MH03 Command at Sea
MH03 Command at Sea
Command at Sea
3rd edition
Command at Sea
Introduction
This Jumpstart guide is designed to show you how to play Command at Sea in as short a time as possible. It includes
a rules summary, a sample scenario and the rules necessary for playing the battle. The charts and tables needed to play
the game are not included here, so you cannot play a game without the full rules set. You can, however, read these rules
and then play, using the full rules as a reference.
These rules are extracts from the 3rd edition rules booklet. Most of the explanation, and all of the illustrations,
sidebars, and optional rules have been removed. They are repeated in the full rules set. You do not need this booklet to
play the full game.
Command at Sea (CaS) covers air, naval, and submarine actions of WW II. Scenario supplements cover different
parts of WW II at sea. The first covers the Pacific war from 1941-1943. Others will cover the rest of the Pacific War, the
Mediterranean, the Atlantic, The Baltic/Barents, the Atlantic, and so on.
This battle concentrates on the movement, visibility, gunnery, torpedo, and damage rules. Although the game could
be simplified by ignoring visibility, it was such an important part of WW II at sea that playing battles without it produces
unrealistic results.
Rules Summary
If you are familiar with wargaming, you can probably get most what you need from this one-page summary and use
the rules booklet as a reference. Wargamers are an impatient lot.
Tactical Turns are three minutes long, with movement and fire simultaneous and plotted in advance. A thirty-minute
non-combat Intermediate Turn is provided for long movements.
Plotting is followed by movement, then planned fire, detection, and reaction fire phases. Reaction fire allows players
to fire at targets detected that turn, with reduced effectiveness. The phases are performed simultaneously by both players.
Gunnery attacks against surface targets have a fixed chance to hit with modifiers based on the range band: Short,
Medium, Long (normal effective range), and Extreme. One roll is made for each attack. The damage per mount is fixed,
and is affected by range.
Armor penetration is fixed and is based on range. Ships have a belt and deck rating, which is compared with the
penetration ability of the shell. If it is equal to or greater than the rating, then the shell penetrates. Non-penetrating hits
have reduced effect.
Antiaircraft fire is abstracted, with two values: An Area Strength for 75 mm and larger calibers) and a Light AA
Strength for 65mm and smaller. Area AA fire can be used any time an aircraft is within range. Light AA can only be used
against planes directly attacking that ship or passing within 2,000 yards. For both types, a single die roll is made for each
firing ship, and the result shows how many aircraft are shot down.
Surface ship and submarine torpedo attacks are made by a using table to find the correct lead angle, then firing the
torpedoes along that line, marking the spot of launch. Torpedoes move at their rated speed along their course line until
they are within 500 yards (optional flexible size depending on the run length). Players roll on hit tables based on the
apparent size of the target, the length of the torpedo run, and the number of weapons in the spread.
Aerial torpedo attacks are based on the number dropped and modifiers. A single die roll then gives the number of
torpedoes hitting the target ship. Dive bombing attacks are made in the same way, with the number of bombs dropped
and a die roll indexed to find the number that actually hit. Planes can also strafe ships, but with limited effectiveness.
Air-to-air combat is abstracted, with all dogfights occurring in an imaginary circle one nm in diameter. Within that
circle, an aircrafts exact position is undefined. There are six thirty-second air combat rounds in a tactical turn. Three
happen during the planned fire phase, the other three during the reaction fire phase. Players compare Maneuver Ratings
of opposing aircraft and roll dice to find out who gets in position for a shot. Gun attack ratings are then matched against
the targets damage rating and a die roll to see if the target is shot down. There are rules for formation flight and pilot
quality.
Maneuver Ratings are also used in determining an aircrafts turning and climbing abilities.
Rules are provided for night combat, including searchlights, aircraft flares, starshells, and radar.
Ships can attack submerged subs with depth charges or ahead-thrown weapons. Unless the ship is fitted with a
depth-finding sonar (rare in WW II), the attacking player must estimate the subs depth. The effectiveness of individual
depth charges is combined into a single pattern, with a single die roll for its effect. Ships can lay different types and sizes
of patterns, depending on how many depth charge launchers/rails they carry.
Planes can attack subs with rockets, depth charges and homing torpedoes; rolling percentile dice to see if they hit.
Amphibious landings are abstracted, with the ground combat (including movement) modeled as point strengths for
each side. Once every 30 minutes, the odds are computed and a die rolled to see if the attackers are stalled, losses are
inflicted, or the attackers achieve breakthrough. While the landing is in progress, ships and planes may attack point
targets on the beach or in the landing area normally.
Command at Sea
Rules Extracts
Chapter Two- Game Mechanics
2.2.1 Filling Out the Ship Reference Sheet (CaS
Form 1). Consult Annex A (in the Data Annex Book) and
find the information for a ship in the scenario under its
nationality and name. By entering this data on the sheet, it
will speed up play and reduce page flipping once the game
begins. The listing provides information for all ships of the
class. Exceptions for individual ships of the class are listed
in the remarks.
2.2.1.1 Basic Data. The first portion of the ship listing
provides basic data about statistics and performance. Enter
on the Ship Reference Sheet (in items 1 to 9) the ships
name, class, type, size class, maximum speed (in knots),
propulsion system, crew, total mounts, and armor ratings.
2.2.1.2 Damage and Speed Breakdown. Transfer the
damage and speed breakdown figures from Annex A entry
to the appropriate section of the Ship Reference Sheet. If
the vessel is a surface ship, line out the submerged speed
section on the sheet.
2.2.1.3 Sensors. Sensors may be radars (Annex G),
sonars (Annex H), or HF/DF.
2.2.1.3.1 Radars. Find the Sensors section of the ship
listing and enter the name of every radar in the radar
section of the Ship Reference Sheet. Then turn to Annex
G1, find each radar type, and transfer its statistics to the
proper line of the Ship Reference Sheet.
2.2.1.3.2 Sonars. Return to the Sensors section of the
ship listing and enter the name of every sonar in the Sonar
section of the Ship Reference Sheet. Then turn to Annex
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2.3 Turn Sequence (extract). All play in CaS is
simultaneous. Both players plot their actions at the same
time; they reveal their orders and move their vessels at the
same time; they fire their weapons at the same time.
Each Turn (Tactical or Intermediate) is divided into
phases. These divide the turn into specific periods when
specific actions may be taken.
Turns should be recorded in units of real time. For
example, the first Intermediate Turn might be at time 0100
(zero one-zero zero hours on the twenty-four hour clock).
The next would be thirty minutes later, at time 0130, the
one after at 0200, and so on. If two units moved into
detection range during the 0115 Intermediate Turn, the first
Tactical Turn would be 0115. The next would be 0118 then
0121, and so on.
