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Naval Wargames Rules for Coastal Forces 1914 – 1953

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ACTION STATIONS !

NAVAL WARGAMES RULES FOR COASTAL FORCES 1914 – 1953 BY DAV I D MANLEY WITH ADDITIONAL MATERIAL BY ALAN BUTLER AND ANDREW FINCH EDITION 4.0

Fourth Edition published by A&AGE 2014 Copyright © 2000, 2005, 2014 D W MANLEY All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means, electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the publisher and author. Permission is granted to reproduce the Firing Arc and Turn Indicators, Templates, Markers and Ship Record Sheets for personal use only.

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INDEX 1. INTRODUCTION ...... 3 9. AIRCRAFT ...... 20 1.1 Required Material ...... 3 9.1 Deploying Aircraft ...... 20 1.2 Basing the Models ...... 3 9.2 Aircraft Actions ...... 20 1.3 Conventions ...... 3 9.3 Aircraft Movement ...... 20 1.4 Definitions ...... 3 9.4 Air to Air Combat...... 20 1.5 Designer’s Notes ...... 4 9.5 Anti Aircraft Combat ...... 21 1.6 Winning and Losing ...... 4 9.6 Air to Surface Combat ...... 21 1.7 Morale ...... 4 10. SPECIAL RULES ...... 23 2. GAME SET-UP ...... 5 10.1 Minefields ...... 23 2.1 Forces ...... 5 10.2 ...... 23 2.2 The Game Environment ...... 5 10.3 Armed Merchantmen and Q Ships ...... 25 2.3 Weather and Tactical Visibility ...... 5 10.4 Points Values ...... 25 2.4 Contact Markers ...... 6 11. DATA TABLES ...... 27 2.5 Deployment ...... 6 11.1 Ship Data ...... 27 2.6 Reserves ...... 6 11.2 Second World War Vessels ...... 28 3. ORDER OF PLAY ...... 7 Bulgaria, France and Finland...... 28 3.1 The Turn Sequence ...... 7 Germany ...... 29 3.2 Initiative ...... 7 Great Britain ...... 33 3.3 Visibility and Weather Change ...... 7 Italy ...... 38 3.4 Actions during the Turn ...... 7 Japan ...... 39 3.5 End Phase ...... 7 Jugoslavia, Netherlands, Poland, Romania ...... 40 4. MOVEMENT ...... 8 Russia ...... 41 4.1 Speed ...... 8 United States ...... 43 4.2 Contact Markers ...... 8 11.3 First World War Vessels ...... 45 4.3 Manoeuvre ...... 8 11.4 Typical Merchant Vessels ...... 46 4.4 Leaving the Table ...... 8 11.5 Aircraft Data ...... 46 4.5 Drifting ...... 9 11.6 Second World War Aircraft ...... 47 4.6 Collisions and Ramming ...... 9 Germany ...... 47 4.7 Running Aground ...... 10 Great Britain ...... 48 4.8 Towing ...... 11 Italy ...... 49 5. VISIBILITY AND SPOTTING ...... 12 Japan ...... 50 5.1 Visibility ...... 12 Russia ...... 51 5.2 Spotting ...... 12 United States ...... 52 5.3 Voluntary Deployment ...... 12 11.7 First World War Aircraft ...... 54 5.4 Starshells and Flares ...... 12 5.5 Searchlights ...... 12 EXTRA STUFF ...... 19 5.6 Effects of Illumination and Illuminated Areas ...... 13 Dock gates and other shore installations ...... 19 5.7 Smoke Floats ...... 13 Weapon Dice Table ...... 19 5.8 Smoke from Burning Vessels ...... 13 5.9 Radar ...... 13 GUN COMBAT TABLES ...... 16 6. DAMAGE CONTROL ...... 14 DAMAGE AND DAMAGE DICE TABLES ...... 19 6.1 Effects of Damage ...... 14 6.2 Damage Control ...... 14 REFERENCES ...... 53 6.3 Fighting Fires ...... 14 6.4 Critical Flooding ...... 14 FIRING AND TORPEDO ARC INDICATORS ...... 55 6.5 Wrecks and Sinking Ships...... 14 TURN TEMPLATES ...... 56 7. GUN ATTACKS ...... 15 GAME MARKERS ...... 57 7.1 Arcs of Fire and Lines of Sight ...... 15 BLANK SHIP DATA SHEET ...... 58 7.2 Firing Procedure ...... 15 7.3 Effectiveness of Hits ...... 15 7.4 Special Effects...... 17 7.5 Firing Rockets ...... 17 7.6 Shore Batteries ...... 17 8. TORPEDO ATTACKS ...... 18 8.1 Torpedo Movement ...... 18 8.2 Launching Torpedoes ...... 18 8.3 Hitting a Target ...... 18 8.4 Duds ...... 18 8.5 Torpedo Damage ...... 19 8.6 Reloading Torpedoes ...... 19

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1 — INTRODUCTION These rules are intended to provide a game of involving coastal  Ship Surprised Markers. forces during WW1, WW2 and the Korean War. The game system Aircraft Height Level Markers. has been designed so that a battle can be fought comfortably on a 6’  by 4’ gaming table. Some sacrifices to realism have been made in  ASW Reloading Markers. order to preserve the element of playability, which was considered  Drifting Markers. paramount in the production of these rules. Players are urged to remember that this is a game not a simulation.  (Optional) Activated Markers to identify units that have taken their action in each Phase of a turn. In this Fourth Edition of the rules there have been a number of changes in order that rules be more consistent so that low scores are 1.2 – Basing the Models bad and high scores are good. The initiative system has been All vessels should be placed on bases. Base size is determined by simplified and the player is now presented with difficult choices adding about 1 cm to the overall length and beam of the model. A each turn. Changes in movement mean that the models now move Turning Mark, such as a coloured 'dash' is placed on each side at further across the gaming table than before, which is appropriate the midships point. It is also recommended that the models all carry given that we are presenting a game based on fast moving attack some form of identification so you can keep track of which vessel craft. This means that the basic time scale for a game turn is is which. It is recommended that aircraft models have a direction approx. 40 seconds. The ground scale of 5 cm to 100 yards has not arrow on the front of their base if they are not permanently fixed to been changed. The rules for observation and spotting at night have the base. been revised, and again the player is presented with more difficult choices when he has to reveal his forces. 1.3 – Conventions There are a number of changes in the movement system, The rules always indicate which type of dice you use for the particularly in how you manoeuvre. The gunnery system has been various game tests. In all cases during game play low scores are bad updated and the damage chart and effects revised. Torpedo fire has and high scores are good. also been changed so that the player plays a greater role in setting All modifiers follow the same pattern, so a ‘+’ modifier is good and up such attacks. Whether you are shooting with guns or torpedoes, a ‘–’ modifier is bad. The modifier is applied to the score rolled on the player will discover that he must position his vessel correctly, the dice. For example, if a weapon requires a 6 or more to hit and a using its speed and manoeuvrability to achieve this. In addition the modifier of +3 applies a hit would result on a roll of 3 or more. damage effects have been expanded. Wherever possible the need to Throughout the rules, weapons and systems can either be have a record of what happened in previous turns has been ‘damaged’ or ‘destroyed’: removed. The only real record keeping required is that for the vessels involved when they get damaged.  ‘Damaged’ means that a system is still operable but with a Aircraft are now treated as off-table assets and have a simplified reduced effect in the game. These can be returned to action or movement system which reflects that their speed is so much faster repaired during the game. than that of the ships. The rules for submarines, mines and armed  ‘Destroyed’ means that weapons or systems have been merchant ships have been revised and simplified, and optional seriously damaged or destroyed, and these can only be repaired Morale rules and Points Values have been introduced. in port. 1.1 — Required Material All measurements are in centimetres. Measurements between vessels are taken between the Turning Marks of the bases of the In addition to model ships, players will need several ten- and six- ships concerned, or from the centre of markers where appropriate. sided dice, referred to in these rules as a d10 and d6, and a supply Ranges can be measured at any time. of the following items (samples are included at the end of the rules): 1.4 – Definitions  Data cards filled out with the information shown in the Ship Arcs of Fire Data Tables for ease of play and to record the damage taken. There are four arcs of fire each of 90 degrees. These are shown on  Turn Indicators for the three Ship Classes (Sizes). the Firing Arc Indicator:  A Firing Arc Indicator. F Forward  Speed Markers, for which small “tiddlywinks” are ideal, and P Port markers to denote drifting vessels may be found helpful. S Starboard  Contact Markers will be required for the ships on both sides at A Aft the start of the game Classes  A Wind Direction Marker Ship sizes are divided up into three Classes as follows. These are  Torpedo Tracks. Torpedo tracks come in two types. One is 20 dependent on the vessel's size and its ability to sustain damage. cm long and 1 cm wide and is an “Arming” track. An active  Class 1 - Small craft such as Motor Gun Boats (MGBs), Motor torpedo track is 40 cm long and 1 cm wide. Torpedo Boats (MTBs), Schnellboote (S and R Boats), small  A Torpedo Fire Template for fixed tubes. trawlers etc.  Mine markers will be required if you are using mines. These  Class 2 - Small coastal craft such as trawlers, coasters and other should be round and 3 or 4 cm in diameter. small ships.  Searchlight, Flare and Star Shell Markers will be required for  Class 3 - Large merchant ships, corvettes or larger vessels. night actions. Individual classes are described in detail in the Data Annex at the end of these rules.  Suppression Markers.  Steering and Manoeuvre Damage Markers.

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Contact marker (“Blip”) Speed Setting This is a circular marker to represent an unidentified contact, A ship has four Speed Settings, each representing ¼ of its speed. reflecting the uncertainty present in war, made out of a suitable These values are rounded to the nearest whole number. During the material such as card. We suggest 4 cm in diameter. game whenever a speed is required the maximum available at the Crew Quality current speed setting is always used, regardless of how far the model was moved. This comes in 5 grades, and they Crew Modifier have an effect on how your ships Suppression Marker will operate in the game, Elite + 2 A ship may have one or more of these after it suffers a Special providing a die roll modifier Effect from shooting. Veteran + 1 which is applied where indicated Turn Templates in the rules. Normal +0 (see Manoeuvrability) If aircraft are involved a single Raw – 1 Crew Quality is used for all Turning Mark Green – 2 aircraft, covering the combat The Turning Mark is placed on either side of the model’s base, half ability of the pilot and crew. way between the front and back. This mark is used to manoeuvre in Crew Test conjunction with the Turn Templates, and also serves as a point of reference when measuring movement distances and gun ranges, A crew test requires a roll on 1d10, modified by the crew quality, defining shooting arcs, etc. with a final score of 6 or more to succeed. “Damaged” 1.5 – Designer's Notes The system is temporarily out of action and may be repaired during The rules cover WW1 actions as well as the more familiar WW2 the game. engagements. They can also be used for actions fought in the Korean War, where the North Koreans used Russian-built craft to “Destroyed” attack UN forces offshore. The data tables also cover Dutch and The system is permanently out of action and cannot be repaired. French boats, as well as those of the German minor allies for Hull operations in the Black Sea. Crew quality can be used to balance an otherwise unequal scenario. The ability of a vessel to withstand damage is reflected in the British MGBs often fought off superior numbers of German S number of Hull Boxes the vessel has. These are listed in the data Boats, because the S Boat commanders were under orders to Annex for each class. minimise the damage sustained by their boats. This can be Manoeuvrability simulated by inflicting punitive victory conditions or by allowing Each ship has a Turn Template for its Class, and each Class has British players to have a higher proportion of veteran crews and three levels of manoeuvrability. These are Low, Medium and High Inspired commanders than their opponents. (L, M and H). Vessels are described in the data annex by a 1.6 – Winning and Losing combination of class number and letter, e.g. 2L, 3H etc. Most Class 3 ships are usually rated as L or M, the major exceptions being We suggest that before the game starts the players agree on an paddle steamers and vessels with Voith Schneider propulsors, objective that one side must achieve and the other must prevent, which are more manoeuvrable. Each level of manoeuvrability gives such as running a convoy along the length of a table. To succeed a different minimum distance that the ship must be able to move the convoy player might have to get at least ½ the merchants off at after making a turn (i.e. how much unused speed it has left). the destination end. If you are moving at half speed or less (there are only one or two In addition, you may wish to say that if a force loses ½ or more of speed markers by your ship), you can move half the distance before its vessels, it will become demoralised. This would mean that you making the next turn. cannot actually win, but may be able to force a draw if you had otherwise achieved the objective. Speed Markers Each vessel may have up to 4 speed markers placed beside it, each 1.7 – Morale representing ¼ of its speed. The vessel must move the speed Whether or not players wish to include the effects of Morale in the appropriate to the number of markers. “Tiddlywinks” are ideal. game is subjective. It is highly unlikely that in most cases ships will fight on until the bitter end. Turn Templates If players wish to include Morale, then when a ship is reduced to rd Class Turn Angle Distance (cm) 1/3 of its Hull Boxes or fewer it must take Crew Test. If it passes this test it fights on. If it is reduced again then it must take another 3L 22 ½ 10 test. 3M 22 ½ 8 If the test is failed, a warship will seek to escape the battle and must retreat off the table or, if the players prefer, it is removed from play 3H 22 ½ 6 immediately. A merchant ship or which fails its Morale will surrender or the crew will abandon ship. 2L 30 10

