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TaBle of Contents

Introduction ........................................ 1 Torpedoes ............................................................. 11


Anti-submarine weapons ...................................... 12
What you need for play ...................... 1 3. Determine damage ............................... 12
The Ship Data cards ............................ 2 Armor roll.............................................................. 12
Lucky saves ........................................................... 12
The Fleet ............................................. 3 4. Hit location and damage effects ........... 12
Squadrons .................................................... 3 Hit location ........................................................... 12
Squadron cohesion.................................................. 3 Damage and Effects .............................................. 12
Flagships.................................................................. 3 System status ........................................................ 12
Single ships .............................................................. 3
Ad-hoc squadron ..................................................... 3 Command .......................................... 16
When to take a command check........................... 16
The Command Station ........................ 4 Taking a command check ...................................... 16
Orders .......................................................... 4 Breaking off........................................................... 16
Generating order tokens ......................................... 4 Rallying ................................................................. 16
Types of orders ....................................................... 4 Aircraft .............................................. 17
Basic activation orders ............................................ 4
Launch aircraft/Call in off-board air support......... 17
Advanced activation orders..................................... 5
Air movement ....................................................... 17
Timed orders ........................................................... 5
Interception & Dogfighting ................................... 18
Reaction orders ....................................................... 5
Attack Aircraft .................................................... 18
Disruption .................................................... 5 Landing aircraft ..................................................... 18
Generating disruption tokens.................................. 5
Disrupting your opponent ....................................... 5 Carriers .............................................. 20
Failing an order ....................................................... 5 Deployment & movement .................................... 20
Launch/land Capacity ............................................ 20
Fleet special rules ........................................ 5
Damage ................................................................. 20
Officers ........................................................ 5 Off-board carriers ................................................. 20
The game sequence ............................ 6 Seaplane Tenders .............................. 20
Phase 1: Preparations .................................. 6 Deployment & movement .................................... 20
Initiative .................................................................. 6 Launch Capacity .................................................... 20
Phase 2: Direct Activations .......................... 6 Off-board seaplane tenders .................................. 20
Direct Activations .................................................... 6 Submarine operations....................... 21
Activations from the command station ................... 6 Deployment .......................................................... 21
Phase 3: Indirect Activations ....................... 7 Moving the submarine .......................................... 21
Indirect activations .................................................. 7 Revealing the submarines position ...................... 21
Orders and disruption ............................................. 7 First strike ............................................................. 21
Phase 4: End of turn .................................... 8 Special rules ...................................... 22
Apply damage effects .............................................. 8
Special rules .............................................. 22
Resolve torpedo damage ........................................ 8
Remove smoke markers .......................................... 8 Special weapon rules ................................ 23
Land Aircraft ............................................................ 8 Free Play ............................................ 23
Maneuver activations ......................... 9 Building a fleet .......................................... 23
Move distance ......................................................... 9 Support options ........................................ 23
Collisions ................................................................. 9
Scenarios ................................................... 24
Attack activations ............................... 9 Environment.............................................. 24
1. Determine the target ............................... 9 Setting up the battle area ......................... 24
Measuring distances ............................................... 9
Encounter Battle ....................................... 25
Determining line of sight ......................................... 9
Firing arcs .............................................................. 10 Defensive Battle ........................................ 26
Splitting fire ........................................................... 10 Escort Battle .............................................. 27
2. Hitting the target ................................... 11
Guns ...................................................................... 11
Introduction
Welcome to Naval War, a naval miniatures game for gamers that Practically the same can be said for the timescale. Since we want
like to play a historical miniatures game but are not too keen on to enable you to play a reasonably sized battle in the span of a few
playing a complicated simulation. Naval War offers a fun and fast- hours (or less), abstractions have also been made on this front. Do
paced gaming experience with a historical flavor. not let these abstractions fool you though. Naval war plays like a
World War 2 battle report. Just as the narrator of a battle report
What scale and timescale is it? shifts his focus from one point of the engagement to the other, so
Since the distances in Naval War are abstracted to enable you to does Naval War. At one moment your ships might be dodging
play a naval encounter on your tabletop (instead of on that rainy torpedoes, blasting away at enemy destroyers with secondary
parking lot outside) scale is obviously a pretty fuzzy matter. The guns while on the other side of the table your carrier aircraft are
game enables you to play with whatever scale you like. If you like mixed up in a fierce dogfight trying to intercept incoming dive-
your miniatures a tad bigger, you could opt for 1:1800 or even bombers. The out-of-sequence activation system and the addition
1:1200, if you like to zoom out a bit more to experience a more to of the command station mechanics allow you to recreate a unique
scale feel on your tabletop you could play 1:3000 or even 1:6000. naval gaming experience. So if youre looking for some WW2 naval
It actually doesnt matter. Still, it is advisable to use the same scale action, look no further and join us when we explain the rules
as your opponent, since mixing scales will surely complicate below.
matters.

What you need for play


- The Naval War rulebook
- The command stations of the fleets in play - A handful of 6-sided dice
- Miniature ships or substitutes (www.topsideminis.com - One or two 20-sided dice
has some excellent ship counters to get you started) - A playing surface measuring at least 100cm x 100cm for
- The ship data cards. You could print out the cards for the smallest engagements
one time use, but players are advised to use card sleeves - Counters (PDF included).
and a whiteboard marker to track damage and other o Lettered Fire- and splash markers
things on the ship data cards. o Fire markers
- A tape-measure (the game uses centimeters) o Torpedo template and markers

1 Introduction | Naval War


H.J Seijmonsbergen 2014-2016
The Ship Data cards
In Naval War every ship is represented by its data card (and a miniature of course). All relevant ship data needed for play is present on this
card. Weve included a rundown of the various information below:

5
1

6
4

1. Name: The flag, name and class of the ship.


2. Component status & Hull points: In this frame the hull points for the ship are listed together with the different components of the
ship with their damage indicators and values. Check the damage chapter on page 12 for more info.
The numbers on the Engines boxes represent the different speeds at which the ship can sail when it is
undamaged/damaged/disabled. Check the maneuvers chapter on page 9 for more info.
3. Defenses: The protection of a ship is measured in its size and speed (Target score), and the thickness and quality of its armor (Armor
score).
4. Armament: The armament table shows the layout and stats of the ships weaponry.
Type: Weapon type, preceded by a recognition symbol
Range: Range in cm
RoF: The amount of dice the ship is allowed to use when shooting the weapon listed. There are a total of 3 RoF (Rate of
Fire) values for undamaged (clear), damaged (yellow) and disabled (red) status.
Dmg: The amount of armor saves the enemy must take for each hit with the weapon.
AP: The armor penetration value.
Special: Any specific weapon special rules are listed here.
5. Victory points: Here you can find the ships victory point value.
6. Miscellaneous: In this box the flagship or fleet flagship box can be checked when the ship is marked as such. Also the size of the ship
is listed for reference. Furthermore the Special rules box list any special rules that apply to this ship.

Weapon recognition symbols


When guns of different types and sizes are present on a ship, we refer to the strongest guns on the ship as Primary armament, the second-
strongest guns as Secondary armament and the third-strongest as Tertiary armament. These terms are used to distinguish between weapon
systems for the purpose of damage or other modifiers if they apply. On the data card they are marked with numbers: for primary guns,
for secondarys and for tertiary guns. Torpedoes are marked with a T, Anti-aircraft armament with and Anti-submarine equipment
with .

Ship size
Warships are usually divided into classes like Heavy Cruiser, Battleship etc. For gaming purposes weve divided these classes into three ship
sizes: small, medium and large. The card shows the corresponding size for each ship.

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The Fleet
Naval War is played with miniatures ships. All the ships in your
force together form a fleet. A fleet can be made up from Flagships
Squadrons and Single ships Each Squadron has to have a flagship assigned before the start of
the game. This can be any ship within the squadron.
Squadrons
A squadron is a group of one or more ships that are led by a Flagships and command
flagship and within cohesion distance of each other. When a The Command rating represents the ability for your fleet to stick
squadron is activated, all ships in the squadron are allowed to around when the going gets tough (more on that on page 16)
activate at the same time. When a ship falls out of formation Sometimes the officer leading your fleet might have a better
(either on purpose or because of a break off action) it becomes a command rating for your flagships type of ship. For instance a
single ship. medium sized light cruiser leading a group of small sized
destroyers. In that case the whole squadron may use the flagships
Squadron cohesion command rating to take their command checks.
Ships in a squadron need to stay in cohesion with the squadron
flagship to be considered part of the squadron. Ships need to stay Fleet flagships
within 2 movement distances (usually 10cm, check page 9 for One flagship in your fleet may be designated as a Fleet Flagship.
more info on movement distance) of any ship that is in cohesion This status cannot be transferred to another ship upon the
with the flagship. This means that a ship can be within 2 destruction of the fleet flagship.
movement distances of another ship that is within 2 movement
distances of the flagship. If a ship ends a maneuver activation Changing squadron compositions
outside of 2 movement distances of any of the remaining ships in If, during the battle, two squadrons merge into one squadron,
the squadron, the ship is no longer part of the squadron until it choose which flagship will be the new formed squadrons flagship.
rejoins. The other flagship loses its flagship status.