2.3.4 Tactical Turn Sequence. The following sequence of phases is executed by the players each Tactical
Turn.
2.3.4.1 Plotting Phase. Players write down (log)
movement, firing, and other orders for their forces. Players
may plan fire for the coming Planned Fire Phase only
against targets detected in the previous turns Detection
Check Phase.
Plotting ahead (optional rule). If one or both sides are
undetected at game start, and if both players agree,
players can write their movement orders for three Tactical
Turns (the current and two more). While undetected,
miniatures or counters may be present on the game board,
and visible to both sides. Writing movement orders for a
future turn will prevent a player from reacting (even
subconsciously) to an undetected movement made by the
other side.
As soon as an opposing ship is detected, the future
orders are voided, and the player can plot normally.
If torpedoes are to be fired by surface ships or
submarines, players should plot movement at least one
turn ahead (the current and one more). This artificiality is
required because opposing players may see each other
plotting torpedo fire or placing markers down in the
Planned Fire Phase, but the weapons do not move until the
following Movement Phase. If players are using hidden fire
with a referee, plotting ahead is unnecessary.
2.3.4.2 Movement Phase. Surface ships and torpedoes move a distance equal to three minutes of travel.
Torpedoes that reach their target in this phase have a
chance to hit and inflict damage immediately.
2.3.4.3 Planned Fire Phase. All weapons ordered to
fire in the Plotting Phase are fired simultaneously. Gunfire
and attacks by aircraft are resolved immediately during this
phase. ASW mortar and depth charge attacks made in this
phase are resolved immediately.
2.3.4.4 Detection Check Phase. Players attempt to
detect ships using radar and lookouts. A unit can react only
to detected threats, even though the controlling player may
be aware of others.
2.3.4.5 Second Air Movement Phase. (not applicable)
2.3.4.6 Reaction Fire Phase. All shipboard weapons
which have not been used so far this turn may now fire at
either newly detected threats or against previously known
targets. Gunfire is resolved immediately. Guns fired only in
the reaction fire phase do half normal damage.
Command at Sea
2.3.4.7 Resolution Phase. This phase is not applicable in this limited game.
2.4 Ship Size classes. Throughout the rules, actions
will be taken based on the size of the vessels involved.
This includes maneuvering, detection and damage. To
simplify things, ships are grouped into size classes. The
rules will refer to size A, or size C, or so on. The classes
are:
SIZE CLASS TABLE
Class
A
B
C
D
E
Ship Types
CV, BB, BC
CA, CL, CVL, Large Merchant
DD, CVE, Medium Merchant
DE, PC, SS (surf), Small Merchant
PT boat, fishing boats, barges
Command at Sea
5
loss. Next Turn, he must move another 300 yards in a
straight line before he can turn another 45.
In the above example, the amount turned was critical
because of the ships slow speed. Perhaps the battleship,
damaged or caught at slow speed, needed to unmask her
batteries, or was attempting to comb a spread of torpedoes. In cases such as these, the table becomes critical. At
higher speeds, a ship can maneuver more freely.
Example: A destroyer (size class C) moves at 30
knots. It will cover 3000 yards in a three-minute Tactical
Turn. Turning 45 after each 300-yard increment, it could
make one and a quarter circles in the water in three
minutes.
Ships also lose speed when they turn, because of the
drag of the rudder as it goes over. The amount of loss per
45 turn is shown on the Turn Distance Table. In most
cases, the speed lost will be regained during the Tactical
Turn, unless the ship is moving slowly or makes a large
course change. The Ship Acceleration Deceleration Rate
Table (see also section 3.1.1) shows the amount a ship
can accelerate in one three-minute Turn. For example, a
Size Class C destroyer, moving at 35 knots, makes two 45
turns with standard rudder. This causes a speed loss of 4
knots, while it can accelerate 3 knots at the same time. The
normal acceleration of 6 knots is halved because the
destroyer turned. If the total speed loss from the ships
turns in a Tactical Turn exceeds the acceleration for the
ship in a the same turn, reduce its speed for the present
turn by the difference.
3.1.4 Evasive Steering. Ships that want to become
harder surface gunfire targets can steer irregular courses,
or chase salvoes. By turning toward the shell splashes
from the last enemy salvo, a ship can throw off the enemys
gunfire corrections. It is not foolproof, but it does help.
Of course, the rapid, unexpected turns also throw off
the maneuvering ships gunners as well, and ships steering
evasively cannot fire torpedoes.
Rather than try to model every twist and turn of a ship
in the water, a ship that wants to maneuver evasively just
plots it and declares it during the Movement Phase. The
ship moves normally, but covers only 75% of the distance it
normally would. The distance lost is due to steering to the
left and right of the base course, and the speed loss
caused by all the turns.
A ship must have a speed of 20 knots or more to steer
evasively. Speeds slower than that do not give the ship
enough maneuverability. Ships of size class B or smaller
can steer evasively. Larger ships (size class A) are not
maneuverable enough to use the tactic effectively. While a
ship is steering evasively, subtract 10% from gunfire
attacks on it if it is a B class, and 20% if it is a C or D and
30% for an E class. Also subtract 15% (20% for Japanese
ships) from its own gunfire attacks.
3.3 Torpedo Movement. Torpedoes are fired in
the Planned Fire Phase, after movement for the Turn is
completed. When fired, place two counters next to the firing
ship. One marks the torpedoes starting position, the other
is for the torpedo salvo itself. The torpedo salvo marker is
not moved until the following Movement Phase.
On one side of the torpedo salvo counter, put a letter
or symbol showing that it is a torpedo salvo and its speed.
On the other, put the number of weapons and the type.
6
In the Turns following the launch, the torpedoes move
in a straight line in a direction chosen by the firing player
(within firing arc limits). Counters can be used to show the
location of torpedoes on the way to their targets. Torpedo
speeds are listed in Annex E.
3.3.1 Speed. Some torpedoes have two or more
speeds listed in Annex E. Slower speeds give the torpedo
a longer range. Any speed can be chosen at the time of
launch. It cannot be changed once the torpedo is launched.
3.3.2 Course Changes. An unguided torpedo can
make one course change to anywhere within the firing arc
of its mount. Torpedoes were fitted with gyros which were
set before launch, and surface ships had trainable tubes.
Once on course it will not turn (Exception: Pattern-running
torpedoes will automatically make course changes around
a base course)
There is no limit to the size or number of turns made
by homing torpedoes as they turn toward their target. The
target must lie within the torpedo tube's firing arc when the
torpedo is launched.
3.3.3 Depth Changes. Unguided or pattern-running
torpedoes may be launched from the surface, Periscope/
Snorkeling, Shallow, or Intermediate Depth I against a
target at Periscope Depth or on the surface.