2M 30 8

2H 30 6

1L 45 10

1M 45 8

1H 45 6

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2 — GAME SET-UP

Before the game starts, players must put together their forces, Terrain Generation Table B decide on the sort of game they wish to play, and determine the game environment. d10 Effect: It should be borne in mind that the action being played out on the 1 – 4 Area of shallows 10 x 20 cm across: gaming surface has to have been possible. The main protagonists in Roll 1d10 for sea bed: 1: soft sand affecting all Classes (10 cm*) the action are the fast attack craft, which cannot operate effectively 2 – 3: soft sand affecting Classes 2 and 3 (10 cm*) in very adverse weather conditions. In addition, weather is treated 4 – 7: normal affecting all Classes (10 cm*) in the game in the form of localised effects, which can be used 8 – 9: rocky affecting Classes 2 and 3 (5 cm*) tactically. This might be a rain squall, fog bank, or similar. Call it a 10: rocky affecting all Classes (5 cm*) “wood” in which you can hide. 5 Rocks (5 cm*) 2.1 – Forces 6 – 7 1 x island 15 cm across (roll on Seabed table above) 8 – 9 15 cm of shoreline (roll on Seabed table above) Crew Quality 10 Headland or peninsula jutting out 20 cm (roll on Seabed table above) Each warship must be given a crew quality. Merchants are always * Danger zone when determining the sea bed round an island or shoreline. treated as + 0 (Average). Armed merchants are rated as warships but until they reveal their true nature (see Special Rules) they are The play area is divided up into a number of 2 foot squares, so a 6 also rated as + 0. Aircraft fielded by one side all have the same foot by 4 foot table has 6 such squares, and an 8 foot by 4 foot table rating (for ease of play). The values can be set by the players or has 8 such squares. One of the players selects an item from those determined randomly rolling a d10 on the table below. generated and places it in one of the 2 foot squares. The other player then selects an item and places it in another square. This Crew Quality Generation continues alternating selection and placement until all the items Score on d10: 1 2, 3 4 – 7 8, 9 10 have been placed. Only 1 item of terrain may be placed in a square. Modifier: − 2 − 1 + 0 + 1 + 2 If the players agree the square may also be selected at random. Crew Green Raw Average Veteran Elite Shorelines and peninsulas must be placed on the table edge so that they conform to the geography that may have been envisaged for Torpedo loads the game being played. The actual location on the table edge can be Torpedoes being used can vary in their damage effect, as shown in randomised. No more than ¼ of any table edge may be blocked by the Torpedo Damage Dice table in the Torpedo Attack rule section. terrain, unless the whole of that edge is regarded as a coastline as In many cases the player may have a choice of which torpedo he part of the scenario being played. can use, depending on the date of the action and (if using points Other items may be placed anywhere in the square. This is values) the cost he is willing to pay for his ships. The choice must randomised using 1d6. Scores of 1-4 denote a corner of the square be made before the game starts. (players will normally agree which corner is “1” and then go round 2.2 – The Game Environment clockwise), with 5 and 6 denoting the centre of the square. The play area will benefits from some scenery, given that most Note regarding areas of Land actions will take place in a coastal setting. Before the game starts, it Players should bear in mind that there is an area of shelving may have been decided between the players that the game shallows that extends 5 or 10 cm from the edge of the terrain piece. represents a specific action, which may be in the open sea or in a This can either be treated as “normal” shallows or roll a d10 in coastal area, fairly near to land. The scenario you decide to play Terrain Generation Table B. may require the battle to take place in quite narrow confines, such Note regarding Shallows as a fjord. Certain table ends or edges may represent coastline and Players may choose to leave an area of shallows without a be impassable. predetermined value, to represent inaccurate charts. If they do this Large areas of terrain are probably going to be quite restrictive in then the type of area of the shallows is determined when the first their effects on the game. The following table should be used to vessel attempts to cross it. generate a number of random items of terrain. The first section generates the number of items for the game. The second section 2.3 – Weather and Tactical Visibility generates the types of item. Weather (Sea State) One of the players rolls a d10 using Terrain Generation Table A to determine the number of items. Weather is abstracted by the idea of 'Sea State'. This is determined as part of the initial set up, which also takes into account the Terrain Generation Table A visibility distances that will apply in the game. Note that the more extreme states have been omitted for the reasons outlined earlier. d10 # of items Wind Direction 1 4 Wind direction should be decided even if the sea state is 0 (flat 2 – 3 3 calm, no wind), since there will always be some movement of the 4 – 6 2 air, and this must be taken into account when using smoke. use a 7 – 10 1 “Scatter” Die then place a wind direction marker on the table. Visibility Next, the type of item is determined using Terrain Generation Table B. If you get a result of 6 to 10, roll 1d10 in the Seabed section in Tactical Visibility represents the maximum distance at which the table to find out the type of shore. targets can be identified and engaged in battle during the game. Note that the size of a ship may further restrict its weapon ranges – this distance being the Spotting Distance from a ship.

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Tactical Visibility and Weather Conditions Table (d10) Discarding Markers during play Die Tactical Visibility Sea Areas of bad weather (d6) Whenever a ship is revealed from spotting, or is voluntarily Score Day Night State 1 – 3 4 – 5 6 deployed, the on-table “Blip” must be discarded. Players will usually start off with more “Blips” than ships. 0 or less 25 cm 10 cm 6 4 5 6 1 50 cm 25 cm 5 3 4 5 2.5 – Deployment 2-3 75 cm 35 cm 4 2 3 4 You do not have to deploy all your forces and some may be kept in 4-7 100 cm 50 cm 3 1 2 3 reserve to appear later during the game. All aircraft are placed in 8-9 125 cm 60 cm 2 0 1 2 reserve at the start of the game. Reserve forces do not get Contact Markers and are always deployed as models when they appear 10 150 cm 75 cm 1 0 0 1 during the game. 11 175 cm 90 cm 0 0 0 0 Each side totals the number of ships that will be deployed on the Modifiers to d10 table, or be represented by Contact Markers, at the start of the game North Sea or English Channel in Winter – 2 and rolls 1d10. The player with more ships adds +1 to the result South Pacific Spring / Autumn OR, if he has twice or more the number of his opponent’s ships, he adds +2. The player with the higher final score chooses which side Mediterranean or Black Sea in Winter – 1 will start deployment. The chosen player must deploy one ship on Mediterranean or Black Sea in Summer + 1 table, and there is a choice how to do this: Indian Ocean / South China Sea South Pacific Summer / Winter  If he wishes to deploy a model this must be in his deployment area, which is the ¼ of the table closest to his table end. In this Generating the weather case, he must discard one of the “Blips”. One player rolls a d10 on the Tactical Visibility and Weather  If he wishes to deploy a “Blip” then this can be placed on his Conditions table, using the regional modifiers shown if appropriate. half of the table. Changes to tactical visibility Deployment then alternates between players until all the players have deployed their ships or “Blips”. Each player must deploy a Tactical Visibility can change during the game if the unmodified minimum of one ship or “Blip” on table at the start. initiative dice rolled by the players come up with the same score. You may not deploy an actual model within the visibility range and Areas of Bad Weather line of sight of an enemy model. You may deploy a model within Operations can be hampered by localised weather conditions, which visibility range of an enemy as long as it is out of the enemy’s line may be banks of sea mist or fog, rain squalls, rough seas etc. These of sight. This restriction does not apply to “Blips”, which may be are treated in the rules as areas of Bad Weather, represented by deployed anywhere in its deployment area (see above). You may irregular shapes about 15 to 20 cm across, placed on the playing deploy in an area of bad visibility. area when laying out the Game Environment. Players may of If you deploy a model then this must also be accompanied by a course agree not to include such areas. Such areas extend into the number of speed markers between 0 and 4, 0 being a ship that is not air, so they also have an effect on air units. The initial number of moving (but will drift). areas of Bad Weather are placed randomly before the game starts using the method for determining terrain placement above. There is 2.6 – Reserves no limit (in theory) to the number of areas that are placed in a Either side may wish to keep some ships off the table, or the square. Bad Weather cannot be placed on land, or stacked. If such scenario may dictate this as part of the game. Aircraft always placement would be required, re-roll a new square if the current appear from reserves and must be marked with their altitude when square is full, or a new location in a square if there is space. deployed. Submarines may be deployed from reserves surfaced or 2.4 – Contact Markers submerged. Off table forces can be deployed during the appropriate Movement Each player is given one contact marker or “Blip” per ship that will Phase. The owning player selects a ship or aircraft and declares be deployed on table at the start of the game where it will attempt to enter the table. He must roll a d10, with the Additional Markers following modifiers: In addition to the base number of markers, additional “Blips” are Reserve Entry Modifiers (d10) available based on the number of warships that will be in play at the start of the game. This includes submarines and Armed Merchant Situation Modifier Vessels (and Mines). The number of additional “Blips” may be determined in a number of ways. In all cases round to the nearest Crew Quality on testing ship or aircraft – 2 to + 2 whole number (half rounds up). Ship entering through own deployment area * + 1  Fixed: the additional number of Contact Markers is equal to ½ Ship entering through the enemy’s deployment area * – 1 the number of warships determined above. * Not applicable to Aircraft and Submarines  Random: the number of additional Markers is determined by rolling 1d10 for each warship, with each score of 6 or greater If the roll is 6 or more the ship or aircraft may be deployed on the giving an extra “Blip”. edge of the table, though normal deployment rules apply, except  Based on Crew Quality: This is an extension of the random when entering through the friendly deployment area. system, used if you have purchased your units before the game When a ship or aircraft is deployed from reserves it cannot move and applied Crew Quality as well. Each warship takes a Crew after being placed on the table, and cannot take any other action this Test, with each successful test providing an extra “Blip”. turn. It can, however, be attacked and can be hit by a torpedo track.

