger vessels.


Small Scale
(millimeters)
Medium-Small
Scale
(millimeters)
Medium-Large
Scale
(inches)
Large Scale
(inches)

Scales and Ranges
Recommended Model
Scale
1/6000 1/3000 1/3000 1/1000
Scale Length of 400'
long ship
9.8mm 14.6mm 0.7" 1.2"
1 Nautical Mile
(1.85km)
148 220 11 19.5
1 Cable 15 22 1.1 2
1 Kilometer 80 120 6 10.5
1 "Click" 6 10 0.5 .8
Each Gun Bracket
(2500m)
200 300 15 25
Total (maximum) Gun
Range
800 1200 60 100
#2, #5 & #8 Turning
Radiuses
none, 40, 64 24, 60, 96 1.2, 3.0, 4.8 2.1, 5.3, 8.4


Small Scale
(millimeters)
Medium-Small
Scale
(millimeters)
Medium-Large
Scale
(inches)
Large Scale
(inches)

Speed and Movement

Basic = Original
speed x 6
Basic = Original
speed x 9
Basic = Original
speed x .45
Basic = Original
speed x .80

Increment multipliers: From original = .830, .666, .500, .333, .166
Descending = .830, .802, .750, .666, .498
Example
Speeds:
25 knots
150 - 125 - 100 - 75
- 50 - 25
225 - 187 - 150 -
112 - 75 - 37
11.3 - 9.4 - 7.5 -
5.6 - 3.6 - 1.9
20.0 - 16.6 - 13.3 -
10.0 - 6.6 - 3.3
22 knots
132 - 110 - 88 - 66 -
44 - 22
198 - 164 - 132 - 99
- 66 - 33
9.9 - 8.2 - 6.6 - 4.9
- 3.3 - 1.6
17.6 - 14.6 - 11.7 -
8.8 - 5.9 - 2.9
19 knots

171 - 142 - 114 - 85
- 57 - 28

18 knots
108 - 90 - 72 -
54 - 36 - 18
162 - 134 - 108 -
81 - 54 - 27
8.1 - 6.7 - 5.4 - 4.0 - 2.7 -
1.3
14.4 - 12.0 - 9.6 -
7.2 - 4.8 - 2.4
16 knots
149 - 124 - 99 -
74 - 50 - 25
7.4 - 6.1 - 4.9 - 3.7 - 2.5 -
1.2

16 knots

144 - 120 - 96 -
72 - 48 - 24
15 knots
90 - 75 - 60 - 45
- 30 - 15
135 - 112 - 90 -
67 - 45 - 22
6.8 - 5.6 - 4.5 - 3.4 - 2.3 -
1.1
12.0 - 10.0 - 8.0 -
6.0 - 4.0 - 2.0
13 knots
117 - 97 - 78 - 58
- 39 - 19

10 knots
60 - 50 - 40 - 30
- 20 - 10
90 - 75 - 60 - 45
- 30 - 15
4.5 - 3.7 - 3.0 - 2.2 - 1.5 -
0.7
8.0 - 6.6 - 5.3 - 4.0
- 2.7 - 1.3
5 knots
30 - 25 -20 - 15
- 10 - 5
45 - 37 - 30 - 22
- 15 - 7
2.3 - 1.9 - 1.5 - 1.1 - 0.8 -
0.4
4.0 - 3.3 - 2.7 - 2.0
- 1.3 - 0.7


Fraction Rounding =


( ) ( ) ( )


(0.13 - 0.37) ( 0.38 - 0.62)
(0.63 - 0.87)
Multiply each value by the original maximum "basic" speed value to establish the other five
speed increments for the ship log.
Multiply each value by the previous equation result - in "descending" order. Note that both of
these methods will result in the same six speed increments. The second method is faster but
requires more attention.

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