If one squadron splits itself into multiple squadrons it is allowed to


appoint new flagships to each of the new squadrons only if the
original squadron flagship is still operational and unengaged.

If a flagship is destroyed or if it has broken off the action, the


flagship status can be transferred to another ship within 2
movement distances of the former flagship. If no ships are within
range no new flagship can be appointed.

Single ships
A ship that is not part of a squadron is a single ship. It can be
activated and perform orders as normal, with the noted
distinction that the same requirements apply to single ships as for
squadrons for an activation or order. You will quickly find out that
it is far more economical to let ships sail in squadrons than as
single ships.
A squadron can get separated into multiple units because ships
within the formation have been sunk. In that case, the first Ad-hoc squadron
maneuver the squadron performs must reestablish cohesion, It is possible for multiple single ships to form a new squadron. This
otherwise the rest of the squadron is no longer part of it. The cut- is allowed, but remember that an ad-hoc squadron will not have a
off group may form a new ad-hoc squadron, but it will not have flagship. This handicaps the ad-hoc squadron in its generation of
any flagship-benefits if it hasnt appointed one beforehand. order tokens.

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The Command Station
The command station is the heart of Naval War. At the command
station all the actions for the turn are made, orders are issued and Fleet flagship +1 order token
the officer card is placed to confer its bonuses. Pretty much all Each squadron lead by a flagship and with at least 2
actions on the command station are driven by order tokens. Your ships in the squadron +1 order token
fleet generates a certain amount of order tokens at the start of Each ship classified as large: +1 order token
the turn. You can use these tokens to command your fleet but Each 2 ships classified as medium size in the same
beware; your opponent can try to make your live and command squadron: +1 order token
harder by playing disruption tokens. Now how does this work? We Each 3 ships classified as small size in the same
first start with generating order tokens: squadron: +1 order token
All friendly submarines are treated as a squadron
Orders with a flagship.
Some officers will generate tokens, shown on their
Generating order tokens data card
At the start of the turn, after the initiative roll, both players check
how many order tokens their fleets generate. The following rules
decide how many you can generate:

Place officer
card here

Country special
Basic activation
orders

Advanced
activation order

Reaction order

Timed order

Types of orders Basic activation orders


Orders are one of the central concepts of Naval War. Orders The orders in the top-left box of the command station are your
determine what your ships can and cannot do during a game turn. basic activation orders. These are the orders used to give your
There are four different types of orders in the game: squadrons or single ships their basic instructions like moving or
- Basic activation orders shooting. Activation orders are played in alternating order, so if
- Advanced activation orders you have just activated a ship or squadron, your opponent can
- Timed orders now activate one of his.
- Reaction orders
It is allowed to perform orders multiple times in one turn, just The basic activation orders from the top-left box cannot be
keep in mind that no ship or squadron can perform the same disrupted, more on that below. The cost of any activation order is
order twice unless it is noted on the command station. one order token.

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Advanced activation orders would be misinterpreted, ignored or not transmitted at all. To
If you explore your command station, you will notice other represent this kind of combat friction, you and your opponent
activation orders on it. These are the advanced activation orders. received an amount of disruption tokens.
An advanced activation order is played instead of a basic
activation order. If a squadron performs an advanced version of a These disruption tokens can be used to create friction in your
basic activation order, it cannot subsequently issue the same basic opponents command. When your opponent issues any order
order to the squadron in the same turn. Same way around, if a other than basic activation order (you cannot disrupt any of
squadron has already performed the basic version of the these), you may select to play up to 3 disruption tokens in
activation, the advanced version cannot be performed in the same response. The player that wants to execute his order now needs
turn. to roll one D6. If the roll is higher than the amount of disruption
tokens played, the order is still successful. If it is equal or below
Advanced activation orders usually allow the squadron to perform the number of disruption tokens, the order fails and some adverse
special actions in addition to the basic activation order. These effect may happen. Note that no more than 3 disruption tokens
orders come with some risk however; in contrast to the basic can be played in response to an order, so the roll required to issue
versions the advanced activation orders can be disrupted by your an order successfully can never be higher than 4+.
opponent.
Failing an order
Timed orders When your opponent has successfully disrupted your order, some
Timed orders differ from activation orders in that they are issued adverse effect may happen. Check the third column of your order
in addition to an activation. For instance, a Sustained fire training on the command station labeled Effect on failure for what
order can only be used on a ship that has been activated for an happens to your order. Sometimes the order will be performed
attack. Each timed orders has a specific timing at which it can be with an additional negative effect, sometimes the order wont be
played, usually this is during a specific type of basic or advanced performed at all.
activation.
Fleet special rules
Note that these orders will also cost you one order token each. So Beneath the activation order you can find the special rules for
it is perfectly possible to spend two or more order tokens during your specific fleet. This can be an action or some other effect. It
one activation. does not always require an order token to perform. Some special
rules trigger upon something happening in the game, others are
Reaction orders an order that need to be performed to function or confer their
These orders can be used to as a reaction or interruption of an bonuses.
enemy activation. It usually allows you to influence one of your
opponents actions. Again, these orders will cost you one order
token each. It is not possible to play a reaction order in response
Officers
Located at the top right corner of your command station is the
of another reaction order.
officer slot. You can buy a commanding officer in your fleet list
together with the rest of your ships, if you dont, your fleet will be
led by a Commander by default and, depending on your fleet
composition, that might not always be the best choice. An officer
provides your fleet with command ratings for small, medium and
large vessels. Some officers might be more specialized in
commanding one type of ship over the other. Besides their
command ratings officers sometimes provide bonus tokens and
abilities to fleets they command.

Disruption
Generating disruption tokens
At the start of the turn, after both players generated all their
order tokens (including officer tokens), both players check how
many order tokens the opponent has. They now each take the
same amount of disruption tokens. In addition to that, some
officers may also generate disruption tokens.

Disrupting your opponent


In a perfect world all orders would be issued without delay or Finally, the officer card lists the officers squadron rating. This
misinterpretation. Still, since this isnt a perfect world and the value tells you how many squadrons you may have in your fleet if
combat at sea was particularly notorious for its chaos and its being led by this officer. Higher ranking officers are able to
difficulty of keeping control of fleets in combat situations. command more squadrons than lower ranked officers.
Methods of communications were still lacking, and often order

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The game sequence
Phase 1: Preparations
Both players roll a die to decide initiative
Both players calculate order tokens
Both players calculate disruption tokens
Direct activations

Initiative Maneuver activation


Both players roll a die, the player with the highest score has A ship or squadron can perform a maneuver as a direct
initiative this turn. This means that he can choose to make the activation or select to move with an indirect activation in the
first activation, or can force his opponent to make the first next phase. Note that moving in the direct activation phase
activation. For the first turn ties are rerolled. In any subsequent will cost you an order token while maneuvering indirect is
turns, a tie automatically shifts the initiative to the player that free. Still, your movement options when maneuvering by
didnt have it last turn. indirect activations are more limited. Check the maneuver
section on page 8 for more details.
Phase 2: Direct Activations Attack activation
The player with initiative decides which player makes its There 3 types of attack activation:
first activation Gunnery/ASW (page 9)
Then players are allowed to use their order tokens to
Torpedo (page 9)
play any direct activations (both basic and advanced),
Air (page 18)
possibly augmenting them with orders from the
This means that each type of attack activation requires a
command station. Alternate until both players have no
separate order to be performed. Note that activating guns
more direct activations they want to make.
that have already found the range and are eligible for Repeat
A squadron can perform the following direct activations:
fire and guns that have the Rapid fire special rule are
Maneuver activation
allowed to fire with an indirect activation requiring no order
Attack activation tokens. Still, if you cant wait for the third phase to fire, you
Launch aircraft/Call in off-board air support are still allowed to activate a squadron or ship for an attack
activation as normal.
Submarine search activation
Launch aircraft/Call in off-board air support activation
Direct Activations A carrier present on the board is able to be activated to
In the second phase players alternate in playing their direct launch its planes. It is also possible to call in your off-board
activations. Direct activations cost one order token each. air assets. More detailed info can be found in the aircraft
section on page 17.
A squadron or ship is allowed to make multiple direct activations
within one turn, still, they cannot perform the same activation Submarine search activation
twice. An ASW equipped squadron or ship may attempt to reveal
the position of an enemy sub if it is within range (check the
Activations from the command station submarines section on page 21 for details.
As described in the command station section, advanced activation
orders can be played instead of the normal activations.