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3 — ORDER OF PLAY 3.1 – The Turn Sequence Improving conditions 1 Determine initiative If the game was taking place at night, and the Tactical Visibility 2 Movement Phase increases to 100 cm or more, it is assumed that day has broken. If the Tactical Visibility Range increases then areas of bad weather 2a) Move drifting vessels may be removed from 2’x2’ squares. Areas are removed randomly 2b) Move Contact Markers and Ships by selecting the requisite number of 2’ x 2’ squares as described 2c) Move aircraft under the Set-Up rules (cf. Terrain Placement), and removing all 3 Spotting areas of Bad Weather in that square. If you are directed to an empty 4 Damage Control and Repairs square of sea, nothing is removed. 5 Shoot guns, attack using aircraft 3.4– Actions during the Turn 6 Torpedo attacks Movement 6a) Advance existing tracks After initiative has been determined at the start of the turn in Phase 6b) Launch new tracks 1, all drifting vessels are moved at the start of the Movement Phase 6c) Resolve any torpedo attacks (2) in Segment 2a. After this, ships and Contact Markers are moved 7 End Phase alternately in Segment 2b, starting with the player nominated to Marking Activation take the first movement action. Aircraft move in Segment 2c after ships have moved. Players may find it helpful to mark units that have taken their action in each Phase with an “Activated” Marker, removed at the  If a player wishes to turn a Contact Marker into an actual ship, end of each Phase. then this is done instead of moving the Contact Marker. The revealed ship is then moved. 3.2 – Initiative Spotting Each player rolls 1d10 adding the following to the score: Spotting is carried out by ships and aircraft that were already + 1 per warship* deployed on table as a model. deployed on table at the start of the Spotting Phase (3). Spotting * including Armed Merchantmen that have revealed themselves. alternates, starting with the side which won initiative. The highest score wins the initiative, and can select whether he or  Contact markers cannot spot. his opponent will take the first movement action. The winner may always move one ship last. Bear in mind that the choice taken here  Ships deployed as a result of spotting attempts may NOT applies in both movement segments. The winner always gets to themselves spot this turn. shoot with one ship or aircraft first. Damage Control and Repairs 3.3 – Visibility and Weather change This is carried out by both players simultaneously in the Damage Control and Repairs Phase (4). If the unmodified dice scores rolled for initiative are the same, the score is used in the Tactical Visibility and Weather Change table to Gunfire and air attacks see if there is a visibility change. The effects are shown in the table. This is carried out in the Shooting Phase (5), started by the player who won initiative. Shooting then alternates between players. The Tactical Visibility and Weather Change Table (d10) results of shooting are applied immediately before the target can Die Visibility Sea Areas of bad weather Roll 1d6 itself shoot. This is NOT simultaneous. Air attacks also take place Score Change State 1 – 3 4 – 5 6 during this alternating activation, as the owning player wishes. 1 – 40 cm + 1 add 3 add 4 add 5 Torpedo attacks 2-3 – 20 cm none add 2 add 3 add 4 Convention would suggest that this is also carried out 4-5 none none add 1 add 2 add 3 simultaneously, for ease of play. In fact, the torpedo is “unbiased” and will attack any ship it contacts. Existing torpedo tracks are 6-7 none none remove 1 remove 2 remove 3 advanced on the table, then new torpedoes are launched, by placing 8-9 + 20 cm none — remove 1 remove 2 a new track on the table. Any torpedo tracks that cross ship bases 10 + 40 cm – 1 — — remove 1 after they have moved or been launched resolve their attacks at the end of the Torpedo Phase (6) in Segment 6c.  The visibility is changed by the amount shown. Visibility can never drop below 20 cm. 3.5 – End Phase  The Sea State may change, but never to below 0 or above 7. In the End Phase the following actions are carried out:  Areas of bad weather may be added or removed.  Roll additional damage for any wrecks that may sink. Worsening conditions  Test for flares and star shells that may go out. Move those that remain in play downwind (see Visibility and Spotting) If the Tactical Visibility Range decreases, add the appropriate number of areas of bad weather. Roll a d6 in the appropriate result  Remove any surprise markers. row from the previous step.  Roll for smoke floats to dissipate; extend any that remain. Areas of bad weather are added randomly in the same way as  Deploy any submarines forced to surface. described under the Set-Up rules (cf. Terrain Placement). You cannot place an area “on top of” a ship so if that would occur, re-  Roll Crew Tests to try to remove Suppression Markers. roll once for a new square and location. If the result would still place the area on a ship, then the area is discarded.

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4 — MOVEMENT 4.1 – Speed 4.2 – Contact Markers The maximum distance moved by a vessel in centimetres is equal to Contact Markers move 10 cm per turn and may be moved in any the vessel's speed in knots. This speed is divided into four quarters, direction. If a player wishes to voluntarily deploy a ship from one rounded to the nearest whole number, with halves rounded up. of his contact markers, then this is done in Segment 3a. The marker Speed is indicated by the model by placing 0 to 4 speed markers. is not moved, and the ship will move in its own Segment. Each marker presents a speed setting of ¼ speed (rounded to the nearest whole number, ½ rounds upwards). Depending on the speed 4.3 – Manoeuvre defined by the markers, the vessel must move as follows: Ships have a Turn Template appropriate to their Class, and there are three levels of manoeuvrability in each Class (High, Medium Speed Table and Low). # Markers Effect Ships can turn during their movement by placing a Turn Template along side the model, aligned so the angle is by the mark on the 0 Ship must drift side of the base. The model can then be pivoted up to that angle, 1 Ship may move any distance up to ¼ speed. The ship and must then be moved straight ahead the number of cm indicated does not have to move at all if it is station keeping. by the Turn Template before it can make another turn. If it has insufficient speed left then the turn may not be made. You may find 2 Ship must move at least ¼ speed and up to ½ speed that with a given number of Speed Markers, a ship’s current speed 3 Ship must move at least ½ speed and up to ¾ speed is not a multiple of the distance it must move after each turn, so you may be unable to move exactly how you had planned (or as far). 4 Ship must move at least ¾ speed and up to full speed A ship may start its movement with a turn, assuming it has enough As the manoeuvre system is based on the position of the Turning speed available to satisfy the requirements shown above. If it does Marks on the base of the model, distances during movement must not, then it must pass a crew test in order to make one turn. also be measured from those points. Unused speed is NOT carried over from turn to turn. An MTB has a maximum speed of 42 knots. It’s speed Vessels moving with only one or two Speed Markers may reduce markers represent speeds of 11, 21, 32 or 42 cms (knots). It the distance they must move forward before making the next turn to must move at least 21 cm and up to 32 cm with three speed ½ the normal value. This means that if you want to manoeuvre markers. using a smaller turning circle, you must sacrifice speed. Drifting An MTB is a Class 1H vessel, which means that it makes a If a ship has suffered 4 or more M damage results then the engines turn of up to 45 degrees each time it turns, and must move 6 do not work, and the ship must drift until they are repaired. Drifting cm after each turn. ships must be marked with a “Drifting” marker. Moving Astern Station Keeping Vessels which wish to move astern must, if travelling ahead, If the ship has functioning engines (i.e. has suffered 3 or fewer M decelerate to a stop before going astern. Vessels may move astern damage) it may maintain its position by station keeping on engines. at up to 1/4 their maximum forward rate. A Crew Test is required to It may only deploy one Speed Marker make any turns, which then use the Turn Template valid for the ship concerned. Speed change Effect of S Damage on manoeuvre Speed may be changed after a ship has moved by adding or removing one Speed Marker. This is done after the ship has moved If a ship suffers S damage it must use one worse Turn Template for and before it attempts spotting or damage control. its class, the progression being from H  M  L. If a ship is reduced to below L capability, then it must pass a Speed Loss successful Crew Test in order to make a turn. If it fails it must Damage may also reduce a ship’s maximum speed, which will continue straight ahead on its current course for the distance mean that you can no longer place 4 speed markers by the model. required by the Turn Template. It may make one attempt to turn You can only place speed markers by the ship that represent the each time the template distances would permit it, assuming it has ship’s current maximum speed (or less). enough speed left. The result cannot go below the “Crew Test” Effect of M Damage on speed result, so any further such effect is replaced by starting a Fire. A ship’s engines will normally be capable of producing enough Effect of having insufficient speed speed to enable the ship to place 4 markers beside it. Each time a There will be cases where the Manoeuvre Class requires a ship to ship takes M damage it reduces the possible output by 1 (= ¼ move a greater distance than the maximum currently available, speed). The ship data and card show the pre-calculated ¼-speed usually due to damage to the engines, but this may also occur with values. submerged submarines. When it has 4 or more damage it cannot produce any speed and In order to make a turn, the ship must pass a Crew Test. If must drift. It may also incur damage in excess of 4 x M, which successful the model may make one turn, and must then move all means it will take longer before it can start moving again. its available speed straight ahead. If it fails to turn, then the model If a ship suffers an M damage hit it must immediately remove any must move all its available speed straight ahead. speed markers that exceed the current engine output. 4.4 – Ships Leaving the Table Ships (and submarines) that are forced to leave the table due to steering damage or misjudged manoeuvres near the table edge cannot return.

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4.5 – Drifting If the Crew Test is successful: Vessels with engines disabled or not running will turn and drift  If trying to avoid a collision, the moving ship model is moved with the wind. Vessels drift a distance depending on the sea state: through the other vessel if its end position would be completely Vessels that are stationary, but with their engines running and clear of the other model. If this is not possible it is stopped short and immediately loses one Speed Marker. In either case capable of providing at least ¼ speed, do not drift unless the controlling player wishes them to. Otherwise they are assumed to the moving vessel may not apply any speed changes at the end be station keeping, using minor engine settings to maintain of its movement. position. They still count as drifting or stationary when under fire  If trying to hit the other ship, a collision is possible. The from enemy vessels. moving ship model is left in its current location and play moves to Step 2 below. Drift Table in cm If the Crew Test is unsuccessful: Sea State 0 or 1 2 3 4 5 +  If trying to avoid a collision, the moving ship may have Class 1 Vessels 1d6 – 1 1d6 1d6 + 1 1d6 + 2 1d6 + 3 collided with the other vessel. The moving ship model is left in its current location and play moves to Step 2 below. Class 2, 3 Vessels 1d6 – 2 1d6 – 1 1d6 1d6 + 1 1D6 + 2  If trying to hit the other ship, the moving ship misses. The moving ship model is moved through the other vessel if its end 4.6 – Collisions and Ramming position would be completely clear of the other model. If this is not possible it is stopped short and immediately loses one Boats may collide when their bases come into contact. This may be Speed Marker. In either case the moving vessel may not apply by accident or intentional. The amount of damage depends on their any speed changes at the end of its movement. size, speed and the angle at which the two vessels meet. The boat that is moving to cause the collision is referred to as the Ramming Step 2 Vessel and its owner must declare whether he is trying to ram or to The other ship now takes a Crew Test rolling a d10 with the avoid the collision. Collisions are evaluated as soon as they occur. following modifiers: Given that the players are manoeuvring their ships, they should be in a position to steer the model such that they succeed or fail in Collision and Ramming Modifiers Table Step 2 (d10) colliding with another vessel. Submarines Situation Modifier These call for some specific rulings. Surfaced submarines are Testing ship’s crew quality – 2 to + 2 treated like any other ship and can be rammed and be involved in Testing ship is faster than the other vessel + 1 collisions. On the other hand, a submerged submarine represented by a marker cannot. This is because it is, in part, representing the Testing ship is 2x faster than the other ship + 2 possible location of the submarine. During movement it is permitted to stack a ship on a submarine counter. A final score of 6 or better is required to pass the test, and the effect of the result is as follows: Resolving a collision or ram If the Crew Test is successful: There are three types of potential collision. (Parallel courses are at There is a glancing blow. The moving model is turned to be 0° and opposing courses are at 180°).  either on a parallel or opposing course of the other vessel  A head-on collision where the angle between the boats’ courses (depending on the angle of approach – use common sense here is 135° or more. please) and is then moved in a straight line until its movement  A stern hit where the angle between courses is 45° or less. allowance is used up. No speed is lost, but the moving vessel may not apply any speed changes at the end of its movement.  Otherwise a collision into the beam of the other vessel occurs. If the Crew Test is unsuccessful: Step 1  A collision occurs. The moving model is left in place. Speed is The moving ship must take a Crew Test rolling a d10, with the lost on the two vessels as shown in the following table. following modifiers: Size difference of Effect on larger Effect on smaller Collision and Ramming Modifiers Table Step 1 (d10) vessels Situation Modifier Same Class Both stop and all speed markers are removed from both ships Testing ship’s crew quality – 2 to + 2 One Class Remove half the Remove all the current Testing ship is faster than the other vessel + 1 current speed markers speed markers Testing ship is 2x faster than the other ship + 2 (rounded up, so a ship with 3 markers Collision is head on – 1 removes 2 of them) Collision is into the stern of other ship – 2 Two classes Unaffected Remove all the current speed markers A final score of 6 or greater is required to pass the test. The effect of the Crew Test results depends on the moving ship’s intentions. An MTB with an average crew has misjudged its course and approaches a from the beam. The moving player declares he is trying to avoid the collision (which would be quite painful to his small ship). He rolls a d10 for the crew test and scores 6. Assuming that the MTB is moving faster, he gets a +1 modifier, for a total of 7, so he