Homing torpedoes can be launched from the air,
surface, or underwater against a submarine at any depth.
Once it has acquired its target, a homing torpedo will
change depth to follow its target.
3.3.4 Range. The maximum range for each torpedo is
listed in Annex E. If the torpedo reaches maximum range
without hitting anything, it runs out of fuel and stops. It does
not explode.
Minimum arming range for all torpedoes is 250 yards
(1/8 nm). If one is fired at a target inside that distance, it
will not arm and will not explode.
Chapter Five - Detection
5.2 Radars. Radars use electromagnetic energy to
detect and track objects. Pulses of radio waves are
broadcast into space by an antenna. Objects in their path
reflect them back to the antenna where the direction of the
reflection gives the bearing, and the time the echo takes to
travel to the target and back gives the range.
5.2.1 Radar Specifications & Availability. Radars
are listed in Annex G1 (for ships and subs), G2 (for landbased radars) and Annex G3 (for aircraft). They all have a
detection range based on the contacts size and the radars
function. The function describes what targets they can see.
Surface search radars are designed to see surface
contacts, air search radars look for aircraft. Height-finding
radars can tell the height of an air target.
At the beginning of WW II, only a few ships were fitted
with primitive radar sets. Radar technology matured quickly
under wartime urgency and during the war many ships
were fitted with several different radar sets. Once a new
radar was developed, it was quickly rushed into production,
and within a few months it was fitted to every ship in the
fleet.
There is no way to list the changes in the radar fit to
every ship over the entire course of the war. To see what
radars are fitted to a ship for a particular scenario, first
check the scenario itself to see if there are any notes on
Command at Sea
the ship's equipment. If there are none listed, or you are
not using a prepared scenario, note the date and check
Annex A. In the remarks section for each class we have
included information on each ships sensor fit.
If these do not have the information, then look at
Annex G1, Naval Radars. It has a series of charts, listing
all shipboard radars by country and function and date of
availability.
5.2.2 Detection by Radar. All radars have a 70%
chance of detection inside their effective range. This roll is
made during the Detection Phase. If unsuccessful, keep
rolling on following turns to attempt to detect the same unit
as long as it is within detection range. Once detected, the
contact will not be lost unless the radar is put out of action,
turned off, the contact moves out of detection range,
moves below the radar horizon, or behind terrain.
Radar gunfire directors could also be used as search
radars, but they were not designed for this purpose,
instead, the controlling player must pick a sector 90 wide
for the radar director to search. The sector can be changed
each Tactical Turn. The probability of detection is 60%.
Gunfire control radars were not designed to be operated for
very long periods of time in a search mode. There is a 10%
chance each Intermediate Turn that the radar is on that the
radar breaks down. See equipment serviceability in section
8.4 for repair rules.
5.2.2.1 Size of Contacts. The larger the contact, the
farther away a radar can detect it. The size of a potential
radar contact is measured in square meters, which is called
the radar cross-section, or RCS. The Radar Contact Size
Table (next page) shows the size classifications for aircraft
and ships.
The detection range given in Annex G is for a Large,
Small, or Very Small contact. A Large contact is a bombersize aircraft (10 square meters), or a size class A or B ship
(cruiser or larger). A Small contact is a fighter-size aircraft
(2 square meters) or a size class C, D, or E ship. Periscopes, submarine masts, and missiles are Very Small
contacts. They have a radar cross-section of 0.1 square
meter or less. Periscopes and submarine masts cannot be
detected by radar at all over sea state 4.
5.2.3 Tracking. Once detected by radar, players do
not have to roll to detect a unit each turn. A contact is
detected until it drops below the radar horizon, moves out
of range, or all the radars capable of maintaining track are
turned off.
5.2.4 Shipboard Radars. Characteristics of shipboard
radars are listed in Annex G1. There are four main types of
radars:
5.2.4.1 Shipboard Surface Search Radar (SS).
Surface search radars are medium-range radars which will
pick up ships, land, and air contacts at Low and Very Low
altitude. They are also called navigation radars. Shipboard
SS radars are the only type of radar that can detect
periscopes.
5.2.6 Environmental Effects on Radar. Despite its
ability to pierce darkness and storms, a radars effectiveness is reduced by rising sea states and nearby land
masses.
5.2.6.1 Radar Line of Sight. The distance at which
units can detect each other is limited by the range to the
horizon. This depends on the height of the two units
attempting to detect each other. To determine the maxi-
Command at Sea
mum line of sight, consult the Radar Line of Sight Table for
the height of the sensor being used. The Radar Line of
Sight Table is also used for determining possible DF
intercepts (110% of radar horizon, see section 5.6).
Example: An A or B class-sized ship with an air search
radar attempts to detect a bomber at Medium altitude. The
radar has a range against a large target of 120 nm.
Referring to the Radar Line of Sight Table, find the
searching ship in the left hand column (as A or B-sized
ship), and the target column (as Medium Altitude); at the
junction of the row and column, find the value 172. This is
the maximum distance at which a target can be detected,
regardless of the stated range of the radar. The height of
eye of a ship is determined by its type with categories listed
in the Ship Class Table in section 2.4.
5.2.6.3 Land Mass Effects. Nearby land may reduce
a surface search radar's effective range. Air search radar
beams are angled up, so they never see land.
WW II radars lacked good directional antennas and
the electronics to filter out land masses within detection
range. In order to avoid having their scopes completely
blanked out by the echoes from land, operators had to turn
down the gain (the signal strength) which meant a reduced
detection range.
If there is an island or land anywhere in the radars
detection range, the range is halved. If land occupies three
or four 90 quadrants within the radar's range, the range is
quartered.
5.2.6.3.1 Detecting Ships Near the Shore. Surface
ships within 1 nm (2000 yds) of a shoreline cannot be
detected if they are between the detecting radar and some
part of the shore. These targets may be detected by other
sensors. Aircraft flying next to hillsides or the shoreline may
also be screened by this method.
5.2.6.3.2 Land Blocking Radar Line of Sight. Land
masses between a radar and a potential contact block line
of sight, unless specifically stated in a scenario.
5.2.6.3.3 Fire Control Radars and Land. Radar
gunfire directors can be confused by land behind a target.
If there is land in the same 90 quadrant as a target (45 to
either side) and within Extreme gun range, halve the
benefit of the radar (+2 becomes +1, +1 becomes +0).
5.4 Visual Detection. The human eye was still the
most widely used sensor in WW II, even though radar was
quickly becoming more useful.
5.4.1.1 Sighting Conditions. The distance someone
can see is affected by the light (day or night) and the
weather (haze, rain, or snow). The Sighting Conditions
Table shows how the range is reduced by various conditions.