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Phase 3: Indirect Activations
When both players exhausted their direct activations,
the indirect activations phase starts. Indirect activations
The player that finished his direct activations first also
makes the first indirect activation Repeat fire/rapid fire activation
Indirect activations do not cost any order tokens but can If a ship has not yet used its guns this turn it can indirectly activate
still be augmented by the command station for a gunnery/asw attack on the following conditions:
An indirect activation can be: It is already ranged in. If so, it can shoot again at the
Repeat fire/Rapid fire same target with any gun systems available.
Compulsory movement It has any weapon system with the Rapid fire special
Rally rule. These weapons are allowed to shoot at any target
Air movement within range
Damage control
Any ASW equipped ship may try to attempt to reveal the position
of an enemy sub if it tried to do so last turn (check the submarines
Indirect activations
section on page 21 for details.
Indirect activations work just like direct activations with the only
exception that they are performed in their own phase and do not
Compulsory movement
cost any order tokens. Furthermore, if a squadron or ship
Any ships that have not yet moved are now forced to move at
performed a shooting activation during its direct activations it
least half their movement rate forwards. They are not allowed to
cannot perform a Repeat fire/Rapid fire activation anymore since
it already fired its guns this turn. Likewise, if a ship has already change heading except to avoid ships, obstacles or to follow their
flagship. Mind that only the minimum amount of course change,
maneuvered this turn it cannot perform another maneuver as an
indirect activation. needed achieve said aim is allowed.

The only exception is if an ASW equipped ship decides to


Orders and disruption
Just like direct activations, indirect activations can be augmented investigate a sonar contact. This allows any such ship to use the
with orders from the command stations. Mind, these orders will compulsory movement activation to move closer to a submarine
cost you order tokens as normal and can be disrupted by your marker. (However, it does not allow the ship to try to reveal the
opponent as normal. subs position)

Rally
Any ships that have broken off during this turn (including ships
breaking off during this phase) are allowed to try to rejoin the
battle. Check the command section on page 16 for more details.

Air movement
All aircraft are allowed to move during this activation. Aircraft will
always move in a straight line towards their destination. Check
during movement if any interceptions take place. For more details
check the air section on page 17.

Damage control
A ship attempting damage control can try to repair damage effects
during their indirect activation.

A damage control roll is made for each fire or flooding marker. In


addition you may try to repair one damaged system on your ship
per turn.

To repair a damaged system, put out a fire or stop flooding you


will need a 4+ on your damage control roll. A roll of 1 may cause
an extra fire or flooding effect. Modifiers may apply to these rolls:
one is that you need to subtract one from your roll in case of a
damaged engineering. The other is that some command station
orders may modify the roll.

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Phase 4: End of turn Flooding
When both players exhausted their indirect activations, Flooding can be caused by hits beneath the waterline. The
the end of turn phase starts. damage effects work exactly the same as with fires. For each
Both players check if any actions have to be taken during flooding marker present a damage control roll can be made. For
this phase. If at some point the order of things is each flooding marker present at the end of the turn the ship takes
important, the player who has initiative may decide one extra damage. If a 1 is rolled for the damage control roll to
which player takes his actions first. contain the flooding the roll automatically fails, to make matters
Apply damage effects first before handling any of the worse, add an extra flooding marker.
other end-of-turn effects.
Resolve torpedo damage
Place the torpedo spread template at the end of the torpedo
Apply damage effects
markers that have been placed this turn one at a time. Each time
Fire resolve the complete torpedo attack before moving on to the
Fires can start because of damage, and are dangerous to the ship next. Check page 11 for more info on how to handle torpedo hits.
if left unchecked. If a fire rages on a ship, the crew will make every
effort to put it out. As an indirect activation a player can attempt Remove smoke markers
damage control to put out the fire. For any fire that hasnt been Remove any smoke markers that have not been placed during this
turn.
put out by damage control, the ship takes one extra damage; cross
off a hull point for every point of damage. If a 1 is rolled for the
damage control roll to put out the fire the roll automatically fails, Land Aircraft
Any plane that has ended its movement within 20cm of a carrier
to make matters worse, add an extra fire marker.
can now land. Mind the launch/land capacity of the carrier
though.

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Maneuver activations
yellow represents damage and red means that the engines are
Movement distance disabled. In addition to moving, the squadron can make a course-
A movement distance is a distance unit of 5 cm. Players can use a change of up to 90 degrees as long as it moved at least 1
measuring stick or a compass to keep track of movement movement distance. If a ship has a max speed of 1 (in case of
distances. When playing at a different scale, a different distance damage to the engines or a very slow ship) it does not have to
can be agreed upon to keep the game in relative scale. move first before turning. Note that a ship turns by moving the
bow and using the stern to pivot on.

Collisions
Since abstractions are made for scale and distances, on a board of
this scale, ship-on-ship collisions are not very realistic to model.
Some basic rules still apply though: a ship may never end its move
on top of another ship. If a ship does not have enough movement
distance left to clear the other ship, it halts in front of it. If a ship
hits an island or other part of scenery, halt the ship, any remaining
movement is lost and the ship counts as stationary for enemy
Determining speed and heading shooting. Next movement activation the ship may expend 1
If a squadron is ordered to perform a maneuver activation, all Movement distance to change its heading up to 90 degrees
ships in the squadron are allowed to move up to their full amount immediately or its full movement to change course up to 180
of movement distances. This value can be found in the green box degrees (it will still count as stationary if it expended its complete
next to the engines entry on the data cards. The green value is movement allowance for turning).
the max speed of the ship when the engines are not damaged,

Attack activations
An attack activation allows a squadron to select a target and There is no friendly ship within 2 move distances
engage it with its guns, torpedoes or depth charges. Note that obstructing the line of sight of the shooting ship
each type of attack requires a separate activation. Air attacks are The target is within range of the weapon
handled separately in their own section. The target is within the firing arc of the weapon
(front/side/rear)
An attack activation is made in the following sequence, resolve all
4 steps for each individual ship in the squadron. You must If all the above conditions are met, the target is considered a legal
combine equal weapon systems on the same ship if possible to target. Check these conditions separately for every ship that
reduce the amount of rolls necessary. wants to shoot. Each ship in a squadron can pick its own target
1. Determine target
2. Hitting the target Measuring distances
3. Determine damage Distances for movement and/or shooting are measured from any
4. Apply damage, system effects and command effects part of the hull of the ship. Ignore protruding masts, guns,
antennae, cranes or other parts.
1. Determine the target
Any ship can shoot its weapons if the following conditions are Determining line of sight
met: Line of sight is determined the following way: Draw an imaginary
The shooter can draw Line of sight to the target (see line from the bow or stern of your ship to the bow or stern of the
below) enemy ship. Then draw another line from the center of your ship
to the center of the enemy ship. The basic rule is that the lines

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cannot cross. So for example if the ships are sailing in opposite
directions, measure from your bow to the opponents stern and Firing arcs
then from center to center. Each weapon system on the data card has its respective firing arc
listed. Align the firing arc template with the center of the ship to
If both lines can be drawn to the enemy ship, the enemy is in full determine the firing arc. Note that any weapon can also fire in the
view. If one of the two lines is obstructed (ignore both enemy arc adjacent to the one it is listed in unless it has the masked
ships and friendly ships outside 2 movement distances) by special rule. So a weapon that is listed on the front side of the ship
scenery, weather or other obstructions, the enemy ship counts as can also fire on its broadside.
being in cover. If both lines are obstructed, the enemy is not in
line of sight. Use some common sense for determining if you need
to measure from bow-to-bow or bow-to-stern in odd situations.
Check the examples below for a visual guide.

Landmasses
Islands and other landmasses block line of sight.

Squalls
Squalls may be present on the board. If a ship is sailing completely
within a squall, it cannot see or be seen further away than short
range. The shooting modifier for short range (-1) does not apply
and the ship also counts as being in cover. If the ship itself is in a
squall and targets a target outside of the squall (at short range, as
it cannot see further), the target still counts as being in cover.

Smoke
Smoke is artificially made by ships to provide cover. It is not Splitting fire
possible to shoot through smoke except at short range. A ship Ships cannot split fire between targets with the same weapon
even partially covered by smoke (excluding the ship that makes it) system. Still, each weapon system can pick its own target (so 14
counts as being in cover. A ship covered by smoke also considers main guns are allowed to shoot at a different target than the 5
its target as being in cover. In the end phase, remove any secondarys for instance)
smokescreens that have been made last turn.