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manages to scrape past the destroyer, but loses a Speed Shock Damage Marker. If the speed of the collision was more than 30 knots either or both If the test had failed, the destroyer (which we assume has of the vessels may suffer from the effects of shock. This is resolved an average crew as well) takes a Crew Test, rolling 4, by means of Crew Tests depending on the Size Classes of the ships. which is a fail. (We know from the MTB test that the destroyer is moving slower). This causes a Glancing Blow.  If the moving vessel is larger than the target, the target must Neither ship loses any Speed Markers and the MTB is roll a Crew Test. moved to its final location as per the rules, and we move to  If the moving vessel is smaller than the target, the moving the Hull Damage section. vessel must take a Crew Test. Hull Damage  If they are both the same size then both must take Crew Tests. If there is a collision you now calculate the Collision Speed. If the Crew Test is unsuccessful, the vessel concerned receives a Suppression Marker.  For a head-on collision add both boats speeds together. A Class 2 trawler is struck in the side by a poorly handled  For a stern hit subtract the speed of the rammed vessel from Class 1 MTB travelling at 20 knots. The vessels do not that of the ramming ship. In this case, if the result is negative, glance off each other and there is no speed modifier to the no collision takes place and the ramming vessel is left in damage dice. The MTB rolls 1d6 for damage caused to the contact with the stern of its intended target. trawler. The roll is a 6, so the trawler loses 6 hull boxes.  In all other cases, the Collision Speed is the speed of the The d6 is rolled again for damage to the MTB – this time a ramming vessel. 5 is rolled, causing the MTB to lose 2 hull boxes (5 divided The basic number of hull boxes lost by a vessel in a collision is by 2, rounded down). If they had collided head-on with a determined by rolling a number of d6 according to the following closing speed over 30 knots, then 1d6 would have been table: added in each of the damage calculations above. The trawler would roll 2d6, scoring 5 and 3 for 8 damage. The Roll separately for damage to both vessels. The Rammed Vessel MTB rolls 2d6 for 5 and 1 for a total of 6, divided by 2 = 3 Collision and Ramming Damage Dice Table (d6) hull boxes. Each vessel would also have to roll a Crew Test to see if the ship becomes suppressed.. Situation # of d6 4.7 – Running Aground Moving Ship’s Class 1 to 3 Depth of water and sea bottom in shallow areas will have been be Glancing Blow – 2 determined beforehand as part of the set-up. If players wish to Collision Speed 0 to10 knots – 1 simulate a situation where charts are out of date, then they may do so, in which case roll for the area of shallows when the first vessel Collision Speed 31 to 40 knots + 1 enters it, using the table in the Game Set-Up. Collision Speed 41 to 50 knots + 2 Contact markers Collision Speed 51 to 60 knots + 3 These cannot run aground but if a model is deployed from a Contact Marker it must test for grounding immediately using the Collision Speed over 60 knots + 4 procedure outlined below. Obstacles and Booms takes the full amount of damage indicated by the die rolls. The Ramming Vessel takes 50% of the damage, rounded down. A scenario might also include obstacles or booms that have to be Additional damage may be inflicted as follows. passed to attack an anchorage. Such items are treated as “Rocky” Paddle Steamers treat Beam hits as Stern hits and vice versa when they are encountered. when determining the effects of the hit.  If the rammed vessel is hit in the beam by a vessel of the same class or larger, roll 1d10. Otherwise go straight to shock damage. 8 (or over) damaged propulsion, it suffers an 'M' hit. Now roll for shock damage below.  Stern rammed vessels: roll a d10, damage as below 8 damaged propulsion, treat as 2 'M' hits. 9 damaged rudder treat the vessel as next highest manoeuvre class (H becomes M etc.). 10 apply both of the above. Now roll for shock damage below.

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Testing for grounding 4.8 – Towing If a ship goes within 5 or 10 cm of a piece of coastline or enters Vessels can attempt to tow other vessels up to 1 class larger than shallows it must test for grounding. This requires a Crew Test, their own. For a ship to tow another vessel they must have deducting – 1 from the score for Class 2 vessels and – 2 for Class 3. successfully passed a tow line. To do this they must be in contact or If it fails the test, then the vessel runs aground, stops immediately within 5 cm and both must be stationary (i.e. have no Speed and all speed markers are removed. Damage is caused according to Markers). the Grounding Damage table. This requires the assisting ship to approach the other vessel  The Hull damage is caused by rolling the type of die shown. with 1 speed marker in its Movement Phase, at the end of  Propulsion (Props and Paddles), Rudder – roll 1D10 for each. which this marker is removed, satisfying the requirement to They are damaged if the score is equal to or less than the have no speed markers in the Damage Control Phase. number shown. Propulsion damage does 1 M damage to the Passing a tow requires a successful Crew Test by the towing vessel engines. Rudder damage causes the ship to use one worse Turn carried out in the ship’s Damage Control Phase. This is modified by Template for its Class. the current Sea State as follows:

Grounding Damage Table Tow Table Modifiers Table Speed Hull Damage System damage Sea State 0 or 1 2 3 4 5 + (Knots) Sandy Normal Rocky Props Rudder Modifier + 2 + 1 + 0 – 1 – 2 Once a tow has been passed the ships may move off and separate <10 Nil 1d3 1d6 2 1 by up to 5 cm between their closest points (which must be between 10-15 1d3 1d6 2d6 3 2 bows and/or sterns). The table below shows the proportion of the 16-20 1d6 2d6 3d6 4 3 towing vessel's speed that can be achieved. However, the speed cannot exceed the current maximum speed of the towed vessel. The 21-25 2d6 3d6 4d6 5 4 tower’s speed setting must be appropriate to this. 26-30 3d6 4d6 5d6 6 5 Towed Vessel: Class 1 Class 2 Class 3 31+ 4d6 5d6 6d6 7 6 Towing Class 1 ½ ¼ — Modifiers to system damage roll (d10) Towing Class 2 ¾ ½ ¼ Paddle steamer testing for Propulsion + 2 Towing Class 3 1 ¾ ½ Any vessels testing when on sand + 1 The towing vessel can move either ahead or astern, though ahead Any vessel testing on rocky bottom – 1 would be more sensible as you will get better speed. Breaking the Tow Lifting Off Tow lines can be dropped at any time. Each vessel then continues Vessels can try and get themselves off the bottom either through independently. The tow line may also be broken unintentionally. their own actions, or with assistance from another vessel. To Roll a d10 each time one of the following circumstances arises; on successfully free themselves the stranded vessel must pass a Crew a roll of 10 the tow line parts. Test in the Damage Control Phase, with the following modifiers:  A ship moves between the two vessels Assistance by other vessels  Either vessel hit by gunfire Other vessels may assist in getting a ship unstuck. In order to do The towing ship speed setting exceeds the current maximum of this they must approach the stranded vessel with no more than 1  speed marker, and end their move in base to base contact with the the towed ship stranded vessel, and make a successful Crew Test to pass a Tow Tow lines are automatically parted if either vessel sinks or if the (q.v.). towed vessel is involved in a collision.

Lifting Off Modifiers Table (d10) Situation Modifier Class 3 testing – 2 Rocky bottom Class 2 testing – 1 Each friend assisting having passed a tow + 1 Sandy bottom

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5 — VISIBILITY AND SPOTTING 5.1 – Visibility 5.3 – Voluntary Deployment Ships cannot engage their enemy at ranges in excess of the current A player may choose to deploy a ship from its “Blip” at the start of visibility range, determined at the start of the game, and which may its activation, before it is moved. When voluntarily deployed, a ship have changed due to the effects of drawn initiative dice. may be moving in any direction. It may only have two Speed Markers. It is allowed to make one attempt while deploying to have 5.2 – Spotting a 3rd Speed Marker if it passes a Crew Test, modified by – 1 if the Aircraft and ships that were already deployed on table as models at the ship is Class 2, and – 2 if Class 3. start of the Spotting Phase may attempt to spot enemy vessels Submarines represented by Contact Markers or “Blips”. Submarines at periscope depth may attempt to spot at a reduced chance, but not in a turn in Submarines being voluntarily deployed may be surfaced or which it has declared an attempt to dive. submerged. Each aircraft or ship may make one spotting attempt per turn during the 5.4 – Starshells and Flares Spotting Phase. Spotting alternates between the players starting with Starshells can be fired by any gun of 3" or greater to a distance of the winner of initiative. 200 cm. Flares can be fired by any vessel out to a distance of 15 cm. The target vessel “Blip” must be within the current visibility range of This happens in the Shooting Phase when the ship is activated. the spotting vessel, and in the spotter’s line of sight. Ranges are If they are to be fired at a specific target, for example a vessel seen at measured between the closest Turning mark on the Spotting vessel and extreme range, then the point of aim is specified and the starshell or the centre of the Contact Marker. flare marker is placed at that point. If, however, the starshell or flare is A submarine cannot attempt to spot a Contact Marker if it is fired to illuminate an area the distance to the aim point must be submerged. estimated. A d10 is then rolled. The deviation from the point of aim in The target of the attempt is declared, and the testing vessel carries out a terms of undershoot or overshoot is given in the Starshell/Flare Crew Test, with the following modifiers: Deviation table.

Spotting Modifiers Table (d10) Starshell/Flare Deviation Table (d10) Situation Modifier Roll 1 2, 3 4 – 7 8, 9 10 Class 3 ship or aircraft testing + 2 Deviation in cm – 20 – 10 0 – 10 = 20 Sea State 0 Class 2 ship or aircraft testing + 1 Flares illuminate all within 10 cm of the aim point while Starshells Testing vessel or aircraft equipped with radar illuminate all within 20 cm. In the End Phase of each turn, roll 1d10 Testing vessel has Quiet engines for each Star Shell or Flare, modified as follows: Sea State 1 or 2  Testing for Flare – 1 Sea State 4 or 5 – 1 Attempting to spot a non-illuminated target from within an  Testing for Star Shell + 1 illuminated area If the score is 6 or greater, the item remains in play, and drifts downwind by the distances shown on the table below. Sea State 6 or worse – 2 Submarine at periscope depth trying to spot. Starshell/Flare Drift Table

If the score is 6 or better this is successful and the opposing player Sea State 0 or 1 2 3 4 5 + must remove the “Blip” and either deploy a ship or declare it to have Drift (cm) 0 1 2 5 10 been a piece of driftwood, whale, or similar. Deploying Spotted ships 5.5 – Searchlights When a “Blip” is deployed as a ship, the model is placed on the spot where the Contact Marker was. The owning player determines its Most, if not all vessels carried searchlights. In the absence of any heading. A vessel deployed after being spotted must be marked with 1 definite data, assume that Class 1 vessels have one searchlight, or 2 Speed Markers, with the exception of German S boats and their Class 2 have one on each side, Class 3 have two on each side. Italian copies, which can have up to 3 Speed Markers. Searchlights may EITHER be turned on OR off when the ship is activated during the Shooting Phase. They may only be aimed at a Submarines deployed from a Contact Marker after having been spotted model, not a Contact Marker Searchlights will illuminate a single must be deployed on the surface. vessel out to 100 cm, but the using vessel will count as illuminated Finally, the spotted vessel is marked as surprised.. to ALL other vessels within 300 cm. The use of searchlights is Surprised vessels noted by placing a yellow cone next to the illuminating ship and a Surprised vessels may not carry out any actions this turn. Surprise yellow circle next to the vessel it is illuminating. Both cone and markers are removed at the end of the current turn. circle should be identified to keep track exactly which ship is illuminating which target. Effect of Searchlights on shooting The target of a searchlight may not shoot at the vessel using the searchlight due to the dazzling effect.

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5.6 – Effects of Illumination and Illuminated 5.8 – Smoke from Burning Vessels Areas Vessels on fire trail 10 cm sections of black smoke deployed in the same manner as smoke from smoke screens. This smoke moves Shooting with the ship concerned as it moves. Any vessel that falls within the area of Illumination or is target of a One section of smoke is applied per fire burning. As fires are put Searchlight may be engaged by gunfire at the daytime equivalent of out, smoke is removed from the downwind end of the line in the the current night time visibility distance. End Phase. This type of smoke only partially blocks line of sight so Shooting from inside an illuminated area is impaired by the glare of a –1 modifier is applied to gunfire if the line of sight passes through the flare or starshell. This is simulated by applying a – 1 modifier to it. shooting from inside an illuminated area, unless the target itself is illuminated. No shooting is allowed through the area unless it is at a 5.9 – Radar target which is itself illuminated or is using searchlights. Bear in mind that a target seen on radar does not enable you to Spotting identify what the contact is, so it is unwise to shoot at it. Radar ranges have adjusted to fit the expected size of playing area when A Contact Marker in an area of illumination from Flares or Star small craft are in use. However, this gives a situation not far Shells may be subject of a Spotting attempt at the daytime removed from reality, as radar technology was in its infancy, equivalent of the current night time visibility distance. especially that equipping small craft. As a result, radar ranges could If the night time visibility is 35 cm, then the object can be be drastically reduced by a combination of poor maintenance and engaged at up to 75 cm. (see the table in Game set-up). climatic conditions. Radar contacts are not sufficient to allow Spotting from inside an illuminated area is impaired by the glare of weapons to be fired. Radar does provide a +1 modifier when used the flare or starshell. This is simulated by applying a – 1 modifier to to attempt to spot a “Blip”. spotting attempts from inside an illuminated area, unless the target Surface search radar was carried on some aircraft later in the war. itself is illuminated. Spotting through an illuminated area or and functions in the same way as if spotting from ships. through a burning vessel is blocked. Radar outfits varied considerably throughout the war. In general Searchlights terms, as far as arrangements for Coastal Forces craft were Vessels illuminated by searchlights count as small illuminated areas concerned, they were confined to the Allies. Nearly all British and of their own and the above effects apply. US boats had radar of some sort by the end of the war. In the earlier stages it was common for boats with radar to be assigned as group 5.7 – Smoke Floats leaders to flotillas, guiding them on to targets. The use of radar on S These are used to create smoke screens, and remain in play until Boats was almost unheard of since there were no suitable sets dispelled. They are dropped by a boat at any point during its move. produced. Those which were used were 'cast offs' from Luftwaffe One float may be deployed per turn. Place a 10 cm line of cotton night fighters, fitted to S112, S86, S87 and two other boats. S130 wool aligned downwind to represent the float. and S701 were fitted with experimental sets late in the war. Some In the End Phase of each turn roll a d10 on the Smoke Dissipation MFPs carried radar, acting as pickets for escort groups. table for each 10 cm section of smoke, modified as shown below. On a 6+ it is removed. After this test, add a further 10 cm section of smoke downwind of any lines of smoke still in play.