There are four categories: Clear Day, Clear Night, Day
Precipitation, and Night Precipitation. Days and Clear Night
are modified by weather. Clear Night is also modified by
the phases of the moon. Night Precipitation is not modified
by the moon since the clouds obscure it.
The visibility will be provided in the scenario description, or can be determined based on the existing conditions. For example, on a clear night with a half moon, the
average sighting distance to a darkened ship is 6-9 kyds.
This will be reduced or increased by events during the
battle. For example, gun flashes at night increase visibility
by two tables (25% surface visibility would be increased to
7
50%). These are listed in the Visibility Variation Table.
Sighting ranges are further modified by a sigma, or
variation. This represents not only local variations in the
sighting conditions but differences in the performance of
the lookouts themselves. The amount of variation changes
depending on the sighting conditions. For example, with
100% visibility, the sigma is 6 kyds, meaning that the
sighting range will actually vary by 6 kyds from the
specific table value. This is rolled on the Visibility Variation
Table when a player attempts to detect something visually.
If a player is using more than one table (trying to
detect both ships and aircraft in the same turn, for example) use the same D10 roll for the Sigma on both tables.
The die roll represents the variation in sighting conditions
immediately around the unit for that Tactical Turn. It will
vary from one turn to the next, and must be rerolled for
each unit each turn it attempts detection.
5.4.2 Making Detections. Players trying to see
another unit must find out if it is in visual range. If it is,
detection is automatic.
Visual sighting range depends on the sighting conditions (weather and light) and the type of units involved.
There are four combinations of units, each with its own
table: surface-to-surface, air-to-surface, and air-to-air and
surface-to-air; the last two being rolled on the same table.
Sighting ranges are either expressed in thousands of
yards, or as a percentage of maximum. Maximum sighting
range against a ship is 50 kyds (25 nm) for planes and 38
kyds (19 nm) for another ship.
Detection is checked from a unit to an enemy formation or group of units, not to each individual unit in a
formation. The human eye, once cued to a location, can
easily detect nearby units, and sighting conditions to each
unit in the formation are usually identical.
Test sighting ranges to an aircraft formation as a
single group. If one plane is spotted, all are spotted. For
ship formations, test detection to the nearest ship of a
formation. If it is spotted, all the ships in sighting range are
seen. This may be all of the formation, or just part of it.
5.4.2.1 Sighting from Ships. The farthest sighting
range for a ship is affected by its height of eye, the
distance of the observer above the water. The higher the
observer, the greater the visual horizon.
This horizon is reduced by the sighting conditions to
give the effective range in the existing sighting conditions.
The Surface-to-Surface Sighting Table includes the
modified horizon distances.
In the Detection Phase of a turn, when a player wants
to have one ship try to see another ship, they should first
find the maximum line of sight on the appropriate Surfaceto-Surface Sighting Table for the existing conditions, then
roll D10 for the sigma and apply it to that sighting range.
Example: A battleship (size class A) tries to see a
cruiser (size class B) on a clear night with a half moon
(25% visibility). On the Surface-to-Surface table for 25%
visibility sighting conditions, base range between two units
of that size is 9500 yds. The sigma for 25% visibility is 2
kyds. Rolling D10 on the 2 kyd line, the player gets a 2, or
-1 kyds, so the maximum range that the battleship can see
the cruiser in that Tactical Turn is 8500 yards. If the actual
range is less than or equal to this, the battleship can see
the cruiser and any other size class B ship or larger inside
that radius.
8
If the cruiser was firing its guns, increase the visibility
by two tables (from 25% to 50%). This changes the base
range from 9.5 kyds to 19.0 kyds and the sigma from 2 to 3
kyds.
5.4.2.4 Sighting torpedo wakes. Torpedo wakes
could be detected by alert lookouts, sometimes in time for
the ship to maneuver to comb the wake of the incoming
weapons. For ships without sonar, this is the only way to
detect an oncoming torpedo attack.
If the attacking torpedo uses steam propulsion,
In daylight:
20%
In morning or twilight:
15%
At night:
25%
Electric torpedoes are wakeless, and cannot be visually
detected.
If an attacking torpedo is detected, the targeted ship is
allowed to reduce its apparent size class by one table (two
for DDs and smaller) as it turns to comb the wake. After the
torpedo has passed, the ship will automatically assume its
original course, so no actual maneuver is necessary.
5.4.4 Nighttime Illumination. A unit can be detected
visually at night, but it is still a poor target for gunnery
purposes. Without a light source of some kind, a ship is
only a shadow, with its shape, course, and even its
direction uncertain. A target must be illuminated for
visually-controlled gunfire to be fully effective. There are
many ways of doing this.
Searchlights can be manually or radar controlled.
Radar-controlled searchlights are land-based. Flares
include aircraft dropped flares and star shells fired by guns.
Searchlights, flares, and star shells are limited by weather.
If the weather conditions reduce the sighting range below
25% visibility, then use the most limiting range as the
maximum illumination radius.
Ships or land bases may also use their own lights.
Normal running lights and other nighttime illumination were
usually kept off, blacked out, if there was a chance of
attack. Sometimes, though, it was necessary to use them.
Admiral Marc Mitscher is legendary for turning on the
carrier's lights, and the lights of every ship in the task force,
after the Battle of the Philippine Sea. This enabled his
planes, aloft long after dark, to find the carriers and safely
land. The Japanese performed a similar act during the
Battle of the Coral Sea.
Use of lights will allow operations at night or poor
weather, but the units using them are illuminated.
5.4.4.1 Ship Based Searchlights. Ships were
equipped with searchlights in order to illuminate targets in
night surface actions. Searchlights have a range of 8 kyds
(4 nm) and must be ordered to be turned on or off during
the plotting phase. Any ship using searchlights is illuminated itself for gunfire purposes. Any ship in the beam of a
searchlight is treated as illuminated.
Searchlight illumination is ordered during the plotting
phase, and is available for targeting purposes in the
planned fire phase of that turn. Any new targets found in
the detection phase cannot be illuminated until the following planned fire phase. It takes a little time to coach the
searchlight operator onto the target.
A searchlight can only illuminate a target once it has
been detected, either by radar or visually.
Command at Sea
5.4.4.4. Firing Starshells. Starshells can be used to
illuminate a surface target. They may be fired by a minor
combatant's primary battery, a major combatants secondary battery, or sometimes by a special gun. In the Plotting
Phase, designate one mount (it must be able to fire in the
desired direction) as firing illumination rounds (starshell).
That mount may do nothing else that Tactical Turn, but the
other mounts in the battery may fire normally.
In the Planned Fire Phase, resolve the starshell guns
first for hits and misses and the location of the fire. After
that, the other guns fire, and can benefit from any illumination the starshells provide. Like other guns, starshell guns
fire throughout the Tactical Turn, with no further resolution
of their fire needed.
