Alright it is still a work in progress.Also you will have to have a basic knowledge of how Warhammer plays Games last generally around 6 turns before someone is usually subdued.
This is not historical yet but if there is enough interest this makes a good engine to build off of
You will need a tape measure that will go at least 5 feet
lots of dice–d6’s
Playing area is generaly A 8’ x 4’ piece of ply wood. 6’ x 4’ will work also
I bought blue cloth for water and used hiil tops from 40 k for my islands
2-4 players, points based before game set up agree with your apponent how many points you wil play. I find 1000-1500pts more then adaquete.
Roll 1 d6 for each side highest picks if he wants to deploy first or second
deployment- we play on a 8’x4’ sheet of ply wood board, so you may need to adjust measure ments a little. Short board edge, find the center and measure 2 feet towards the center of the board, roll 2d 6 and scatter die, where this lands is the center of your deployment zone. you may deploy any where around this point as long as you are no further then 12" from the center point and 36" away from an enemy ship.
Each side places his or her navy in it’s entirity except for subs and gun boats They may choose to deploy these if they want though
Whoever deployed first now may deploy any subs or gun boats anywhere they wish as long as they are at least 30" away from an enemy target including other subs and gun boats
next the other side deploys subs. same rules apply
Roll a d6 highest picks if they want to attack or defend first.
Phase sequence
1 Movement-all ships and planes may move
2 Aircraft launch and recover phase- Airplanes may move their entire speed after launch
3 Defending Cap fighters Attack- defending cap fighters may attack.
4 Shooting-
5 Remove casualties and place dammage counters
6 End turn
Any Stat that has a number ex (4+) this is the number needed to be rolled or higher on a d6
The Navy List
All ships have 6 basic stats
—speed-----Armour---------Antiair Def.—Wounds-------Armour save----------Gunnery skill--------------Type----------------------pts cost
12" 8 5+ 2 5+ 5+ Destroyer 35
15" 5 5+ 1 6+ 5+ Gun Boats 15
12" 8 0 2 5+ 5+ Submarines 45
8" submerged
10" 10 5+ 3 5+ 5+ Cruisers 65
8" 12 5+ 4 4+ 5+ Heavy Cruisers 125
8" 14 4+ 5 4+ 5+ Battleships 250
10" 10 4+ 3 4+ 5+ Aircraft Carriers 125
This is just a quick reference of off the shelf ships-before upgrades. the complete ship entries at end of post
I have 5 different Axis and allies games so I have a variety of colors and sizes of plastik ships use what suits you.
All ships come with a standard callibre weapon but if you so chose you may upgrade to stronger guns for a additional points cost
Weapons table
strength Range
Torpedos** 5 18" they hit targets on a roll of 5+
5" AA guns 2 6"
4" Navel 3 light 12"
5" Navel 4 light 15"
6" Navel 5 medium 20"
8" Navel 6 medium 24"
11" Navel 7 heavy 2 36" if four or more 6’s r rolled, -1 to targets save
12" Navel 8 heavy 2 40" if three or more 6’s are rolled, -1 to targets save
15" Navel 9 heavy 2 48" if two or more 6’s are rolled, -1 to targets save
16" Navel 10 heavy 2 50" - 1 to targets save
18" Navel*** 10 heavy 2 50" -1 to targets save, 2d6 armour penetration
** torpedos treat all armour values above 10 as 10 all others treated normally
*** These guns are huge!!!, Each cannon on each turret gets 2d6 to roll for armour penetration, during this roll if two 6’s are rolled the defending unit gets no armour save for that wound. Also if the roll on the 2 d6 plus the strength of the weapon doubles the total armour value of the defending unit, the defending unit is destroyed regaurdless of how many wounds it has left. The total should not exceed 22
All Navel Guns, may not be used to shoot at aircraft
AA guns use the ships AA Def value when determining offensive attacks “5 inch AA guns only” 1 die per gun.
Turrets–All Navel guns are in a “turret” They come in three Catagories, Main, Secondary, and Auxillary
These are spread evenly throughout the ship. So where are these located, easy Main turrets-- 2 in front 1 in back or 2f-2b.(destroyers 1 front 1 back) Secondary weapons, total number divided by two on each side. so if there were 4 total, there are 2 on each side with a firing arc of 180 degrees front to back Auxillarys follow same rules as secondary
SHOOTING
Line of Sight-- the shooter may not be any further then 36" away from intended target. This is to show earth curvature. Any thing beyond 36" inches from firer does not exist yet in his eyes. Islands block line of sight for ships
Use your better judgement, if you have to shoot through your own superstructure you can’t take the shot.
All ships have A gunnery Skill. ex. Destroyers have a gunnery skill of 5+ so a 5 or 6 is needed for a sucsseful Attempt to hit. After a hit is scored you must roll to see if you wound the target. roll a d6 add the strength of weapon, if it meets or beats the armour value of the target the target must make a saving throw. If the strength of the weapon is equal to or greater then the armour value of the target, if a one is rolled during the armour penetration roll it does not score a hit. You get dice equal to the number of turrets x2, that are shooting using that ships gunnery skill. in other words 2 die per heavy turret.
Ships may only offensivly fire against 1 hostile surface target, exception AA guns may roll individually against planes. Ships may use all of it’s weapon systems against this target if they are in range.
multiple surface to surface attacks not possible, but a surface to surface attack and 1 surface to air attack can happen simualtaniously
DAMMAGE TABLE
1st wound 2nd 3rd 4th 5th
Destroyers - 4" of speed Destroyed
Subs Cannot submerge Destroyed
Cruiser -4" speed - 1 Main turret Destroyed
Heavy Cruiser N/A -4" speed - 1 Turret Destroyed
Battleships N/A -4" speed - 1 Turret -2 turrets Destroyed
Carriers -4" speed 4 plane launch Destroyed
and recovery limit***
Gun boats destroyed
** All Turrets Lost Are Main Turrets** *** 6 plane limit if a captain is on board
**** for every lost turret, 1 point of armour is lost also******
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