Smoke Dissipation Table (d10) Sea State 0 or 1 2 3 4 5 +

Modifier – 2 – 1 + 0 + 1 + 2 Smoke floats created a bright flash when ignited. If used in night actions a boat which drops or ignites a smoke float illuminates itself and is marked as such. Smoke screens created by smoke floats block line of sight. No gunfire is allowed through a smoke screen, nor may torpedoes be fired at a target behind one. Smoke Screens Smoke floats could be ignited when carried on a vessel to create a smoke screen. To do this requires a successful Crew Test in the ship’s activation during the Shooting Phase. If this is done, the boat places one 10 cm section of smoke downwind of the model per Class of ship, in contact with it. These smoke sections move with the ship and remain aligned downwind and in contact with the vessel. It tests each turn to see if it dissipates entirely, but does not extend if it remains in place.

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6 – DAMAGE CONTROL Damage Control is carried out by a ship during the Damage Control 6.3 – Fighting Fires and Repair Phase. It is carried out simultaneously as the effects will Fires are fought using a standard Damage Control test, however not interfere with the opponent’s rolls. there are additional effects, as follows. Bear in mind that each fire 6.1 – Effects of Damage is treated as a separate effect. If you choose to fight a fire and There are a number of possible effects of damage in the game. succeed, then the fire is extinguished. Systems may be temporarily damaged and can be repaired in the If you failed in the attempt, or you did not fight the fire this turn, game, or they may be wrecked or otherwise require attention in a then you must roll 1d10 on the Fire Effects Table, modifying the dockyard. These are shown in the various types of damage inflicted roll by – 1 if the ship has a petrol engine. in the game. Fire Effects Table (d10) M (Machinery) Each ship’s engine room can provide up to 4 Speed Markers, and Score Effect the number of such markers available is reduced by 1 each time the 1 Explosion, lose 1d6 Hull Boxes and add 1 Fire ship takes M damage. A ship may suffer more than 4 items of M damage, which just means that it takes longer to get moving again. 2, 3 Lose 2 Hull Boxes S (Steering/Manoeuvrability) 4 to 6 Lose 1 Hull Box A ship that suffers S damage must use one Turn Template worse 7 to 10 No effect (for its class) each time it receives such damage. The effect is that it will turn slower, until such time as it has no “worse” template 6.4 – Critical Flooding available, in which case it requires a Crew Test to make a turn. If Flooding is stemmed using a standard Damage Control test, the damage gets even worse then that Crew Test will be taken with however there are additional effects, as follows. Bear in mind that addition modifiers of – 1 for each excess level of damage. each flood is treated as a separate effect. If you choose to stem Fire flooding and succeed, then the leak is repaired. Ships that catch fire will suffer additional damage as shown below. If you failed, or you did not attempt to stem the flood this turn, then then you must roll 1d10 on the Flood Effects Table. Weapons Weapons and other systems are permanently wrecked by a Combat Flood Effects Table (d10) result of ‘X’. Score Effect Other systems Some other systems such a torpedo controls may be damaged by 1 Another leak appears, lose 1d6 Hull Boxes and add 1 Flood combat and may be repaired. 2, 3 Lose 2 Hull Boxes 6.2 – Damage Control 4 to 6 Lose 1 Hull Box All ships have a variable amount of Damage Control capacity, 7 to 10 No effect which is available each turn at the end of movement. This number is equal to the ship’s Class, so bigger ships are more capable than 6.5 – Wrecks and Sinking Ships small ships. Merchant vessels only ever have 1 Damage Control. As soon as a ship is reduced to 0 Hull Boxes it can take no further The following can be attempted: action as the crew abandon ship. If the damage reduced the number  Repair damage to Steering (S) below 0 then this negative value is recorded.  Repair damage to Machinery (M) In the End Phase of each turn roll 1d6 and add the score as further negative damage. When the total negative damage accrued matches  Repair damage to Torpedo Controls (a B hit result) the vessel’s original (positive) number of hull boxes the vessel  Remove Command Disruption (a B hit result) sinks and the model is removed.  Fight Fires Until the wreck is removed it will drift like any other vessel, will block lines of sight, and will be a hazard to navigation.  Stem Floods

Weapon damage of type “X” cannot be repaired. Vessels affected by a “W” result test to remove Suppression Markers at the end of the Turn. In each case a test uses one of the ships capacity for the turn. If a test is failed and there is still available capacity a further attempt is permitted this turn. Damage Control is attempted by declaring which system is being repaired, then taking a Crew Test. If the test is successful (a final score of 6+) then the system is repaired, otherwise it remains out of action. If a ship has no Damage Control Teams then it may attempt one test per turn, and this test must be re-rolled if successful.

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7 — GUN ATTACKS This aspect of these rules is based on the idea that damage to a Application of damage warship can be divided into damage that reduces the fighting While the principle of “everything happens when it happens” effectiveness of the craft and damage that causes it to sink. Some applies and damage is applied to the target as it is inflicted, any hits will scare the crew and while they do no significant damage, results that could change the hit chances are not deemed to be in they may put weapons out of action temporarily. All gun mounts effect until the shooting ship has finished resolving its attacks. fire once per turn. The rate of fire of the weapon and number of guns in a mount determines the number of attack dice you roll to hit 7.3 – Effectiveness of Hits for that mount, and/or the to hit bonus or penalty applied to those When a hit is scored on a target, the weapon firing must be able to dice. These guns may show the annotation (nd), (nd+) or (nd–). inflict damage on that target. Depending on the size or type of Larger guns of 3” calibre and above all have a relatively low rate of vessel it may have some level of “Protection”. In most cases this is fire with a reduced chance of hitting, which is taken into account in not armour, but rather an indication of strength and robustness of the shooting tables. In these rules they are usually in single barrel the materials used in its construction. The following table shows the mounts, but in the cases where they are in twin mounts they gain a four levels of protection and the calibre of weapon that is required benefit as explained below. to overcome them.

7.1 – Arcs of Fire and Lines of Sight Protection Table In order to use a weapon to engage a target it must have a clear line of sight to that target, and it must be within the shooting arc. Place Nil All weapons the Firing Arc Template so that it is centred on the model, using the Light 20mm or greater Turning Marks to help with this. The line of sight is measured Medium 37mm or greater between the nearest two Turning Marks on the bases of the shooting and target vessels. The arcs of fire on the shooting vessel Heavy 75mm or greater; Rockets fall into the segments on the Firing Arc Template. Armour Lines of sight are blocked by any intervening vessel (including its base), land masses, areas of bad weather and sections of smoke The Armour Protection Table shows what level of “Protection” screen. Smoke from a burning vessel does not block lines of sight may be present on various Classes of vessel. Note there is a small but a “to hit” penalty of – 1 is incurred per such area of smoke. distinction between warships on which protection (for the Bridge, Hull, Machinery and Steering) differs between the three Classes, 7.2 – Firing Procedure and Merchants or Armed Merchant Vessels, on which there is one Shooting alternates between players, starting with the player who level of Protection. won initiative. He declares which ship will attack first. A ship may The Protection for weapons (if fitted) is always the same regardless fire all its guns every turn, as long as they have not been destroyed. of Ship Class or Type. The player declares which targets will be attacked by which gun Values in (brackets) apply only if the location is specifically listed mounts before resolving any attacks. as armoured. The Data Tables list exceptions to the typical values Method shown. As explained above, a weapon will either overcome the protection or not, depending on its calibre. Measure the range to the target between the Turning Marks. Check that the Turning Mark on the target is in the firing arc of the weapon mount (see data charts for firing arcs). Depending on the weapon mount concerned you get one or more d10 attack dice. You can find the number in the Ship Data tables or the Weapon Dice Armour Protection Table Table. The scores required to hit at given ranges (in cm.) are shown in the Weapons Table that follows. The dice are rolled, each of Warship Class: 3 2 1 which is modified if necessary with factors from the Shooting Modifiers Table, and the final score must equal or exceed the score Bridge (B) Light Nil (Light) Nil (Light) in the Weapons To Hit Table. Hull (H) Heavy Medium Nil Attack Dice Machinery (M) Heavy Medium Nil All weapons have at least 1 attack dice per mount. Some with a Steering (S) Heavy Medium Nil higher rate of fire will either have a to hit bonus or penalty, or have more dice, or both. These are shown in the Ship Data Tables by Other ships: each mount. The numbers are summarised in the Weapon Dice Table. Note that not all nations use all the combinations of numbers All Merchant vessels Nil of gun barrels. Armed Merchant Vessels Light Larger calibre guns in twin mounts Weapons If a mount with twin guns of a calibre of 75mm/3” or greater misses Main guns (3.9” or greater*) [[[Turret]]]: Heavy its shot it may re-roll the die or dice once, applying the same (X) [[Gun shield]]: Medium modifiers as applied to the initial shot. Such gun mounts show the No shield: Nil annotation ‘(1dr)’. * NOTE that there are some exceptions: some large calibre guns have no protection, while some smaller calibre guns are given protection. This is shown both in the Weapons and the Notes sections of the Ship Data tables.

Torpedo Tubes (X) Torpedo tube: Light Smaller calibre weapons (X) Nil

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Weapons To Hit Table Weapon 10 cm 25 cm 50 cm 75 cm 100 cm 150 cm >150 cm Light Machine Gun (weapons up to 9mm) 6 7 No AA – – – – – Heavy Machine Gun (.50 cal, 12.7mm, 15mm) 6 7 8 No AA – – – – 20mm, 23mm, 25mm, 28mm (1.1”), 30mm; Rocket Salvoes 6 7 8 8 No AA – – – 37mm, 40mm, 2pdr, 6pdr Molins Automatic; Heavy Rockets 6 7 8 8 9 No AA – – 45mm, 47mm, 3pdr, 57mm, 6pdr, 4.5” Automatic 7 8 9 9 10 No AA – – Larger calibre weapons The to hit score for all these guns is based on being in a single-barrel mount. If the mount has two guns, then it re-rolls shots that miss. 75mm, 3”, 12pdr, 85mm, 88mm, 3.4” 9 8 8 8 8 9 10 No AA All guns of 100mm (3.9”) and greater * 9 * 8 8 8 8 9 10 No AA * These weapons have a minimum range of 10 cm when fired against ships or aircraft.