Starshell illumination actually requires a series of
shells, fired over the entire three-minute Tactical Turn.
Individual starshells burn out quickly and if the mount
ceases fire, the light quickly fades. If the mount stops at the
end of a turn or shifts to another target, the target ceases
being illuminated in the following turn. Starshell must be
renewed for each Tactical Turn.
Starshells have a minimum range of 4000 yards
(2 nm). Inside that range, the shell is moving too fast for
the chute to deploy without shredding.
In the Planned Fire Phase, the player rolls the chance
to hit for the gun normally. If it is a hit, the starshells land at
the desired location, either a plotted point on land or a
designated ship. If they miss, roll D10 again. On a 1-5, the
fire lands 500 to 2500 yards short. On a 6-10, it lands 5002500 yards long.
STARSHELL MISS TABLE
D10 roll
1
2
3
4
5
6
7
8
9
10
Miss distance
2500 short
2000 short
1500 short
1000 short
500 short
500 long
1000 long
1500 long
2000 long
2500 long
Command at Sea
Smoke does not block radar detection, so radarcontrolled gunfire or bombing is not affected by smoke.
Gunfire spotting aircraft are not affected unless the target is
actually in the smoke screen.
If a ship moves into smoke during the Movement
Phase, and ends the phase within the smoke, it may still be
fired on if it spent at least half of its movement outside the
smoke. If the ship is obscured for more than half but not all
of the turn, all gunfire suffers a -20% dead reckoning
penalty for that turn only. This is 2/3 of the normal blind fire
modifier, since the ships location was known before it
became obscured. If the ship remains hidden on following
turns, it cant be fired on at all.
5.4.5.1. Shipboard Smoke Screens can be created in
any Plotting Phase. In the Movement Phase of that turn, a
ship will leave a smoke screen in its wake. The smoke
screen can be turned on or off each turn as the player
desires. The screen extends only into the VLow altitude
band. The smoke screen will remain for four Tactical Turns
(in calm weather), then disperse.
Reduce this time by one turn for every 10 knots of
wind. (e.g., If it is from 1 - 10 knots, it will last three turns. If
the wind is 11 - 20 knots, the smoke screen will only last
two turns.) Smoke is removed in the Plotting Phase of the
turn in which it disappears.
Chapter Six - Surface Combat
6.1 Surface Gunnery. Surface ships and surfaced
submarines can attack other surface targets with guns.
Many ships carried several different calibres of guns.
Large-bore long-range weapons were the principal shipkilling weapons of the day, and ships were rated by the
size of the gun they carried. Destroyers mounted guns
smaller than six-inch, light cruisers mounted six-inch guns,
heavy cruisers eight-inch guns, and capital ships mounted
guns of ten inches and higher.
Larger ships mounted a medium-caliber secondary
battery, both for antiaircraft protection and for smaller
surface targets, so as to not distract the main battery from
its primary work of destroying capital ships. Finally, smallbore automatic weapons were carried on all ships for
antiaircraft protection. These could also be used against
surface ships if they were close enough.
Ships of destroyer size and smaller will mount a
medium-caliber main battery, usually dual-purpose.
6.1.1 Directors. Guns of 40mm calibre and higher on
surface ships were usually aimed by a director. Mounted
high on a ship, directors used powerful optics, sometimes
radar, and analog fire control computers to track a target.
This is the device knocked out when a gun battery takes a
fire control hit. Its loss reduces the guns to local control.
As the director tracked a target, guns located all over
the ship would automatically follow its movements, with
corrections added to allow for the range to the target, wind,
distance between the director and the mount (parallax)
and on large guns, even the rotation of the Earth.
Guns could be controlled locally, that is, on the
mount or turret itself, but this was always less effective
than using the director. Rules for local control are provided
in section 6.1.3.
9
Each gun type on a ship was usually controlled by a
different director. A single director could control many gun
mounts, but a ship can only engage as many surface
targets as it had gun directors unless the individual gun
mounts or turrets were in local control. A director can
control as many guns of the same type as a ship has. All
guns linked to a director fire as a group, rolling one die roll
to hit. Locally-controlled mounts roll to hit individually.
In Annex A, each ships gun equipped with a radar
director will have it listed on the same line as the weapon.
All main and secondary batteries have optical directors.
6.1.2 Radar Gunfire Control. Radar technology
advanced during WW II to the point where it could be used
not only to detect a target, but to improve a guns chance to
hit as well. This was a great benefit. Without radar, range
to a target had to be measured using a stadimeter or by
coincidence ranging, both optical methods. These are slow,
and are affected by haze or darkness. With radar the exact
range could be determined instantly, day or night, and fed
into the gunfire computer.
Radar gunfire directors can be confused by land
behind a target. If there is land in the same 90 quadrant as
a target (45 to either side) and within the radars unmodified range, subtract 10%.
6.1.3 Gunfire in Local Control. Some guns may be
fired without their director, in Local Control. Any gun
mount can be put in local control by ordering it in the
Plotting Phase. In local control, the crew in the gun mount
aim the gun themselves, instead of relying on an external
director. This is the normal procedure when the director
has been knocked out.
If a gun has lost its director, or only functions in local
control, subtract 15% from the chance to hit.
The gun director is located at one of the highest points
on the ship, while the gun mounts and their sights are
mounted much lower, usually on the main deck itself. This
meant that if the gun crew depended on the mounts sights,
the visual horizon and spotting range was reduced. In local
control, reduce the ships size one class for gunnery
purposes.
Example: A heavy cruiser (size class B) has its main
battery director knocked out. Its after main battery director,
located aft, takes over. For the purposes of spotting targets
for the main battery, treat the cruiser as size class C. In
addition, it cannot engage targets forward unless those
turrets drop into local control. A second director hit knocks
out the after director. All turrets now drop into local control.
For the purpose of spotting targets for the main battery,
treat the ship as size class D.
6.1.4 Gunnery Procedure. Gun ranges are divided
into four range bands: Short, Medium, Long, and Extreme.
Long range is often called effective range.
The ballistics of a shell in flight are the same for all
guns. The only thing that changes is the size of the shell
and its muzzle velocity. These two things affect how far it
flies and what damage it will do if it hits something.
Since the ballistics are the same, the chance of a hit is
the same for each range band. A gun at Short range has a
base 70% chance to hit. A Medium-range shot has a 50%
chance, a Long-range shot has a 20% chance, and an
Extreme-range shot is only 10%. These chances can be
changed up or down by various modifiers. The chance to
hit cannot be raised over 90%, even with modifiers.