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2. Hitting the target Torpedoes
Torpedoes work a bit differently than guns. When activated for an
Guns attack a ship is allowed to launch its torpedoes. Usually torpedoes
If a ship has a valid target it can fire away! Check the Rate Of Fire are launched from banks containing 2 or more torpedoes. A bank
(Rof) of the weapon that your firing. If the ship has multiple is represented by the RoF value of the torpedoes on the data card.
mountings of the same weapon (for example; front and rear guns) When a bank of torpedoes is launched, the torpedoes are spent
add all the RoF values. Take a number of dice equal to your total and cannot be fired again for the rest of the game. If a ship carries
RoF, these are your attack dice. If your ship is shooting at a target multiple banks of torpedoes, it is allowed to launch one or more at
that it has not yet hit before, use the rules for ranging shots below the same time at the players discretion. The amount of banks
to decide your final RoF. available to a ship are listed in the special column of the torpedo
listing. Use a marker to cross off any banks that have been
Check the target rating of the target. This is the score you will launched.
need on each die to score a hit. There are a few modifiers that
influence the target rating of the enemy ship, check the Target Note that submarines usually have torpedoes as their primary
rating modifiers table. Some factors increase or decrease the weapon and therefore do not have to cross off any banks. In this
target score, others will force a reroll of all successful hits. Note case torpedoes may be fired every turn a submarine is allowed to
that you only have do so (usually these weapons suffer from the slow special rule.
to reroll once, no Target rating modifiers
matter how many Who can launch?
Target is unable to move -1
modifiers that call A ship can launch its torpedoes at any time since they are not
< 20 cm; short range -1
for a reroll apply. specifically targeted weapons (sometimes a ship might even want
> 60 cm; Extreme range +1
Note that except Target is performing Evasive action
to jettison its torpedoes before a long range gunfight).
when shooting at Target/Shooter is in cover Reroll
extreme range, the Rangefinder damaged/destroyed In contrast to gunnery, Torpedoes can only be launched from the
Target score can At < 60 cm maximum target score is 6 part of the ship they are mounted on. So starboard mounted
never get worse torpedoes cannot launch to the front and front mounted
than 6. torpedoes cannot launch on a broadside etc.

Roll all dice of the same weapon system at once, so if you have a Beware! Torpedoes can hit your own ships if they happen to
weapon system on the front and the back of the ship, and they are stumble into the path of one of your own torpedo spreads. So
both targeting the same target, roll all dice together. consider carefully when to launch your torpedoes.

Hit location Delayed effects


In addition to your attack dice, also roll a D20 to determine the hit When a ship launches a spread, place a torpedo spread counter
location of your salvo. Check the score on the hit location table next to the ship. Place the tip of the counter next to the torpedo
and take into account any modifiers listed. These modifier may bank that has been launched and aim the spread in the direction
influence the armor roll of your opponent, so check this you want to fire it. Thats it. No further actions are taken because
immediately after rolling to hit. the torpedoes take some time to arrive at their targets. Leave the
counters in place, ignoring the further fate of the ships that
Ranging shots launched them.
Shooting at long range is not easy. Warships usually shoot a lot of
dispersed salvos, altering the angle and distance until a hit is Resolving torpedo hits
registered. This is represented by ranging shots, if your ship is In the end of turn phase, place the torpedo spread template at the
trying to acquire a target which is not at short range, your total end of the torpedo markers one at a time. The player that has
RoF is halved (rounded up) until a hit is made on the enemy ship. initiative starts resolving his torpedo markers first. The owning
As soon as a hit is made, put a splash marker next to the enemy player can decide in which order the markers are resolved. Each
ship. As long as the splash marker is there, your ship can use its time resolve the complete torpedo attack before moving on to the
full rate of fire in any subsequent round of fire. In addition, your next. Check which ships are under the template, ships even
ship can use repeat fire as long as the marker is present. The partially under the template are still considered a valid target.
splash marker is removed when the owning ship hasnt fired any
repeating shots at it during the turn. First divide the dice in half, assigning each group of dice to each
side (left and right) of the template. In case of odd or single dice
Centerline guns the attacking player may decide to what half the die is assigned to.
Any guns mounted on the broadside or centerline of the ship are The attacking player then needs to assign the torpedo dice from
allowed to shoot to the front or rear at half their RoF. If those each group to the ships of his choosing that are under that half of
guns have the Masked special rule, they cannot. AA guns are the template. The only rule is that all ships must have at least one
never masked and dont suffer from reduced RoF, torpedo tubes die assigned to them before a second die can be assigned a ship
are always considered masked. that already has one, all ships must have 2 dice assigned to them
before a 3rd can be assigned, etc. If a ship is in both halves of the
Weapon ranges template, dice can be assigned to it from both halves.
The range of each weapon is listed in its entry on the data card.
Ranges are in cm. When shooting at a target, there are three Add 1 to the target score (to a max of 6) if the point of launch is in
range bands: Short range (less than 20 cm), medium to long range the front or rear arc of the target ship at the time of impact. After
(20 60 cm), and extreme range (over 60cm) all torpedo dice have been assigned, roll to hit for each ship,
taking into account the target score modifier.

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Anti-submarine weapons
Anti-submarine weapons work the same way as guns with the Ship crippled
following exceptions: When a ship runs out of regular hull points (shown in grey) and
They can only be fired at submarines that are sub- the first red hull points (if any) is crossed off, the ship is
merged considered crippled. In addition to any damage already present,
They do not require ranging shots all weapon systems are damaged, as well as the engines. This
No modifiers apply for short range might lead to the disabling of systems that were already damaged.
They can only be fired at a target situated in the rear- or In case of torpedo launchers, half of them become disabled
broadside arc of the ship unless a special rule allows (rounding up).
them to do otherwise
Ship sunk
3. Determine damage As soon as the last (black) hull point is crossed off the ship is
considered sunk.
Armor roll
For every hit scored, the defender now takes as many dice as the System status
dmg rating indicated on the attackers data card. These are his Many parts of the ship can be damaged during the battle. The ship
armor dice. data card shows 3 statuses for a system that can be damaged:
Clear/Green: The system is undamaged
The defender checks the armor score on his ship. In addition , he Yellow: The system is damaged
checks the Hit location table if any modifiers to his armor rating Red: The system is disabled
apply. He now rolls the armor dice and adds the ships armor
score to each die. If the modified armor score is equal or higher Damaged systems can be repaired in the damage control phase.
than the AP-value of the enemy weapon the armor has stopped When a damaged system is repaired, it reverts back to
the damage. For every armor roll that scored less than the undamaged status. Disabled systems can no longer be repaired. If
attackers AP score, the ship takes one damage. multiple damaged values are present, this means that a system
can take more levels of damage before it is disabled. Just use the
Lucky saves sequence and values as indicated on the card.
Sometimes ships got lucky and saw large shells passing through
unarmored parts of the ship without detonating, or torpedoes Damage to components
would hit but not detonate because of faults in the design or Listed on the data card
assembly. To model these flukes, an armor roll of 6 will always be there are 4 ship
successful, no matter how high the AP rating of the incoming hit components that can be
is. damaged and
subsequently be repaired
4. Hit location and damage effects by damage control. These
components are the
engines, the rangefinder,
Hit location
the engineering bay, and the rudder. Furthermore a ship can take
Every time a ship fires, a D20 is also rolled. Consult the Hit location
damage on its weapon systems, this damage is noted at the
& Damage Effects table on the previous page to see if any
affected weapon system.
additional effects apply to the armor roll (i.e. in case of a
superstructure hit all armor rolls of 1 or 2 automatically fail). In
Damage to the engines
addition, if any of the hits resulted in damage, consult the table
For every instance of engine damage a colored box is crossed off,
again to figure out what damage effects apply.
thereby reducing the maximum movement distances a ship can
travel.
Cascading damage
If a ship has failed multiple armor rolls from one attack, extra
Damage to the rangefinder
effects can happen to the ship. Check how many armor rolls have
When a rangefinder is damaged or disabled, all successful hits
been failed and consult the corresponding column for the effects
on the ship. Note that the results of the table are not cumulative. made by the affected ship are halved (rounding up).

System not present/unavailable Damage to the engineering


If a number is rolled and an area of the ship is hit that is already If a ships engineering is damaged each damage control roll the
disabled or just not present on the ship (i.e. Secondary weapons ship makes is made at a -1 modifier. If the engineering is disabled
on a destroyer) shift one row up while staying in the same hit no damage control rolls are possible anymore. Note that this
location category. If this is not possible start a fire instead. causes fires and flooding to spread on a roll of 1 and 2, because of
the modifier.