Hull Damage Table (2d6) Weapon will Weapon 2 3 4 5 6 7 8 9 10 11 12 overcome LMG 0 0 0 0 0 0 0 0 0 1 2 Nil HMG 0 0 0 0 0 0 0 0 1 2 3 Nil 20mm, 23mm, 25mm 0 0 0 0 0 0 0 1 2 3 4 Light 28mm (1.1”), 30mm 0 0 0 0 0 0 1 2 3 4 5 Light 37mm, 40mm, 2pdr 0 0 0 0 0 1 2 3 4 5 6 Medium 45mm, 47mm, 3pdr 0 0 0 0 1 2 3 4 5 6 7 Medium 57mm, 6pdr 0 0 0 1 2 3 4 5 6 7 8 Medium 75mm, 3”, 12pdr; 0 0 1 2 3 4 5 6 7 8 9 Heavy Rocket salvoes 85mm, 88mm, 3.4” 0 1 2 3 4 5 6 7 8 9 10 Heavy Larger calibre up to 4.1” / 105mm; 1 2 3 4 5 6 7 8 9 10 11 Heavy Heavy Rockets Larger calibre up to 5.1” / 130mm 2 3 4 5 6 7 8 9 10 11 12 Heavy Larger calibre up to 6.1” / 155mm 3 4 5 6 7 8 9 10 11 12 13 Heavy

Shooting Modifiers Table (d10) Crew Quality + 2 to – 2 Gun mount has a rating of ‘(nd–)’ – 1 Ship is Suppressed (NOTE Shielded and Turret guns of 3.9” and over are immune to suppression) Special Effects Table (d10) At night and target illuminated Score Effect Shooting from illuminated area at non-illuminated target Shooting through smoke (per line of smoke) 1 1 Fire started At night and target not illuminated – 2 2 All vessels: Steering (S) Shooting on Radar target – 4 3 All vessels: Bridge (B) Gun mount has a rating of ‘(nd+)’ +1 4, 5 All vessels: Machinery (M) Class 2 ship target Target Ship moving at 10 knots or less 6, 7, 8 Warships: Apply 1 Suppression Marker (W) Target steering damaged Merchants: 1d6 of Structural (Hull) damage Class 3 ship target +2 9 to 10 Warships: Weapon Destroyed (X) Target drifting or stationary Merchants: 1 Fire started

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Hull Damage When randomising, always take all the weapons fitted into account, If the weapon firing will overcome the Protection on the target, roll not just those that are still operational. This means that as the vessel 2d6 for each hit on the Hull Damage Table, using the Damage will become more vulnerable to fires as weapons are lost. value for the gun to select the correct row in the table. The number W: Weapons Suppressed shown in the table is the number of hull boxes that are lost. The ship is deemed to be under heavy fire, meaning that the crew A ship reduced to 0 Hull Boxes is treated as a wreck and out of will be taking cover and is marked with a Suppression marker. A action. It cannot take any further part in the battle. See Damage Suppression Marker has an adverse effect on shooting, causing a – Control regarding Wrecks. 1 to hit modifier. Ships that are suppressed roll a Crew Test in the Special Effects End Phase and if successful the marker is removed. Now roll 1d10 on the Special Effects Table for each hit. In order If a Suppressed ship receives another suppression result from any for the effect to be applied the weapon firing must be able to cause roll a Crew Test. If this fails the ship loses one weapon overcome any protection that a target may have on the location hit. mount, determined randomly. If a Shielded or Turreted mount would be affected through the randomisation the effect is ignored if 7.4 – Special Effects the weapon would not overcome the protection. In order for the effect to be applied the weapon firing must be able Suppression will only have an effect on weapons that are in open to overcome any protection that a target may have on the location mounts. Most guns of calibre 3.9” / 100mm or larger will either be hit. If the hit can overcome the protection but the result cannot be behind a gun shield or in an enclosed turret. Such weapons cannot applied (for any reason), or if it is already in effect, then a fire is be suppressed. Guns with shields show their arc in double brackets started. ‘[[xxx]]’, whereas those in enclosed turrets have triple brackets ‘[[[xxx]]]’. NOTE that there are exceptions, with larger calibre guns B: Bridge hit having no protection, and smaller guns having some protection. Any Bridge Hit knocks out one searchlight. Shooting player rolls a These are shown in the Weapons and Notes sections of the Ship d6: Data tables. 1 Helm hit. The vessel is immediately turned to Port placing its X: Weapon mount hit and destroyed normal turn template by the appropriate Turning Mark and turning the vessel onto new heading. One weapon mount is destroyed assuming its protection (if any) is overcome. The mount is determined randomly from all weapons. If 2 As 1, but to Starboard. there are no mounts available then a fire is started, and no 3 Throttle jammed. Remove 1 speed marker from ship. penetration of protection is required. 4 Damage Control teams reduced by 1. This effect can be applied “X” hits on Torpedoes multiple times. 5 Captain wounded, command disrupted. Ship is ‘Surprised’. If If torpedoes are hit, the mount concerned is put out of action already surprised, a Fire is started. permanently. The shooting player now rolls a d10. On a 9 a torpedo propulsion reservoir explodes. A fire starts immediately. On a roll 6 Captain hit. Reduce Crew Quality by 1 – (it can go below – 2). of 10 a torpedo explodes, causing damage as if hit by a Heavy M: Machinery Bomb (causing Hull damage, and possible further Special Effects). All Machinery effects can be repaired. Shooting player rolls a d6: Refer to the Aircraft section for how this is applied. 1 Damage to Engines. The maximum speed of the vessel is “X” hits on Depth Charges and ASW Weapons reduced by 1 Speed Setting (¼ speed). If depth charges are hit, the entire system is put out of action 2 As 1 , with 1 Hull Box additional damage. permanently (racks and, if fitted, throwers as well). Now the 3 Ship cannot accelerate. shooting player rolls a d10. On a 10, one of the weapons is hit and 4 As 3, with 1 Hull Box additional damage. explodes, causing damage as if hit by a Medium Bomb (causing Hull damage, and possible further Special Effects). Refer to the 5 Remove one Speed Marker from vessel. Aircraft section for how this is applied. 6 As 5, with 1 Hull Box additional damage. Ahead Throwing Weapons are also treated as separate mounts, but S: Steering gear are just knocked out with no further effects. All Steering effects can be repaired. Submarines with Steering 7.5 – Firing Rockets damage cannot dive. Some ships are equipped with Rocket Salvoes or Heavy Rockets. Shooting player rolls a d6: These are one shot weapons, and can only be fired out of the 1 No course changes until repaired. forward arc. 2 Ship cannot make turns to port. 7.6 – Shore Batteries 3 Ship cannot make turns to starboard. 4 Manoeuvre rating is reduced. The effect is that the rating is Shore batteries must be deployed on table on a promontory or island, and these use guns up to 6.1" fire as described in the tables reduced from H  M  L  Crew Test required to turn. After above. They must have c clear line of sight, however they have the this, if the result happens again, a Fire is started. following additional conditions: 5 As 4, with 1 Hull Box additional damage.  The minimum range is 50 cm 6 As 4, with 2 Hull Boxes additional damage.  They gain a +1 to hit modifier because they are on a stable Note regarding weapon hits firing platform. Treat fixed single torpedo tube mountings (including their reloads

where applicable), as complete weapons. A destroyer with a swivel mount with one or more tubes treats this as a single mount. An S-boat with two tubes and two reloads treats these as two weapon mounts.

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8 — TORPEDO ATTACKS

The Torpedo Phase is separated into three distinct segments. Torpedo Hit Modifiers Table (d10 – 4 or better to hit)  Torpedo Tracks move. Class 1 Target – 4  New Torpedoes are launched. Class 2 Target – 2  All torpedoes resolve any contact with ships. Shallow Draught Target Ships can move freely over torpedo tracks on the table with no risk Torpedo is entering the target’s stern arc * at the moment they cross them. They should however avoid ending Torpedo is entering the target’s bow arc * – 1 up in a position where the torpedo track will be after it is moved later on in the game turn. Target is stationary or drifting + 3 Torpedo ranges * The bow and stern for torpedo hits are delimited by a 10 degree arc to port or starboard of the target ship’s course (see Torpedo Fire Template). Torpedoes have an unlimited range when you take the ground and The track must be completely within the arc (you may have to extend the time scales into account. For ease of play all torpedoes move at 40 arc outwards to check this). knots. We are of course aware that they could move at various speeds depending on make, and the actual setting on the torpedo. be aimed astern rather than ahead. 8.1 – Torpedo Movement 8.3 – Hitting a target The first action in the Torpedo Phase is that all tracks are advanced A torpedo is only a hazard if a ship is intersected by a torpedo track in a straight line. This can be achieved either in the third segment of the Torpedo Phase, at which point it will  by placing a straight edge alongside the existing track and attack that model. If there is a choice, the first attack is made sliding it forwards, or against the ship closest to the point where it was fired.  by placing a new matching track at the current front of the For the torpedo to hit roll a d10, the score being modified as shown existing track, and removing the old track. in the Torpedo Hit Modifiers Table. In order to hit the target a final score of 4 or better is required. 8.2 – Launching Torpedoes Torpedo Arming Tracks that intersect a target must still test for The next action in the Torpedo Phase is that vessels can launch hits. If torpedoes hit a target while still arming, they are removed torpedoes. The launching ship places one track per torpedo, in and do no damage. contact with the firing ship, or in contact with a track which is itself Shallows and land; Torpedo nets and obstacles in contact with the firing ship, and so on. The player decides how many torpedoes will be fired from those left available. In order to A Torpedo that enters shallows or is launched in shallows must roll fire a torpedo the firing ship must have a clear line of sight to at d10. If the score is 6 or more it is removed having struck the least one potential target in the firing arc of this torpedo. bottom. Torpedoes that hit land, obstacles other than wrecks, and torpedo Fixed Tubes nets are removed. In the case of fixed tubes, the tracks must be placed in contact with the front edge of the model base. Fixed torpedoes fired over the rear Wrecks of the vessel (see below) must be placed in contact with the rear A torpedo that intersects a wreck tests for hits in the usual manner. edge of the vessel. If it hits the target it rolls for damage as if the target was still in The tracks must be aligned within an arc of 10 degrees to port or action, applying the appropriate negative damage (see Wrecks starboard of the course of the firing vessel. (A template is provided, under Damage Control). place this beside the model base to determine the firing arcs.) The 8.4 – Duds Torpedoes do not all have to follow the same course. Each torpedo that hits rolls 1d10. It is a dud if the score rolled is as Swivel Tubes shown in the Dud Torpedo Table. In the case of swivel tubes, the tracks must be placed by the side of the model, aligned within a 90 degree arc centred on the Dud Torpedo Table (d10) perpendicular to the course of the ship. A swivel mount may only Nationality Dud score fire in one direction in a game turn. When launched a torpedo is represented using a Torpedo Arming United States WW2 (until Autumn 1943) 1, 2 or 3 track. It may of course still hit something. Germany WW2 (until Autumn 1943) 1 or 2 Ships with Suppression Markers All others in any period 1 If a ship wishing to fire torpedoes is marked with a Suppression marker, it must pass a Crew Test per torpedo tube it wishes to fire. If a dud is rolled then the torpedo has no effect at all and is Stern Launched Torpedoes removed. Torpedoes were launched from the stern of CMBs, early MTBs and Russian G4-G5 class vessels. Any vessels fitted with stern launching gear must be travelling at 25 knots or more to safely launch their torpedoes. If travelling at less than 25 knots, roll a d10. On a 1-3 the torpedo fails to run and is lost. Note that this case is different from stern launched torpedoes on some German S701 Class S Boats, where the launch tubes faced backwards to engage pursuing ships. Launch procedures for these tubes are as normal, with the exception that the torpedoes have to

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8.5 – Torpedo Damage 8.6 – Reloading Torpedoes If the hit was not a dud, the damage effect is determined by rolling Some vessels, notably the larger S-boats carried reloads for their a number of d6s. This number varies according to the weapon being torpedo tubes. These are shown on the data charts by the torpedo carried by the ship. A summary of typical torpedo types and their rating X+Y, where X is the number of tubes (assumed loaded) and Damage Dice is shown in the Torpedo Damage Dice table. Y is the number of reloads. To reload one torpedo tube requires 4 successful Damage Control Torpedo Damage Table (d6) rolls. Strictly these should be in sequence but for ease of play we would not regard that as mandatory. Just keep a record of the Score Effect number of successes. 1-3 Lose 10 Hull Boxes due to flooding. Submarines reload their torpedoes in the Damage Control Phase, 4-5 Engine and boiler damage. The vessel’s maximum speed is but use a Crew Test (not a Damage Control Roll). If successful the reduced by 1 setting (¼ speed). This cannot go below 0. If already tube is reloaded. at 0, then apply result 6 below 6 Critical Flooding. Lose 2d6 Hull Boxes. Flooding can be repaired in the Damage Control Phase.