10
Command at Sea
While the base hit chances are the same, the size of
the range bands vary for each gun. A US 16/50 has a
short range of 6300 yards, while a Japanese 10th Year
Type 120mm/45 has a short range of 2600 yards. The
terms Short, Medium, Long, and Extreme are relative,
depending on the gun. Only the chance to hit remains
unchanged.
To attack a surface ship with guns, measure the range
from the firing ship to the target and note the targets
aspect. Choose the proper range band (short, medium,
long, or extreme) by comparing the measured range with
the numbers for that gun in Annex C. Count the number of
barrels firing. Be sure to consider arcs of fire (section
2.2.1.7) and that guns can actually fire on the target. Adjust
the chance to hit up or down by using the Gunfire Modifiers
Table.
If a target is within Extreme range, a ship can always
fire a ranging shot, even if the modified chance to hit is
less than zero. It counts toward any consecutive turn
gunfire modifiers.
Roll D100. If the roll is less than or equal to the
adjusted chance to hit for that range band, the target has
been hit.
Note the number of damage points inflicted by the gun
in that range band (found in Annex C). Look on the Gun
Damage Multiplier Table, cross-indexing the number of
barrels firing and the range band. This gives a multiplier for
the damage inflicted in Annex C. Multiply the two numbers
to get the number of damage points suffered by the target.
Guns that fire only in the Reaction Fire Phase (in response
to a newly-detected target) have their damage halved.
GUN DAMAGE MULTIPLIER TABLE
No. of
Barrels
Fired
1-3
4-6
7-9
10 - 12
13 - 15
Example: A US Brooklyn-class light cruiser is operating at night as part of a formation when the lookouts detect
a Japanese formation. The cruiser opens fire. The target, a
heavy cruiser, is at medium range off the starboard beam
of the light cruiser. All five turrets of the American cruisers
main battery will bear (15 barrels total). The Japanese
cruiser is full broadside to the firing ship, and is steaming at
20 knots.
The base chance of a hit at medium range is 50%. The
player applies the following modifiers: visibility less than
40% due to it being night (-10%), 15 barrels firing (+20%),
size class B broad aspect (+5%). The adjusted chance to
hit is 65%. No radar is used here, but if the ship was fitted
with a FC (Mk3) radar with a +10% modifier, the chance
becomes 75% or less.
The player rolls D100 and gets a 26, resulting in a hit.
The cruisers guns (firing AP) inflict 10 points, and the
multiplier for 15 guns at medium range is 5, so the cruiser
inflicts 50 damage points.
Command at Sea
11
speed combine to create the targets apparent motion
across your line of sight.
On the upper part of the Torpedo Deflection Angle
Table, cross-reference the target angle and target speed.
The resulting number is the targets apparent crossing
speed, its speed across the firers line of sight.
Next, on the lower part of the table, find the column
that matches the torpedos speed and go down it until you
find the closest match to the apparent speed. In case of an
even split, average the two values. Follow that row to the
right and this is the deflection angle that you must use to hit
the target. This is the hard part: If the firer is on the target's
starboard side, add this angle to the bearing to the target. If
the firer is on the port side, subtract it from the bearing.
The result is the torpedo course that will hit the target
provided it does not maneuver.
Often, a spread of torpedoes, fanned out at slightly
different angles, were fired to increase the chance of a hit.
If a player wants to fire more than one weapon, he just
decides how many torpedoes are in the spread. This can
be as many weapons as he wants, up to the number of
tubes in an individual mount.
For example, a U.S. Fletcher-class destroyer has two
quintuple torpedo tube mounts. Thus, this destroyer can
fire two salvos of five torpedoes each. Torpedo mounts are
aimed separately, so two five-tube mounts cannot combine
their weapons into a ten-torpedo spread.
No angle calculations for individual torpedoes in the
spread are needed. These are made automatically by the
torpedo officer, and are factored into the chance to hit.
Mark the position of the ship when the torpedoes are
fired, either with a marker on the playing surface, or
secretly if hidden movement is being used. In daylight, if an
enemy ship can be seen, any torpedo launch can be seen
as well. Make sure that the direction of the spread is within
the firing arc of the torpedo tubes for that ship.
Torpedo Movement to target. In every movement
phase the turn after they were fired, torpedoes move at
their rated speed in a straight line on the course decided by
the player (within the tubes firing arc). Depending on the
targets maneuvers after launch, it may or may not be at
the expected point of intercept. In addition, another ship
(friendly as well as enemy) may be struck by the torpedoes
if it gets in the way.
If a torpedo spread comes within 250 yards (500 yards
total width) of any eligible torpedo target, that unit is
attacked by the spread, and the torpedo attack should be
resolved against it.
Torpedoes move like any other surface ship or sub. If
there appears to be a chance of a torpedo spread and a
ships path intersecting, use proportional movement to see
if the torpedoes pass close enough to resolve an attack. If
the players are not using a referee, they will have to plot
movement one turn ahead. See section 2.3.4.1.
6.3.1.1 Resolving Torpedo Attacks. When a torpedo
reaches a ship (its intended target or another that gets in
the way) the attacking player must roll to see how many
torpedoes actually hit.
This is based on the targets actual size (Battleship,
Cruiser, Destroyer, etc.) and the angle that the torpedoes
attack from. A side shot on a destroyer stands a better
chance of hitting than a bow-on attack on a battleship.
12
Command at Sea
1
87
2
37
3
12
This means:
Die roll of 88 - 00
Die roll of 38 - 87
Die roll of 13 - 37
Die roll of 01 - 12
no hits
1 hit
2 hits
3 hits
full spread. All remaining torpedoes are treated as individual weapons i.e. spread size =1. The only exception to
this rule is if the salvo misses the first target completely,
then the second target in the torpedoes path would be
attacked by the full salvo.
If the target ship is stationary (speed zero, dead in the
water), move two lines up on the torpedo table.
Example: A single torpedo is fired at a stationary ship.
At the end of its run, it has covered 5000 yards. Instead of
using the 5000 yard line, use the 3500 yard line. This
compensates for the difficulty in estimating a targets exact
speed, which does not exist with a stationary ship.
6.3.4 Torpedo Depths. Torpedoes can be set to
attack either shallow-draft or deep-draft targets. Torpedoes
set deep will not hit destroyers or smaller craft (size class
C, D, or E), but will hit larger ships below the armor belt. If
they are set shallow, they will hit any ship, but if they hit a
CL or larger vessel (Size class A or B) with armor, it will hit
the main armor belt and will have a reduced effectiveness.
The effect of armor on torpedoes is described in section
8.1.7.
6.3.5 Plotting Secret Torpedo Fire. The surprise
nature of torpedo attacks is hard to reproduce in a twoplayer game. If both players agree to secret attacks,
though, they can be simulated to some degree.
First, mark some spot on the playing surface as a
common, fixed, reference point. Also mark the point on
graph paper, and plot the locations of all the ships involved.