Damage and Effects Damage to the rudder


The ships hull points are listed in If a rudder hit occurs, cross off the green bulb, roll a die and note
the corresponding box on the data to which side (if any) the rudder is stuck. When the rudder is hit,
card. When the ship takes damage, the ship can no longer participate in maneuvers and only
bulbs are crossed off from left to compulsory moves are allowed. In addition, if the rudder is stuck
right, and top row before bottom row. When a diamond shaped in port or starboard position the ship will turn 90 in the
bulb is crossed out due to damage, the ship needs to take a compulsory movement phase between the first and second
command check at the end of the activation. Check the command movement distances traveled.
section for more info on command checks.
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Example of play: Hitting the target with guns:

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Example of play: Hitting the target with torpedoes:

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Command
When a ship takes a command check, subtract any previously
crossed off diamond hull points from the roll. So if a ship has
The command rating represents the ability for your fleet to stick already crossed of 2 diamond hull points and has just crossed off
around when the going gets tough, it contains factors like morale, its third, subtract 2 from the roll.
command & control and just common sense to determine when a
ship decides it is time to retire, temporarily or permanently. Breaking off
When a ship breaks off it immediately leaves any squadron it was
When to take a command check part of, even when it would technically still be in cohesion with its
There can be several causes for a ship to take a command check. squadron. The ship must make a free maneuver (even if it already
Most obvious reason is when a ship is taking damage. On the ship performed a maneuver this turn) at maximum possible speed
data cards, in the hull point box you can see the hull points of a away from the action, making sure it does not move closer to any
ship. Most hull points are shaped like round circles, others are enemy ship within 60cm if possible. A ship that has broken off can
shaped like diamonds. Every time a diamond hull point is checked only make the following indirect activations: Rallying, Damage
off, a ship has to take a command check. There can be other control and Compulsory movement in which it will keep on
reasons, for instance because of an enemy order. moving away from any enemies at max speed. It will try to head
for the nearest table edge if possible.
Taking a command check
When a ship has to take a command check the player whose ship Rallying
it is rolls 2 dice. Add the results and if the total is less than the To rally a ship the owning player may activate the ship as an
command rating (check the officer card for the command rating) indirect activation using a rally-activation. As soon as the ship is
the ship will have to break off. activated it may take a command check with the normal modifiers
for deteriorating command, it is also allowed to play any orders
Deteriorating command influencing command. If the check is passed, the ship immediately
When a ship keeps receiving damage, the will to fight on will also activates for a compulsory movement indirect activation if it has
decline. This is modeled by the deteriorating command rule. not yet maneuvered this turn and can be activated as normal from
that point on again.

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Aircraft
In Naval War the air sequence is integrated into the normal Land based air support & fighter cover
phases of the game. A regular sortie can be accomplished in 2 Land based strikes are much more difficult to coordinate for a
turns. fleet than carrier-based operations. Usually more flight time is
involved and often higher echelon command structures also
The base sequence is the following: complicate air-sea coordination. Because of this, if you have land-
- Direct activation: Launching aircraft based air support, it will not automatically enter the battle upon
- Indirect activation: Moving aircraft activation. Each time land-based air support is activated to enter
- Direct activation: Air Strikes the battle, roll a die for each flight you would like to call in. On a
- Indirect activation: Moving aircraft (return trip) 3+ distant air support will enter the battle from the location pre-
- End phase: Landing aircraft designated in the scenario. If the planes are close support, they
will enter the battle on the roll of a 2+. Select an entry point at the
Launch aircraft/Call in off-board air support edge of the board (Within the normal constraints for support
There are 3 ways in which aircraft can come into play in Naval arriving on the board). After the flights have entered the battle,
War. They are either launched from a carrier, launch from the treat them like normal air assets, which means they are allowed to
vicinity of a floatplane tender or enter the board originating from move as an indirect activation.
off-board assets or airbases.
Air movement
Launching aircraft from a Moving aircraft is an indirect activation. When activated, all
carrier friendly flights activate at the same time.
In the direct activations phase
Example: A carrier has a
a carrier that is present on the Moving aircraft
cap of 6. This means that
board may be activated to Aircraft may travel up to 80 cm from their last position. Aircraft
it can either launch or
launch its air groups. Each that have started off board can travel up to 80 cm from their entry
land 6 flights of planes in
carrier has a fixed launch/land point on the board.
one turn. If the carrier
capacity listed under its special
has launched 4 flights in
rules on the data card. This Moving aircraft always happens in straight lines. During
the direct activations
capacity represents the movement, aircraft cannot be targeted by AA, they are assumed
phase, only 2 planes can
amount of flights the carrier to fly too high for the AA to reach them.
land at the end of the
can launch or land in a single
turn. Keep this in mind
turn. When launched, the Running out of fuel
when planning your air
planes must remain within As a design choice, we have chosen not to limit the movement of
operations during the
20cm of the carrier until aircraft over the course of the game. This would involve some
game.
activated in the indirect major bookkeeping, and considering the fact that the
activations phase. opportunities for airstrikes are diminishing rapidly with every turn
spent waiting, we figured that would be enough of a penalty.
Launching aircraft from near a seaplane tender Aircraft are therefore not limited in the amount of moves they can
A seaplane tender functions as a mobile land base for any make until they attack or have broken off.
seaplanes that belong to it. In the direct activations phase a
tender can be activated for launch just like a carrier. Return to carrier/exit point
In the indirect activation phase , all aircraft that have made their
attacks or have broken off must use their movement to return to
their carrier or the edge-of-the-map exit point.

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Interception & Dogfighting target(s). Any aircraft that are allowed to intercept can do so
Intercepting incoming aircraft during this move.
All flights with a dogfighting score above 0 can intercept an enemy
flight if it moves within 10 cm of it. Fighters that have not moved Rendezvous point and breaking off
yet are considered to be patrolling. Patrolling fighters can The starting point of the attack is also the point to which any
intercept aircraft in a 20cm radius. When a flight is intercepted, a flights surviving the attack will return after their attack run is
dogfight ensues. Mark the starting point of any flights with a completed. Any flights intercepted during the attack run that did
rendezvous point, any surviving attacking aircraft return to this not get destroyed will also return to this rendezvous point. Any
point after the fight. Intercepting fighters that survive may remain flights that needed to break off during the attack must also return
in place. If the intercepting fighter won it may attempt a second to the rendezvous point.
intercept. If it wins the second intercept it has to break off due to
lack of ammo and fuel. Conduct AA fire
All ships that have an flight from the attacking air group in range
Dogfighting of their AA armament at the end of the attack run can fire their
When a dogfight is initiated, both flights are moved into contact weapons at it. Listed on the RoF entry on their data card is the
with each other. Both players roll a die for their flight, adding their amount of AA dice the ship can fire this turn. Each time an attack
dogfighting score. If the score is equal, both flights break off the run is made on a ship it can make AA attacks.
action (return them to their starting positions). If the score of one
player beats the score of the other player, the other players flight AA attacks work almost the same as normal gunnery. Check the
breaks off the action. If the score is double or more than your amount of AA shots each ship is allowed. The defender divides the
opponents, then the opposing flight is destroyed. AA dice between the attacking planes. No airplane can be
allocated a second die before all planes in range have at least one
You may choose to intercept one enemy flight with several of your die allocated. A third die can only be allocated if all attacking
own. In this case the attacker will be rolling separately for each planes in range have two dice allocated etc. Roll the dice, if
aircraft in the dogfight (adding that specific crafts Dogfighting different airplanes are involved the target scores of the aircraft
score) and using the highest of their results. If the side with only may vary.
one craft wins, they choose which of the opposing craft is broken
off and then initiate another dogfight with the remaining Check how many dice have hit. All planes that have been hit must
opposition. If the defending flight destroyed one of its attackers, break off. The attacker may still see if the planes got out of the
the remaining attacking flights must break off. The defender is AA-fire alive by making a dodge roll for each successful hit. This is
then free to initiate another dogfight if it is allowed to do so. much alike the gunnery armor roll: The aircraft needs to equal or
beat the damage score of the AA to survive. Usually this damage
Mind that any plane that is still carrying bombs or torpedoes is score is 7, so aircraft with a dodge rating of 3 need to roll a 4 or
considered to have a dogfighting score of 0. A player can select to higher to survive the AA and make it to the rendezvous point in
drop the ordinance to restore its dogfighting score (select before one piece.
any dice are rolled), but this means that a plane that has dropped
its ordinance must head back to the carrier/tender/base at the Resolve torpedo- or bomb attacks
next opportunity. Any flights that made it through any interceptions and AA fire
without hurt or breaking off may now make their bomb or
Escorting torpedo attacks. These are resolved in the same way as surface
Any aircraft that is not carrying ordinance at the start of either a gunnery with the exception that no modifiers are applied for
normal move or an attack run is assumed to escort any plane that range and that the attacking player may decide to roll the attacks
is within 10cm of the plane at the start of the movement. If any of each flight separately or combine all attacks of identical flights.
escorted plane is intercepted by an enemy aircraft, the escorting Note that aerial torpedo attacks are directly resolved like surface
plane is allowed to engage the attacking aircraft first. Move the gunnery. This in contrast to the surface torpedo attacks, which are
escorting fighter in contact with the attacker. If the attacker wins resolved in the end phase. This is because aerial torpedoes were
the engagement it is now allowed to engage any aircraft within dropped close to their targets so they didnt have the long running
interception range. It is not allowed to engage the attacker times of their surface counterparts. After the attack, all aircraft
another time with an escorting flight during the same turn. If the return to their rendezvous point.
escort wins the dogfight it is allowed to function as an escort for
another attack, after which it must break off for lack of fuel and Landing aircraft
ammo. When a flight has spent its ammunition, it will automatically head
back to the carrier during the air movement indirect activations. If
Attack Aircraft it ends its movement within 20cm of the carrier it will land in the
A direct activation is needed for aircraft to start an attack run. end phase. Seaplanes based near a tender treat the 10cm area
Activate one plane as the current leader plane. Any aircraft within around the tender as their airbase. Landed planes can be rearmed
10cm can join in the same activation as the leader plane. These and refueled for future operations and may be re-launched next
planes will form the attack group. Note that an attack group turn.
cannot ever consist of more than 8 aircraft.
Land based planes that have spent their ammo will head back to
Initiating an attack run their entry point in the same way. However, since these planes
Select a target ship; aircraft are allowed to initiate an attack run if need to fly all the way back to a land-airbase, these planes will
they are within 20cm of the target. Any other enemy ship within 2 have to spend an additional turn off-table before they can re-
movement distances is also eligible as a target for this attack enter the battle.
group. Move the aircraft in a straight line into contact with the