Size Torpedo Damage Dice Table # Dice Extra Stuff 1 – Dock Gates and other shore Default Values if you do not have exact torpedo types installations VH 24” 10 Dock and Lock gates are treated as stationary ships. They have H 21” 8 hull boxes as for ships (50 is a typical value for a medium sized L 18” and smaller 6 gate), are treated as Class 3 targets and may be treated as being Aircraft Torpedoes armoured if the players agree this. They take hull box damage from gunfire, torpedo hits, and collisions. Damage caused by Values for Specific Types of Torpedo collisions from Class 3 ships with demolition charges in the bows will usually result in the destruction of the gate. The hull box VH 24” Japan Type 98-2 7 Type 90 8 damage inflicted is 1d10 times 10 in addition to the damage from Type 93m1 9 the collision. Type 93m3 11 Other shore installations such as bunkers and gun emplacements can be created following the above guidelines. These would H 22.4” USA Mk 13 (also used by aircraft) 5 From 1940 6 normally have heavy armour but would only be Class 1 or 2 in From 1943# 8 size and have a more limited number of “hull” boxes. 21.65” France Types 19D and U 6 Extra Stuff 2 – Weapon Dice Type 27D 7 The table below is a summary of the gun types in use, cross 21” GB Mks II and IV (also used in WW1) 6 referenced with the number of barrels in a mount. It shows how Mks VII, VIII and IX 7 many dice a mount will roll, which weapons get a +1 to hit due to Mks VIII** and IX** (from 1943#) 9 better rates of fire, and – 1 to hit for poor rate of fire. Germany G7e 7 Italy Types Si and W 6 Japan Type 6 6 Russia Type 53-27 6 Type 53-36 7 Weapon Dice Table Showing #d/d+/d– # Barrels Type 53-38U 8 USA Mk 12; Bliss-Leavitt Mk 8 6 Weapon 1 2 3 4 Mk 12 (from 1943#) 7 Mk 15 7 LMG (all types except as shown) 2 3 n/a 4+ Mk 15 (from 1943#) 9 .30 cal (US) 1+ 2+ n/a 3+ DShk (Rus) 1+ 2 n/a n/a L 18” GB Mks VII and VIII (also WW1) 5 Mk XV (From 1943# – Aircraft) 6 HMG (all types except as shown) 2 2+ 3 3+ Mk XV (From 1943# – Ships) 7 .50 cal (US - MTB) 2 3 n/a 4 USA Bliss-Leavitt Type 7 (1916 – Aircraft) 4 HMG (Jap) (Fr) (It); .5 cal (US - Heavy barrel) 1+ 2 n/a 3 Bliss-Leavitt Type 7 (1920 – Aircraft) 5 20mm (GB) (US); FlaK 38 (Ger) 1+ 2 n/a 3 17.7” Italy Type F (1930) 4 20mm FlaK 30 (Ger); Breda (It) 1 1+ n/a 2+ Types Si/W (ships/aircraft) 5 Types Si/W from 1941^ (ships/aircraft) 6 25mm (Jap) (Fr) 1 1+ 2 n/a Japan Various Types on ships 7 28mm (1.1”) (US) 1 n/a n/a 1+ Type 91m3 on aircraft 6 Type 91m4 on aircraft from 1944 7 30mm (Ger) 1+ 2 n/a n/a Type 91m7 on aircraft from 1944 8 Russia Type 36AN (1938) 6 37mm (US) (Rus); FlaK M42 & M43 (Ger) 1 n/a n/a n/a 37mm (Fr) (It); SKC30 (Ger) 1– n/a n/a n/a 15.75” France Type 26W 5 2pdr Mk II (1915) (GB); 40mm Terni (It) 1 n/a n/a n/a # US and British warheads filled with Torpex 2pdr Mk VIII (WW2) (GB) 1– 1 n/a 1+ ^ Italian warheads filled with improved explosives 40mm Bofors (GB) (US) 1 1+ n/a 2

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9 — AIRCRAFT Aircraft are always treated as off-table assets that appear as Preparing to attack a target reinforcements during the game. If a plane wishes to attack an enemy aircraft, both must be at the Aircraft Classes same Height at the end of the Movement Phase. Of course the Aircraft are divided into three classes depending on their size. target must be in the arc of fire of the shooting aircraft’s weapons. If planning to attack a surface target, this must be in the aircraft’s  Class 1 – Fighters and aircraft with superior manoeuvrability, forward arc. There are some limitations regarding the position of such the Spitfire or Bf 109. aircraft and the distance to the target, depending on the attack:  Class 2 – Aircraft with intermediate manoeuvrability, such as  For Strafing and Rocket attacks, the target must be within range Bf 110 or Mosquito. and arc of fire of the guns, and the aircraft must be at Low  Class 3 – Larger aircraft with lower manoeuvrability, such the Height. The attack is resolved during the Shooting Phase. Sunderland or Fw 200 Condor.  For any Bombing attacks the aircraft model must be placed Hit Points and other data between 10 cm and 25 cm from the target, and facing it. Aircraft have a number of hit points depending on their empty  For Level Bombing the aircraft must be at Low or Medium weight. When the damage suffered equals or exceeds the total hit Height. The attack is resolved during the Shooting Phase. points for the aircraft it is shot down. As an aircraft gets damaged it is more likely to withdraw from combat. This is reflected by the  For Dive Bombing the aircraft must be at Medium Height. need to pass a Crew Test whenever ¼ of the hit points are lost. The Their attack is resolved during the Shooting Phase. After the numbers representing these thresholds are pre-calculated and attack has been carried out dive bombers are marked with a appear in the Aircraft Data lists, which also show Class types, Low Height marker. Speed rating, Hit Modifiers and Armament.  For a Torpedo Attack the aircraft must be placed facing in the Height direction it wishes to launch the torpedoes. These are fired during the Torpedo Launch Phase. Aircraft that appear on table must be marked with their height, which may be Low, Medium or High. This will be done when they 9.4 – Air to Air Combat are initially deployed on table from Reserves. Aircraft at the same Height as each other can engage in combat Aircraft can always dive to a lower altitude during their movement, with guns that bear and have the range. Aircraft can attack multiple but can never climb while on the table. They can however leave the targets though a set of guns (wings, a turret, a pivot mount etc.) can table in their Movement Phase, and roll to return to the table at a only attack a single target. new height on subsequent turns. An aircraft with fixed forward firing guns in the wings and/or nose 9.1 – Deploying Aircraft must fire these at the same target. It cannot shoot some fixed guns at an aircraft and strafe a ship with others. Aircraft are deployed on table during the Aircraft Movement Phase The aircraft rolls to hit using 1d10 per gun being fired, requiring the (Segment 3b) as part of the alternating actions between players. hit scores shown in the Air to Air Combat table, modified as This uses a reinforcement roll, and the aircraft is deployed on the follows: table edge marked with their current Height. Aircraft cannot move any further in the turn in which they are deployed. They can move in subsequent turns. Air to Air Modifiers Table (d10) 9.2 – Aircraft actions Crew Quality + 2 to – 2 If turns after they have been deployed on table, aircraft can do one of the following: Target to hit Modifier + 3 to – 2  Move into an attack position against a ship or aircraft. Shooter speed rating is better than that of the target + 1  Move anywhere else on the table. Shooter speed rating is worse than that of the target – 1  Leave the table. 9.3 – Aircraft Movement The speed of aircraft relative to that of ships is much higher. This means that aircraft can always react to the movement of ships, to they are moved in a separate Segment (3b) in the Movement Phase. Aircraft can move anywhere on the play area and be positioned in any direction after movement. They may also be left in their original position if desired, representing circling over a location. Aircraft movement is alternated between the two players, with the Air to Air Combat Table – To hit at Range (d10) first to move having been decided by the winner of the initiative roll. The “first mover” of aircraft is always the same as that of Weapon 10 cm 25 cm ships. LMG 6 – Changing Height HMG 6 7 Aircraft change height after they have moved, but only by diving to a lower altitude, after which a new Height Marker is placed beside 20mm, 23mm, 25mm 6 7 them. 30mm 6 7 37mm, 40mm 6 7

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Aircraft Damage Method When the target is hit, each gun that hits will inflict the amount of The Weapons To Hit Table in the Gun Shooting rules is used to damage shown in the Aircraft Damage Table. When the number of define the base to hit number. Note that the maximum range when damage points suffered equals or exceeds the total for the aircraft it fired against aircraft is reduced by one Range Band, signified by is shot down. the remark ‘No AA’ in the table. In addition, Large Calibre After an aircraft has finished shooting at its target, if the target weapons have minimum range restrictions. aircraft lost at least ¼ of its original damage points, it must There are a number of modifiers to the to hit scores shown in the immediately roll a Crew Test for each ¼ lost. If any of these tests Anti Aircraft Modifiers Table. fail then the aircraft is driven off and immediately removed from the table. It returns to reserves, retaining its current hit points. Anti Aircraft Modifiers Table (d10) Aircraft Damage Table Crew Quality + 2 to – 2 Weapon Damage Gun mount has a rating of ‘(nd+)’ + 1 LMG 1 Aircraft Target Class 2 – 1 Gun mount has a rating of ‘(nd–)’ HMG 2 Firing ship is Suppressed 20-25mm cannon 4 Aircraft Target Class 1 – 2 28-30mm cannon 6 Aircraft Damage 37mm, 40mm, 2pdr 8 When the target is hit, each gun that hits will inflict the amount of 45m, 47mm, 3pdr 10 damage shown in the Aircraft Damage Table. When the number of damage points suffered equals or exceeds the total for the aircraft it 57mm, 6pdr 2d6 is shot down. 75mm, 3”, 12pdr 3d6 After a ship has finished shooting at its target, if the target aircraft 88mm, 3.4” 4d6 lost at least ¼ of its original damage points, it must immediately roll a Crew Test for each ¼ lost. If any of these tests fail then the 90mm and over 5d6 aircraft is driven off and immediately removed from the table. It 9.5 – Anti Aircraft Combat returns to reserves, retaining its current hit points. Guns marked '*' in the data tables cannot be used against 9.6 – Air to Surface Combat aircraft. Aircraft were a considerable threat to coastal forces craft (both to Ship mounted weapons fire using the Weapons To Hit table used the enemy's craft and their own – coastal craft were often the against surface vessels. Weapons firing at aircraft may not be used victims of "blue on blue" encounters). German seaplanes were the for surface to surface gunnery in the same turn. Arcs of fire apply. major threat to WW1 CMBs. Rocket firing Typhoons and Mustangs sank a number of R Boats during the D Day landings, Effect of Height and strafing attacks could make a mess of even quite large ships.  Aircraft targets at Low Height can be attacked by all guns, Aircraft can only carry out one type of attack against one ship subject to range restrictions shown below. target per turn.  Aircraft at Medium Height can be attacked by guns of Strafing and Rockets 37mm/40mm calibre/ 2pdr or greater. Aircraft may make strafing attacks with their guns if the target is in  Aircraft at High Height can only be attacked by guns of the weapon’s arc and within range. Shooting uses the Weapons To 75mm/3” calibre or greater. Hit table as used between ships, however weapons cannot be used Choice of Targets in the ‘No AA’ range band. Some aircraft guns cannot be used for strafing and these are marked in the aircraft data lists. AA fire must be conducted against the closest enemy aircraft in the arc of fire that could be engaged by the weapon, taking account of Instead of strafing, an aircraft may fire rockets at the target. the target’s Height as well. If you wish to fire at a different target Rockets are fired in salvos, denoted by RS on the data tables, or as the ship must pass a Crew Test. The test is conducted with a –1 individual Heavy Rockets. Aircraft may carry one or more Salvos modifier if there are any friendly aircraft in the arc of fire and or Heavy Rockets. Up to two Salvos or Heavy Rockets may be closer then the enemy. fired in the same turn at the same target, and the attacks are rolled separately. The target must be in the forward arc of the aircraft. A ship with an LMG can ignore an aircraft at Medium Height when determining the closest target. An aircraft may not carry out a strafing attack or attack with rockets if it has fired any of its fixed forward firing guns at an aircraft. A heavy calibre gun with a minimum range of 10 cm can ignore any targets at ranges below 10 cm. Roll a d10 for each gun or rocket salvo modified using the Strafing and Rocket Attack Modifiers: If the test is failed then the gun cannot be fired this Shooting Phase. (Here we aim to show the effects of trying to identify fast moving aircraft which might be friendly). Note re dive bombers Strafing and Rocket Attack Modifiers Dive Bombers will always be at Medium or High Height before Crew Quality + 2 to – 2 they attack, but after the attack is carried out the Height is Ship Target Class 2 + 1 immediately changed to Low. Target ship has damaged steering Target ship is moving 10 knots or less Ship Target Class 3 + 2 Target ship is drifting or stationary

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Damage Torpedoes After each hit roll on the Hull Damage and Special Effects Tables Aircraft attack using torpedoes by placing the model where desired, using the appropriate gun calibres. The Protection on the target and by declaring the intention to launch torpedoes. The launch must be overcome for the hit to be effective, in the same fashion as takes place in the Torpedo Launch Phase of the turn. As soon as the when firing from ships. torpedo is launched roll 1d10 to see if the torpedo breaks up on Bombs contact with the water. A result of 1 indicates that this has happened. Otherwise, place a Torpedo Arming Track on the table. Bombing attacks are carried out at the appropriate ranges against The torpedo is then used in the same way as a ship’s torpedo. their declared targets. To hit, roll 1d10 for each bomb dropped, using the Bombing Attacks Table. Depth Charges and ASW attacks attacks on submerged submarines by aircraft are Bombing Attacks Table (d10) conducted using the ASW rules as shown elsewhere. An aircraft Hit Scores can make up to 2 depth charge attacks per turn. Unlike a ship it can attack a surfaced submarine as well as a submerged one. Dive Bombing 8 The number of attacks is shown in the Aircraft Data Tables, and Level Bombing at Low 9 one such attack is crossed off each time you make an attack, bearing in mind that if you make two attacks, you must cross off Level Bombing at Medium 10 two from the allocation. Modifiers Crew Quality + 2 to – 2 Ship Target Class 2 + 1 Target ship has damaged steering, or is drifting or is stationary Ship Target Class 3 + 2 Target ship is moving 21 to 30 knots –1

Target ship is moving 31 knots or more –2 Hits include near misses which cause damage through shock. Damage is determined from the Bomb Damage Table. Note re dive bombers Dive Bombers must be at Medium Height before they attack, but after the attack is carried out the Height is immediately changed to Low. Bomb Damage Each Bomb hit does Hull Damage, then rolls once per hit for Special Effects. The hull damage is inflicted by rolling a number of d6 based on the bomb size. Special effects are caused by rolling one d10 per hit on the Special Effects table, found under Gun Shooting. Bombing attacks always ignore any protection on a ship target.