As the game progresses, the subs player can update the
ships positions on the graph paper.
When a sub player wishes to fire torpedoes, he
calculates and records the fire normally, but does not
announce it. Instead, he just tracks the position of the
torpedo on paper until the wakes are sighted (section
5.4.2.4) or they attack a target.
6.8 Combat Considerations. Combat is restricted by
the following considerations.
6.8.1 Weapons Danger Space. Surface ships may
not fire their guns at other surface targets if friendly ships
are in the line of fire. The danger area between the firer
and the target within ten degrees of either side of the line of
fire in the guns Short and Medium range band. By the time
a shell has passed into the Long range band it is high
enough so that it will pass over any friendly ships.
For a friendly ship to be included in the weapons
danger space surrounding an enemy ship, it must be inside
the space for at least half of the enemy ships Movement
Phase.
There is a second danger space directly around the
target. It lies within five degrees of the line of fire and ten
percent of the range between the firer and the target.
If a friendly or enemy ship passes through either
danger space, it is also subject to an attack at half the
modified chance to hit and if hit, half the damage for that
range band.
This danger space represents the occasional shell that
does not follow a predicted ballistic path, an unexpected
roll that a stabilization system cannot account for, or aiming
errors by the director. Such errors would usually just
include a single shell or a single salvo, but the damage
values in Annex C actually represent only a few shells out
of the many fired actually striking an intended target.
13
Command at Sea
250
8
299
0
333
Sinks
14
Each turn of shellfire of 120mm or larger which hits a
carrier automatically inflicts a flight deck critical hit (penetration allowing), in addition to any other criticals caused
by its damage points.
8.1.5 Effects of Massive Damage. Even though most
of a ships weapons may still be intact, there is a point
where massive damage to the ship overall will prevent the
operation of various weapons.
When a ship has only 25% of its original damage
points remaining, all primary and secondary batteries,
torpedo tubes, and ASW weapons are out of action.
Remaining Light AA is unaffected. Submarines must
surface. Aircraft carriers cannot launch or land aircraft on
the flight deck.
When a ship has only 10% of its original damage
points left, all of its weapons, including catapults, are out of
action.
8.1.6 Effects of Armor. Armor reduces the amount of
damage a ship takes and provides special protection to
critical areas of a ship. In World War II, ships larger than a
destroyer carried armor covering the magazines and
engineering spaces (belt), major weapons (turret top and
faces), and the deck. Other critical items, such as the
conning station, could also be armored. The armor belt
provided protection against close-range shell fire and
shallow torpedoes. The deck provided protection from
bombs and plunging fire at long ranges.
Larger warships also had special protection against
torpedoes. Below the waterline, the ship had a series of
empty compartments, called voids. These were designed
to absorb the force of a torpedo's warhead, and prevent the
true inner hull from being ruptured. The voids were filled
with air or fluid. While a torpedo would destroy the voids,
no real harm would be done to the ship.
Each weapon has a penetration rating as part of its
statistics. These values are precalculated for each gun at
each range bracket, and are listed in Annex C. To find a
guns penetration, measure the range and find the appropriate range band in the Annex for that gun and shell type.
The most common shell types are Armor-Piercing (AP),
High Explosive (HE), Semi-Armor Piercing (SAP), Common
(COM), and Special Common (SCOM)
Short and Medium-range gunfire has a relatively flat
trajectory, and will strike the side of a ship on the armor
belt. Long-range and Extreme-range fire must arc much
higher and is called plunging fire. It always strikes the deck
armor.
Bombs are classed as Armor-Piercing (AP), Semiarmor piercing (SAP) or MC (for medium-capacity),
general-purpose (GP) or HC (for high-capacity). ArmorPiercing bombs have specially forged casings, and are
almost solid metal with only a small bursting charge. SemiArmor Piercing bombs have a thinner casing but a larger
explosive charge. General-purpose bombs have relatively
thin-walled casings and a very large explosive charge.
One of an attacking player's tasks is to decide which
types of bombs should be carried for a target. Aircraft
loaded with specialized AP bombs can damage a capital
ship, but will not do much to a lightly armored warship or
merchant. The amount of damage inflicted by GP, SAP,
and AP bombs and other weapons is shown in Annex F1.
Command at Sea
Bombs and rockets always strike the deck armor,
except skip bombs which strike the belt. Bombs will have
two penetration ratings which are listed in Annex F1. The
first penetration rating is for pressed home dive bombing
attacks and level bombing attacks from Medium altitudes.
The second rating is for regular dive bombing attacks and
level bombing attacks from High altitude. Much of a bombs
penetration comes from kinetic energy, not explosive force.
This means that for AP bombs to get full penetration they
must be dropped from High altitude. For the rare case of a
Low altitude level bombing attack, AP bombs have a
penetration of 2, SAP bombs have a penetration of 1, and
all other bombs have a penetration of 0.
Strafing attacks will not penetrate armor.
Deck and belt armor ratings are provided for each
ship. For example, the Baltimore-class heavy cruisers have
a rating of 13/6, meaning a belt thickness equivalent to 13
centimeters, and a deck armor equivalent to 6 cm. The
deck is much thinner than the belt, but shells at Long range
do not penetrate as much armor and the chance of getting
a hit is much less as well. This does not take into account
the effects of a bomb hit though.
Compare the penetration ability of a weapon with the
armor rating where it struck (Deck or Belt). If the weapons
penetration is greater than the armor rating, full damage
will occur.
If a shell or bomb does not penetrate, divide the
damage depending on the type of bomb or shell by:
AP or SAP/SpCOM:
Short and Medium range shellfire
3
Long and Extreme range shellfire
2
Bombs
2
HC, HE, COM
Short and Medium range shellfire
6
Long and Extreme range shellfire
4
All other bombs (HE, GP, MC, HC)
4
The smaller reduction for Long and Extreme-range
shellfire is because less of the shell's damage is caused by
kinetic energy at these ranges. For free-falling and lowvelocity ordnance, almost all of the damage is inflicted by
the explosive.
If the weapon does not penetrate the armor where it
struck certain critical hits will not happen, either. These are
marked with an asterisk (*) on the critical hit table. For
example, to knock out a ship's main battery, a bomb must
penetrate the ship's deck armor. A shell must penetrate the
deck armor at Long or Extreme range, or the belt armor at
Short or Medium range. If it penetrates, the critical is
inflicted as well as full damage.
8.1.7 Armor and Torpedoes. Torpedoes can be set to
run shallow or deep. Torpedoes must run shallow to hit
size C-class (destroyer) and smaller ships. A shallow
torpedo will strike a larger ships belt armor, however. Deep
torpedoes will run under small ships and will strike larger
ship below the belt armor, on their torpedo bulges if they
have any. While some large ships carried torpedo protection systems (described later) many did not.