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Example of Play: Attack Aircraft

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Carriers
Deployment & movement
Historically, carriers usually operated at quite a distance from the
actual action and were rarely involved in surface actions. In the
rare cases that they were involved in surface action the carrier
usually tried to escape (Battle of Samar) or was sunk (HMS
Glorious). Carriers in Naval war are usually located off-board as
close- or distant support. When they do enter the battle at a later
time it is assumed that the battle has moved within the vicinity of
the carrier. Still, to prevent having carriers hugging the edges of
the board from the start, we use the following rules for
deployment and movement of carriers:

Carriers cannot deploy within 20cm of the table edges,


unless there is no other option.
Carriers that launch or land more than half their capacity
(see below) during the turn cannot move more than 1
movement distance during that turn.
Carriers in support must enter the table when allowed
to do so.
Carriers that arrive on the board as support must make a
full speed move straight towards the opposite table end
when they do. They can still launch/retrieve aircraft in
the turn they arrive, so this is an exception to the rule
that a carrier that launches or lands planes can only

Seaplane Tenders
move speed at speed 1.

Launch/land Capacity
The number at the end of the special rule (for example Carrier Deployment & movement
(6)) in the special rules section of the data cards shows the A seaplane tender functions as a mobile land-base for any
number of flights that can be launched and/or landed during the seaplanes that belong to its complement. At deployment, place
turn. the seaplanes. Seaplane carriers cannot deploy within 20cm of the
table edges, unless there is no other option.
A carrier that has been attacked by ships, subs or planes (planes
that have broken off because of AA or friendly fighters do not A seaplane tender must remain stationary in the turn it
count as having attacked the carrier) before it has launched any launches/lands aircraft, representing the refueling and
planes can only launch at half capacity for the rest of the turn. maintenance of the seaplanes.

A carrier that has broken off can only land aircraft, but cannot Launch Capacity
launch them, they also suffer from the half launch/land capacity, A seaplane tender does not have a launch-land capacity and as
since breaking off requires them to move at full speed. such it does not suffer from any of the capacity reductions from
damage etc.
Damage
A carrier that is on fire cannot launch or land any When under attack from ships, subs or planes (planes that have
aircraft. broken off because of AA or friendly fighters do not count as
Hits at extreme range (Plunging fire) and attacks with having attacked the tender) a seaplane tender may not launch or
the accurate special ability have +1 dmg against land any planes for the rest of the turn.
carriers.
Off-board seaplane tenders
Off-board carriers When a seaplane tender starts the game off-board as close- or
When a carrier starts the game off-board as close- or distant distant support, a player can still call in the tenders aircraft in the
support, a player can still call in the carriers aircraft in the same same way as land-based aircraft. Any seaplane tender aircraft may
way as land-based aircraft. Any carrier aircraft may reroll any reroll any failed rolls for arriving on board.
failed rolls for arriving on the board. Note that you still have to take
into account the launch/land capacity of the carrier.

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Submarine operations
Hidden movement
If the sub is submerged, it will move by default at the end of
Deployment the turn (if it has not activated for maneuvers like diving or
During deployment, for every sub the owning player places one surfacing this turn). There are two ways to move submerged:
submarine token (or the submarine itself, player preference) Either the marker die is increased in value (+1), meaning the
anywhere on the battlefield with the following exceptions: You radius in which the sub can reappear is increased, or the
may not place the sub in the enemy deployment zone, and you marker itself is moved one distance without increasing.
cannot place it within 40cm of an enemy ship.
Revealing the submarines position
All friendly submarines count as one squadron for the purpose of By the owning player
order tokens only, there is no need to assign a flagship (they do If the submarine attacks, or is revealed by the owning player,
get the order tokens as if they had one). it is placed on the board (or the counters are removed). A
submarine can be revealed anywhere within the radius of the
If a submarine is in the core fleet, you may place these tokens number of the (marker die * movement distance). The sub
when you would otherwise deploy a single ship. If a submarine is must be placed more than 20cm away from any enemy ships
part of a support group, place the tokens as soon as the support unless it is placed within one movement distance of its
option is arriving on the table. On the counter, place a die showing marker. The sub may be placed facing any direction the
a 4. This means that the submarine could be anywhere within 4 owning player chooses.
movement distances of the token. By the enemy player
The enemy player can attempt to reveal a submerged subs
Moving the submarine position. This can be done by any ship or plane with anti-
There are three ways of moving a submarine. All three require the submarine equipment (ASW). A ship or plane can try to
sub to be activated. narrow down the position of the sub by doing searches. A
Surfacing search can be performed if the maximum radius of the sub is
The submarine surfaces and is able to move like a surface within the DC range of the ship or plane. Roll a die, on a 4+ the
ship this turn. sub needs to subtract one from the marker die and is allowed
On the surface to move the marker one distance. If the marker die value
A submarine on the surface moves like any ordinary ship. If drops below 1, the sub is revealed within 1 movement
activated for a maneuver it can move and turn. If not, it will distance of the marker. When the subs position is known,
move in the indirect activations phase with all other ships Depth charge attacks can be made.
that havent moved yet.
Diving First strike
Diving requires an activation, the sub is still allowed to move A submarine that is hidden can use its activation to reveal its
one distance, but at the end of the move it is replaced by position and immediately launch its torpedoes. For order
the submarine counter, with the die on a 1 purposes this counts only as an attack activation. A sub does not
have to surface to launch a first strike.

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Special rules
Scout
Special rules This ability has a different effect depending on the vehicle:
Plane: A scout plane can confer a +1 to the initiative roll
Accurate of its owning player when it spends its turn
Any weapon or aircraft with this special rule may roll 2 hit location scouting. The scouting plane is placed anywhere
dice and discard the one of their choosing. within 30 cm of an enemy ship but does not take
part in the battle in any other way this turn, it can
Advanced RFC however, be shot down.
A ship with Advanced RFC is allowed to reroll all misses when Ship: A scout ship confers a +1 to the initiative roll of its
firing ranging shots owning player
Submarine: A submarine that has not been located also
Destroyer hunter confers a +1 to the initiative roll of its owning
A ship with this special rule may roll one extra RoF when firing player. As soon as the location of a sub is known it
ranging shots at a ship classified as Small no longer provides the scout bonus.
A scouting bonus can only confer a maximum of +3 to the
Destroyer leader initiative roll. In addition to the initiative bonus, for every active
A destroyer leader may be counted as either its own size or a scout on the board, the owning player is allowed to reroll one of
Small size ship when generating order tokens. the dice rolled for the arrival of close or distant support aircraft.
(even if a scout arrived earlier in the same turn this bonus
Defensive armament applies). If a flight is already eligible for a reroll, no roll is required
Aircraft with this special rule do not reduce their dogfighting score at all.
when carrying a payload, but may not initiate a dogfight, even
when the payload is dropped. Small craft
Small craft are considered a group of small ships always operating
Hybrid carrier (#) together as a squadron. They activate and attack within the same
This ship may launch and receive its flight of aircraft just like a activation, just like a normal squadron. Small craft need to stay
normal carrier. The only exception to the normal carrier rules is within one movement distance of each other instead of the usual
that it may not launch or retrieve its aircraft when it has fired its 2. They will also get a Lucky save on a 5+ instead of 6+.
main armament this turn or is being shot at during the turn. Note Furthermore their shallow draft makes them immune for
that a Hybrid carrier cannot retrieve non-seaplane aircraft. These torpedoes.
aircraft need to return to an off-board base instead. If the ship has
launched or retrieved any aircraft this turn it may not activate for Small craft tender
attacks anymore during this turn. The number behind the special This ship is a mother ship to any small craft that have been
rule shows how many flights of planes the ship may launch/land in assigned to it. After a small craft has expended its ammunition it
a single turn. may return to the mother ship instead of being removed as per
the one-shot ability. Place the craft with the mother ship after the
Insignificant attack has been made. Next turn it may redeploy to the map and
Ships with this special rule do not count to the extra order token move as normal.
for 3 small sized ships in a squadron.
Submerged movement (#)
Long lance Submarines are allowed to move when submerged, the number
The Japanese Type 93 61cm torpedo, also known as the Long indicated at the ability is the speed at which they are allowed to
Lance was the most advanced naval torpedo in the world at the move.
time. Its pure oxygen propulsion system allowed it to outrange all
other contemporary torpedoes. To model this, add the long lance Submerged tubes
extension template to the normal torpedo template when Any torpedo tubes present on this ship are not taken into account
checking for hits. when the ship is hit on the superstructure hit location.

One-shot Weak deck armor


Ships with the one-shot ability are removed from play after they Ships with this special rule reduce their armor rating by 1 for all
have launched their payload. In some cases a one-shot ship is fire coming from over extreme range. Note that this is not
allowed to replenish its ammo at a mother ship (usually a tender cumulative if hits already cause a -1 armor rating for shooting at
of some sorts), in that case, place the ship back at the mother ship extreme range.
instead of removing them.

Pincer attack
If a ship has been hit by a weapon or plane with pincer attack, any
other weapon or plane, attacking in the same phase from the
opposite firing arc compared to the last attack (so left-
broadside/right-broadside or front/rear) may reroll one of its
failed rolls to hit. Aircraft with this rule may move to the opposite
side of a ship if they have enough movement left from their
starting point.

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Special weapon rules Dual Purpose (DP)
Rapid fire (RF) If the combined RoF of weapons with Dual Purpose is lower than
This weapon ignores all normal + modifiers for targeting, except 8, add 1 RoF of the AA rating of the ship as long as it hasnt used
modifiers due to damage to the rangefinder, modifiers due to the them yet this turn. If the RoF is more than 8, add 2 RoF to the AA.
command station or modifiers due to nighttime. Rapid fire
weapons do not have to take ranging shots. They may shoot as Masked
normal during a shooting activation or they may shoot as an A weapon that is listed as masked cannot fire at any other angle
indirect activation for free. If a ship has already fired its rapid-fire than the one it is listed on, so a masked gun listed on the
weapons, it may not use them again during the same turn. broadside of a ship cannot fire to the front or rear. AA guns are
never masked, torpedo banks are always masked.
Slow
A weapon that is designated as slow requires a full turn to reload
after it has fired.

Free Play
Some players are less interested in playing historical scenarios your core fleet to close support and units from close support to
and would rather have a free hand in creating their fleets and play distant support but not the other way around. Also note that you
out any what-if encounters in a relative balance. The free play will need at least one squadron to remain in your core fleet.
mode enables players to bring their fleets of equal point size and (Otherwise the game will be lost in the first turn)
play a competitive match.
Entering the battle area
Building a fleet Ships entering the battle as support or for any other reason must
To build a fleet for free play scenarios you will need an order of activate for a maneuver before the ships can make any other
battle. These are intelligence briefings containing fleet lists from activation. Place a counter or the lead ship at the position where
which you can build a fleet of a certain point value. Agree with the ships will arrive. This ship or counter cannot be targeted yet.
your opponent on a set point value, 250 points for instance, and During the maneuver activation you must place the rest of the
select ships from the fleet lists accordingly. Fleet briefings are ships on the table making sure no ship is out of command. Note
made out of 4 segments: Officer, core fleet, close support, distant that no ships can enter the battle area within 60cm of an enemy
support and contain option slots that can be selected. No option ship unless otherwise noted.
can be selected twice. If selected, each minimum entry must be
taken, so if an option includes a minimum of 1 cruiser type and 1 Aerial support options
destroyer type, both must be taken at the very minimum. If a player brings aircraft as close- or distant support, the player
may attempt to call in their planes from turn one even if their
Your Officer + Core fleet must contain at least 50% of the total support vessels are still off-table. Treat any carrier planes the
points available if possible. It is allowed to divert from this rule if same as the off-table support in this case. So any planes brought
all core fleet options have been selected already. After settling on as close support will enter the battle on a 2+, any planes brought
your officer and core fleet select your other assets from the as distant support will enter on a 3+. Even carrier planes can be
support options. This puts a natural limit on the size of the fleets. brought on the board in this way. Carrier planes will be subject to
Should players want to play fleets beyond the size of the available the same rules as off-table planes as long as their support vessel
order of battle, you can try to build multiple fleets from different has not entered the battle.
fleet lists in an order of battle and combine them.

Support options
Most Order of Battles enable the players to bring close- or distant
support with their fleets, these parts of the fleet are in the vicinity
of the battle but will usually not be present on the table from the
start of the battle. Each scenario will specify when and how the
support will enter the battle. It is allowed to move squadrons from

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Star-shells
Star-shells can be fired instead of normal ammo, this attack
Scenarios therefore substitutes one of the firing weapon systems attacks
Roll two separate dice, the first will decide which type of battle completely. Star-shells can be fired up to 50cm away, but must
will be fought, the second will decide what the weather conditions always be placed within the maximum range of the weapons
are. Of course players are also free to choose a scenario of their system if that is less than 50cm. Star-shells last until the end-
phase and illuminate an area of 10cm around the target spot. Star
Roll Roll shells do not require a target ship, instead select any location
1-2 Encounter battles 1-2 Daytime, fair weather engagement within range. A target lit up by a star-shell is visible to all ships
within 60cm.
3-4 Daytime, Rough weather engagement
5-6 Nighttime, fair weather engagement
Firing weapons
3-4 Defensive battles 1-2 Daytime, fair weather engagement
Any ship firing its weapons is visible to any ship within 60cm but it
3-4 Daytime, Rough weather engagement
still is on a +1 target score.
5-6 Nighttime, fair weather engagement
5-6 Escort battles 1-2 Daytime, fair weather engagement Fires
3-4 Daytime, Rough weather engagement Any ship that is on fire is visible from 60cm and does not get the
5-6 Nighttime, fair weather engagement +1 to target score.
liking without rolling the dice. Still, it is advised to roll for the
Landing check & Aircraft support
scenario since this will force a more balanced approach to fleet
At night airplanes had a very rough time landing on a carrier, roll
building on the players.
for each flight that tries to land on a carrier, on a 1 the flight is
destroyed. Also, aircraft in close support arrive on a 3+ instead of
Environment a 2+, likewise, aircraft in distant support arrive on a 4+ instead of a
3+.
Rough weather

Visibility Setting up the battle area


A game fought in bad weather suffers from reduced sight.
Shooting at extreme range is not possible, also, no bonus to target Roll for the amount of islands on the map, the player with the
score is awarded for shooting at short range. most scouts in his force may place a terrain piece first, start with
islands, continue with squalls and fog banks. You cannot place
Rain squalls more than one terrain piece in your deployment area and all
You might want to place several squalls scattered around the table terrain pieces must be at least 2 movement distances apart at the
to represent areas where the weather is particularly bad. start of the game.

Movement Random island setup Roll Terrain


Any small craft have their movement reduced by 1 movement table
distance
Small island: 1 No islands
( < 20x20cm) 2 2 small islands
Landing check
3 1 large, 1 small islands
It is quite difficult to land on a carrier during bad weather, roll for
Large Island: 4 2 large, 2 small islands
each flight that tries to land on a carrier, on the roll of a 1 the
( < 30x40cm) 5 4 small islands
flight is destroyed
6 2 large, 3 small islands

Nighttime engagements Depending on the weather type of the scenario, roll for the
amount of squalls or fog banks.
Visibility
At night visibility is reduced to 40cm. All shooting is penalized by a
Weather type Roll Terrain
+1 to the target score, this includes shooting on ships that have
Fair weather 1-2 No Squalls/Fog banks
fired, rapid fire weapons, AA fire, plane-mounted weapons and
3-4 1 Squalls/Fog banks
ships illuminated by star-shells. No bonus to target score is
5-6 2 Squalls/Fog banks
awarded for shooting at short range. Note that except for targets
at extreme range a target score still cannot be higher than 6. Rough weather 1-2 2 Squalls/Fog banks
3-4 3 Squalls/Fog banks
Searchlights 5-6 4 Squalls/Fog banks
Any ship can use searchlights during its attack activation to spot
an enemy ship at night. A searchlight can be pointed at any enemy
ship within 40cm. A ship lit up by a searchlight does no longer get
the +1 to its target score, but the ship using the searchlight is not
getting a +1 to its target score either since it is now also lit up. A
ship is allowed to fire its armament in addition to lighting up its
searchlights.

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Encounter Battle
As the early morning mist rises,
two fleets find themselves within
visual distance of each other.
Both fleets call in their support,
but will it be enough to chase the
enemy from the waters of battle
and establish sea control?

Fleet Deployment
Both players roll a die, adding the
number of scouts in their force.
The player that scores lowest
must deploy his first squadron
first.

- Core fleet deployment: Both


players deploy their core
fleets in the core fleet
deployment zone. Alternate
deployment until there are no
more deployment options
left. Squadrons that are
eligible for deployment need
to be deployed first before
any single ships are deployed.