Whatever their depth, torpedoes that strike a ship from
the narrow aspect (see chart section 6.3.1) strike outside
the armor belt or the torpedo protection system.
8.1.7.1 Shallow-Running Torpedoes. If a shallowrunning torpedo strikes the armor belt, its damage is
reduced according to the following table.
15
Command at Sea
Targets
Belt Armor
0-5
5-10
11-20
21-30
31-40
Damage Point
Reduction
None
10%
25%
40%
50%
16
Damage Control: Reducing Fires. For each fire, roll
D10 before the Plotting Phase of the following Tactical
Turn and each following Intermediate Turn: 1-4 means that
the fire has been reduced one level (2%), and minor fires
have been extinguished; 5-8 means that the fire continues
as before; 9-10 means that the fire increases one level of
intensity (2%). A severe fire will not increase in severity
beyond 6%.
Ships which reduce all fires to minor before the
planned fire phase are not illuminated. If they have a major
or severe fire, they are illuminated.
8.2.9 Fire Control. The fire control system has been
damaged (main, secondaries or backup). Control must be
shifted to either backup or local fire control systems.
8.2.11 Flooding. If a major breach is made in the hull,
the affected area must be quickly isolated or the ship will
sink. Damage to other sections, or failure to close off all
possible paths for flooding water may make this difficult.
Many ships in WW II were lost due to progressive flooding. For each flooding critical, Roll D10 to find out how bad
it is.
1-5 Minor Flooding. The ship loses 2% of its original
damage points per intermediate turn until the flooding is
isolated.
6-8 Major Flooding. The ship loses 4% of its original
damage points per intermediate turn. Ships must slow to
15 knots or less.
9-10 Severe Flooding. The ship loses 6% of its original
damage points per Intermediate turn. Ships must slow to
15 knots or less.
Capsizing: If the total percentage of all flooding
casualties on the ship totals 15% or more there is a risk
that the ship will capsize (roll over). It is not the total
amount of water in the ship, but the uncontrolled rate of
entry, that creates a risk of capsizing.
The chance of this happening is 25% (cumulative),
rolled each Intermediate turn until the flooding casualties
are isolated reducing the percentage below 15%.
Damage Control: Isolating Flooding. For each flooding
critical, roll D10 before the Plotting Phase of the following
Tactical Turn and each following Intermediate Turn: 1-4
means that the flooding has been reduced one level in
intensity (2%), and minor flooding is completely isolated; 58 means that the flooding continues as before; 9-10 means
that the flooding increases one level of severity (2%).
Severe flooding will not increase in severity beyond 6%.
8.2.14 Light AA battery. The ships light AA strength
is reduced by one quarter.
8.2.15 Main Battery. Roll D10. On a 1-2, the fire
control for the main battery has been knocked out (armor
penetration not required). See 8.2.9. On a 3-0, one of the
gun mounts/turrets in the main battery is out of action. Roll
D10 again. On a roll of 9 or 0 the magazine detonates,
destroying the ship. Ships within 500 yards of the exploding
ship suffer damage equal to the batterys HE damage at
Short range.
If a main battery mount/turret is hit, roll randomly to
see which one is destroyed. All mounts/turrets are counted,
even if they are already out of action. If the mount has
already been destroyed, no further damage is inflicted. If
the main battery is also the Area AA battery, see also
8.2.3.
Command at Sea
8.2.16 Other Weapon. One of the weapons listed for
the ship in Annex A, except a main battery, has been
knocked out. Roll randomly to find out which mounts have
been hit. Previously hit mounts can be hit again. If the
mount has already been destroyed, no further damage is
inflicted. If there are no applicable weapons, ignore the
critical.
If the weapon destroyed is part of the Area AA battery,
see also 8.2.3. If it is a torpedo tube or an ASW weapon,
see 8.2.20. If the weapon is an aircraft, see 8.2.1.
8.2.17 Rudder. The ships steering or control surfaces
are damaged. Maximum speed is reduced to 1/3 of the
ships undamaged speed. Course changes after moving
the required advance are reduced from 45 to 15.
Submarines lose depth control. A submerged submarine has a 5% chance times its speed to involuntarily
change depth. Roll before each Plotting Phase. If the
submarine does accidentally change depth, roll D10. 1-5 it
goes up one level, 6-10 it goes down one level. The
submarine will not exceed crush depth. A submarine which
is at periscope depth and goes up one level will broach, but
will automatically dive the following turn, unless another
up roll occurs.
8.2.18 Sensor. One of the radars, sonars, ESM, HF/
DF, or searchlights is destroyed. Roll randomly to determine which one is affected. If all of the ships sensors are
already knocked out from damage taken in previous turns,
a minor fire is started instead.
8.2.20 Torpedo or ASW Weapon. A torpedo mount,
depth charge rail or thrower, or ahead-thrown ASW
weapon has been hit. Roll D10. On a 9 or 0, the mounts
ammunition explodes, doing one warheads worth of
damage to the ship. If the mount has fired all of its weapons, there is no danger of explosion.
If a torpedo or ASW weapon does detonate, and the
mount is above the waterline, treat the warhead damage as
a bomb or gunnery attack for critical hit purposes. In other
words, do not roll on the DC or torpedo attack table, since
these columns assume underwater impacts. Use the
critical hit column that best matches that ships type.
If a torpedo in the tube detonates, and is below the
waterline (either on a sub or a surface ship) it inflicts an
automatic flooding critical, and the damage points should
be applied as underwater damage. Battleships with
submerged torpedo tubes should ignore any torpedo
protection system they are fitted with.
8.2.21 Weapon. One of the ships weapons has been
knocked out. Check the total number of mounts carried by
the ship and roll randomly to see which one has been hit. If
the weapon destroyed is part of the ships Area AA battery,
see 8.2.3. If is the Main Battery, see 8.2.15. If it is a
torpedo tube or ASW weapon, see 8.2.20. If the weapon is
an aircraft, see 8.2.1.
17
Command at Sea
Startup Battle
This battle is typical of many that occurred near
Guadalcanal. It is designed to be as simple as possible, the
only deliberate complication being the visibility. Most WW II
naval battles were close-range, fought either at night or in
dirty weather. Long-range daylight surface actions were
definitely the exception. The sooner the players become
familiar with the visibility rules, the better.
First, read the rules on pages 1 to 14, then read the
scenario information below. Statistics for the ships involved
are on page 16.
Allied Forces:
Portland, Indianapolis (Portland class)
Gridley, Craven, McCall, Maury (Gridley class)
18
Command at Sea
CA
Asashio
DD
Kinryu Maru
AP
Portland
CA
Gridley
DD