- Close support deployment: At the start of the second turn, roll a die, on a 4+, close support arrives, if a player fails the roll, his close
support is delayed for a turn but will arrive the next turn. Close support enters the table anywhere from the players long table edge. If
there are no valid entry points available, ships may enter the table from the corner of the core fleet deployment zone, ignoring the
minimum distance.

- Distant support deployment: At the start of the third turn, roll a die, on a 4+, distant support arrives, if a player fails the roll, his distant
support is delayed for a turn but will arrive the next turn. Distant support enters the table anywhere from the players long table edge. If
there are no valid entry points available, ships may enter the table from the corner of the core fleet deployment zone, ignoring the
minimum distance.

Pre-game movement
After both players deployed their core fleets, any squadrons containing only small ships (count destroyer leaders as small ships for this
purpose) are allowed to make a free move of up to their maximum movement distance as long as they dont move nearer than 60cm to the
closest enemy ship (100cm If the enemy is an aircraft carrier or a seaplane tender).

Victory conditions
As soon as a fleet has lost over 50% of its total victory points (excluding support still off-board and counting victory point for each destroyed
flight), the fleet needs to take a command check at the end of the turn, using the current command rating of the flagship. If failed, the rest of
the fleet breaks off and the game ends. If passed, the game will last for one more turn. After that, the fleet breaks off. If both fleets need to
take a command check at the end of the turn, both fleets roll their command check. If both players fail the test, the game is a draw.

Calculating victory points


After the game ends, each player calculates his victory points.
- Add up all the VP of all the remaining ships of your own fleet.
- Do not count any ships that have broken off when the game ends.
- Ships that are below 50% hull points only generate half their VP (rounded down).
- Destroyed flights count for victory point each.
- Add 5 VP for every table quarter that has no enemy ships in it but does have at least one friendly ship in it (subs and planes cannot claim a
table quarter)

These are the winners victory points. The defeated player does the same but then halves his total VP. In case of a draw both players halve
their VP count.

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Defensive Battle
An important objective is to be defended (imagine this objective as an invasion fleet, slow moving convoy, a land target that needs to be
bombarded etc.). The majority of the defending fleet has been away chasing some unknown contact. In the meantime intruders have entered
the anchorage, tasked with taking out the objective. Every man on deck to keep the objective from being destroyed, but the tables may be
turned once the rest of the fleet shows up

Deployment
Both players roll a die, the player that scores highest may choose to be either attacker or defender.

The attacker deploys all his fleet choices in the attacker fleet deployment zone. This includes his close and distant support.

- Defender close support deployment: At the start of the third turn, the defender rolls a die, on a 4+, his close support arrives, if a he
fails the roll, his close support is delayed for a turn but will arrive the next turn. Close support enters the table anywhere from long
or short table edge opposite to the objective. If there are no valid entry points available, ships may enter the table from the corner of
the core fleet deployment zone, ignoring the minimum distance.

- Defender distant support deployment: At the start of the fourth turn, the defender rolls a die, on a 4+, his distant support arrives, if
he fails the roll, his distant support is delayed for a turn but will arrive the next turn. Distant support enters the table anywhere from
long or short table edge opposite to the objective. If there are no valid entry points available, ships may enter the table from the
corner of the core fleet deployment zone, ignoring the minimum distance.

Damaging the objective


The attacker needs to damage the objective as much as he can. Any unengaged ship within 60cm of the objective is able to damage it.
Damaging the objective is an indirect activation for both ships and aircraft flights (treat the aircraft attack run as an indirect activation, note
that aircraft flights cannot move in the indirect activation phase and attack in the same turn).

Target objective Indirect attack activation, played at the very end of the indirect activation phase.
Damage the objective to gain victory points. To attack a ship expends its complete attack activation. Only gunnery and air attacks can damage
the objective. No roll to hit or armor roll is needed. If a ship has already shot this turn (with any weapon system) it cannot attack the objective
this turn. The following attacks gain the following amount of VPs:
- Aircraft and small ship attacks - 1 VP
- Medium ship attacks - 3 VP
- Large ship attacks - 5 VP

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Distracting shots
No sane captain will prioritize a non-threat target over a threatening target. As soon as a ship has sustained a successful gunnery hit from an
enemy ship, it cannot shoot at the objective for the remainder of the turn.

Victory conditions
Two conditions can end this scenario:

As soon as the attacking fleet has gained an amount of VP equal to the VP worth of the defending fleet the game ends.

As soon as the attacking fleet has lost over 50% of its total victory points (excluding support still off-board and counting victory point for
each destroyed flight), the fleet needs to take a command check at the end of the turn. If failed, the rest of the fleet breaks off and the game
ends. If passed, the game will last for one more turn. After that, the fleet breaks off.

Calculating victory points


After the game ends, the attacker adds up the VP of all the attacks that have been made on the objective. Note that no more VP can be scored
than the total worth (in VP) of the enemy fleet.

Then, subtract the VP of any ships sunk or broken off. This is the total VP count of the attacker.

The defender calculates the other way around, first add all the VPs of enemy ships sunk or broken off, then subtract the total amount of VPs
scored by the attacker.

The player with the highest ending score wins the game.

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Escort Battle
A convoy is steadily steaming towards its destination. The journey has been quiet up till now, but it seems it wont be for long. An enemy force
is reported to be in the area looking to interdict the convoy, smoke is sighted on the horizon and the escorts are rushing into position. Storm is
brewing.

Who attacks?
Both players roll a die, the player that scores highest may choose to be either attacker or defender.

Fleet deployment:
The defender has the option to deploy any number of close support options in the initial deployment. He has to decide which close support
squadrons before the attacker places his first squadron.

The attacker deploys all his core fleet choices in the attacker core fleet deployment zone. Close and distant support options remain off-table

After the attacker has deployed his core fleet squadrons the defender now deploys his core fleet squadrons in the defender fleet deployment
zone.

- Close support deployment:


At the start of the third turn, the attacker rolls a die. On a 4+ his close support arrives. If he fails the roll, his close support is delayed for a
turn but will arrive the next turn. Close support may deploy anywhere in the attacker support fleet arrival zone, or in his initial deployment
zone. If there are no valid entry points available, ships may enter the table from the table edges of the core fleet deployment zone,
ignoring the minimum distance.

In the same turn, the defender also rolls a die to call in his close support on a 4+. If he fails the roll, his close support is delayed for a turn
but will arrive the next turn. The defenders close support may arrive on any table edge the defender chooses, taking into account the rules
for support entering the battle area.

- Distant support deployment:


At the start of the fourth turn, the attacker rolls a die. On a 4+ his distant support arrives. If he fails the roll, his distant support is delayed
for a turn but will arrive the next turn. Distant support may deploy anywhere in the attacker support fleet arrival zone, or in his initial
deployment zone. If there are no valid entry points available, ships may enter the table from the table edges of the core fleet deployment
zone, ignoring the minimum distance.

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In the same turn, the defender also rolls a die to call in his distant support on a 4+. If he fails the roll, his distant support is delayed for a
turn but will arrive the next turn. The defenders distant support may arrive on any table edge the defender chooses, taking into account
the rules for support entering the battle area.

The convoy
The convoy is made up by one convoy ship for each 50 points in play. The convoy starts the game in the convoy area, with the lead ships 60cm
from the table edge their heading for. They may be deployed single file or in two parallel lines. The ships are placed at least 5cm apart. The
convoy generates one order token, this token can only be used for the ships in the convoy. It must move at max speed towards the designated
edge of the map. Note that no advanced activation orders can be played on convoy ships. The convoy cannot be obstructed in its movement,
no scenery may be placed in its path and any ships in the way will be nudged aside for gameplay purposes. The convoy ships do not take any
command checks, nor do they roll on the hit location table. On the convoy data card, red diamonds are present among the hull points of the
ship. When a red diamond is crossed off, the ships engine takes damage and a fire is started (both of which can be repaired by an indirect
damage control activation)

Victory conditions
The game ends under the following conditions, check at the end of the turn:
- All ships in the convoy have been destroyed or immobilized, the attacker wins
- One of the convoy ships touched the table edge, but over half the convoy has been sunk or immobilized, the attacker wins
- One of the convoy ships touched the table edge, and over half the convoy is still alive, the defender wins
- If none of these conditions are met and the game ends because of a time limit or other reason, the game is a draw.

Calculating victory points


Each convoy ship that remains with over half its HP at the end of the game generates 5 VP for the defending player. Also, each ship damaged
beyond that but still able to move will generate 1 VP. For the attacking player, each sunk or immobilized convoy ship will generate 5 VP, in
addition to that, each damaged convoy ship on the table will generate 1 VP and each ship damaged for more than half its HP will generate 3
VP.

If the attacker wins, he adds all VPs of friendly ships sunk, half of the VPs (rounding up) for any ship which lost over half its HP and victory
point for each destroyed flight. Then subtract this number from the total VPs scored.

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