Bomb Damage Table Bomb Base Hull Box damage

Very Light 1d6 (up to 125 lbs) Light 2d6 (up to 256 lbs) Medium 4d6 (up to 550 lbs Heavy 8d6 (up to 1102 lbs)

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10 — SPECIAL RULES 10.1 – Minefields Method These rules cover the effects of mines in fields that are already in The owner of the minefield rolls 1d10 separately for each valid place on the table. Minelaying is a long drawn out process and target. The score is modified by the numbers shown below. If the would not fit comfortably within the time scales of the game. Mines result is 8 or more the mine has detonated and attacks the target create uncertainty in that the victim is not usually aware of their vessel, which then suffers the equivalent of a torpedo hit, rolling presence. You could of course create a scenario where the mission 10d6 for effect on the Torpedo Damage Table. on one side is to escort a to where a field is to be laid. Mines are classed into different types by their fuses. The most Mine Modifiers Table (d10 – 8 or better to hit) common were Contact mines, where a ship had to touch one of the 'horns' to set it off. Other types covered are Magnetic, which use the Class 1 Target (Contact mines only) – 2 magnetic field of the ship to set them off, and Acoustic, which are Class 2 Target (Contact mines only) – 1 set off by the noise of the ship's engine, propellers and wake. Shallow Draught Target (Contact Mines only) Magnetic Mine against degaussed or wooden ships Hits on If a minelayer is hit by enemy fire and suffers a Weapon hit treat Magnetic mine against Class 2 ships + 1 each mine (or group of 5 mines if in multiple racks) as an Acoustic mine against any ship (per Speed Setting counter) + 1 to + 4 individual weapon. If a mine or group of mines is hit treat as a hit Magnetic mine against Class 3 ships + 2 on a depth charge. Availability of Mines If a mine counter scores any hits on valid targets it is removed, A player may choose to have one minefield in a game, and this is otherwise it is left in place and may attack another vessel. added to his forces, will initially be represented as a Contact Minesweeping Marker, and is treated like a warship when determining the number Minesweeping may only be carried out if the sweeping ship is of additional markers that will be available. moving at 10 knots or slower. These will usually be Class 2 or 3 If using points values then no more than 10% of the forces value degaussed or wooden ships. If a moves within 10 cm may be minefields, though a minimum of 1 minefield may be of a mine marker roll to see if the mine detonates. If it does not the deployed if the player wishes to use mines. owning player rolls a Crew Test, and if this is successful the mine Deployment of Minefields marker is removed. If the mine was not cleared the marker remains in place. A minefield is deployed in the same way as other forces. At the start of the game it will be a Contact Marker and will move in the 10.2 – Submarines same fashion as any other Contact Marker. This movement can be This section covers the use of submarines on the surface and in the viewed as the representing the uncertainty of its actual position, and few minutes it takes them to dive and evade the enemy. also its extent, as minefields can be quite extensive. Submarines that are operating on the surface are treated in all A minefield can be deployed from a Contact Marker by its owner, respects as normal ships; in the turns after they have dived and or as the result of being spotted by the enemy. When deployed, a before they “escape” they are still vulnerable to attack using ASW Contact Marker will produce 1d6 mine counters, one of which must weapons, and are represented by a marker the same size as the be placed where the Contact Marker was, and the others each original submarine. model. within 10 cm of another Mine marker. Availability of Submarines Detonation Submarines are part of the player’s initial forces, and are Mines attack targets in the third segment of the Torpedo Phase. The represented as Contact Markers. Submarines are always initially first time any vessel ends its movement within 10 cm of a Mine deployed on the surface. Marker the owner rolls a d10 on the Mine Type table to see what type of mines have been encountered. Mines attack as follows: Submarines Diving  Contact mines will attack all vessels within 10 cm. Unlike normal ships, submarines can dive to escape the enemy. A submarine may not attempt to dive in an area of shallow water. A  Magnetic mines will attack all ships of the largest target size submarine cannot dive if it has any unrepaired steering damage. within 10 cm (i.e. all Class 2 ships). If a player wishes to dive his submarine he must declare this before  Acoustic mines will attack all vessels with the highest number the submarine is moved during the Movement Phase. The of Speed Setting markers within 10 cm. (i.e. all ships with 3 submarine must move straight ahead during its movement using its Speed Setting markers). current surface Speed Setting, and after it has finished moving the owner takes a Crew Test. If this is successful the submarine is replaced by a matching Submarine Marker, the same size as the Mine Types (d10) submarine, placed on the same heading as the model, which is 1 to 5 Contact Mine removed. If the test is unsuccessful the submarine remains in place on the surface. The next turn the player may either declare a further 6 or 7 Magnetic mine if British or German from 1939, or if American attempt at diving, or return to being on the surface. (The players from 1941, otherwise contact may wish to agree that if a “dive” has been declared then it must be 8 or 9 Acoustic mine if British from July 1942 or American from 1943, completed.) otherwise contact Submarines cannot spot, fire guns or torpedoes in the turn in which 10 Combined Magnetic/Acoustic* if British from April 1943 or a diving attempt is declared. German from 1941. Otherwise player can choose type within limits shown above * When attacking apply all modifiers appropriate to both types

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Submerged Submarines ASW Damage Table (d10) Submarines move and manoeuvre at their submerged speed. A Normal Advanced Effect submerged submarine that enters shallows must test for grounding in the usual manner, but with an additional penalty of – 2. 1-5 1-4 Submarine is marked as suppressed They can attempt to dive deeper and become immune to Anti- 6 - Minor damage, lose 1 hull box Submarine attacks. This is declared in the same way as a dive is declared, and requires a successful Crew Test at the end of its 7 5 Moderate damage, lose 3 hull boxes. Movement. If successful the submerged submarine marker is 8* 6* Heavy damage, lose 5 +1d6 hull removed, and the submarine model is placed in reserve. If the test boxes, deck guns destroyed on 9+ (*) fails the marker remains in place. 9* 7* Severe damage, lose 5 +1d10 hull They can make submerged torpedo attacks into the arcs where their boxes, deck guns destroyed on 7+ (*) tubes bear. 10 8-10 Submarine destroyed Surfacing Submarines * Submarine is forced to surface *Deck Guns - roll d10 for each mount. A submarine that is on table in the form of a marker can surface again by reversing the procedure used for diving, declaring his Submerged submarines forced to surface. intention, moving straight ahead at its submerged Speed Setting, and passing a Crew Test. If successful then the submarine model is If the submarine suffers damage that forces it to surface it does so immediately, the marker is replaced by the model, and it is marked placed on the table replacing the marker. as being surprised. Submarines cannot fire torpedoes in the turn in which a surfacing attempt is declared. They can spot or fire their guns if they succeed Ammunition Supply in surfacing. After each attack using Depth Charges the number of attacks ASW Attacks available to the ship or aircraft is reduced by 1 (2 if the aircraft makes two attacks). The number of attacks is listed in the Ship or A ship may only make one Depth Charge attack per turn. An Aircraft Data Tables. There is no ammunition constraint when aircraft may make up to two such attacks per turn. Aircraft and using Ahead Throwing Weapons. surface ships cannot both attack the same marker in the same turn. The attack is resolved during the Shooting Phase. The player Reloading ASW Weapons declares which ASW weapons he is using (and in the case of a After making an ASW attack some ships will have been marked Depth Charge attack with a ship, if he is using a Thrower). with ‘DC Reloading’ or ‘ATW Reloading’ Markers. These mean To make a Depth Charge attack, the ship must have manoeuvred so that the ship must pass one or more Crew Tests, depending on the that the Submarine Marker is in the Aft arc, and within 10 cm of weapon concerned. The Crew Test is carried out during the the rear of the model base (unlike shooting). Shooting Phase of a subsequent turn, and you can test for both To make an attack using an Ahead-Throwing Weapon the weapon types in the same turn. A successful test means a marker is Submarine Marker must be in the Forward arc, and within 10 cm of removed, and when a ship has no ‘DC’ or ‘ATW’ markers, these the front of the model base. weapons can be used in the following turn. To make an air attack using Depth Charges the Submarine Marker ASW Reload Table Tests or model must be in the Forward arc, and in contact with the front of the aircraft base. Ahead-Throwing Weapons 2 (one per Turn) To make the attack a d10 is rolled, modified as follows: Only 2 Depth Charge Throwers (‘DCnTR’) 1 Test A hit is scored on a final result of 6 or better, and the effect is If a ship is equipped with more than 2 Depth Charge Throwers it determined on the ASW Damage Table. If a hit is scored use the does not have to test for reloading. If you have 3 or more some “Normal” column for depth charges, or use the “Advanced” column throwers are always assumed to have been reloaded while the for Ahead-Throwing Weapons (such as Hedgehog and Mousetrap). others were firing.

ASW Modifiers Table (d10) Crew Quality + 2 to – 2 Class 1 submarine target – 1 Limited supply of Depth Charges (if applicable) (indicated by ‘ASW: DCnL’) Attacking ship is Suppressed Class 3 submarine target + 1 Target steering damaged Using Depth Charge Throwers as part of this attack (indicated by ‘ASW: DCnT’ or ‘ASW: DCnTR’)

After making a Depth Charge attack, with a weapon marked with ‘DCnTR’ the ship must be given ONE ‘DC Reloading’ marker. After an attack with an Ahead Throwing Weapon marked with ‘ATWR’, the ship must be given TWO ‘ATW Reloading’ Markers.

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10.3 – Armed Merchantmen and Q Ships 10.4 – Points Values Players may wish to have some of their merchant ships armed to It is reasonable to assume that players will wish to fight a fairly defend against attacks by ships or aircraft. This will slightly change balanced battle. For this purpose we suggest that they can create how they are treated in combat. points values for their forces using the following guidelines. A set In addition, Q Ships were vessels disguised as merchant ships, but of points values has not been created for the ships in the Data which carried more extensive weaponry to combat surfaced U Tables because in most cases there are several different Boats or other enemy vessels. The common method of sinking a permutations available in the weaponry they can carry. merchant was to surface alongside, allow the crew to escape in the Ships ships boats and then to sink by gunfire, rather than expending a The calculation is quite simple. Add up the following, and retain valuable torpedo. any fractions until the end. Fractions are rounded to the nearest Q ships were more common in the First World War, there is no whole number, 0.5 is rounded up. reason why these should not be used in the Second. Remember that the Axis employed such vessels as raiders and the Allies used  1 point per Hull Box. Protection to the Hull adds to the Armed Merchant Cruisers (converted liners) as convoy escorts. cumulative total as follows: Surprising the enemy  Light Protection adds 10% When first deployed the merchant model is placed on the table. If  Medium Protection adds 20% the vessel is armed it may not use its hidden weaponry until its true  Heavy Protection adds 30% status is declared in the Shooting Phase. At this point the  An Armoured Bridge costs 5 points per Class of ship. camouflage is dropped. The target of the attack must then pass a Crew Test. If they fail the test then they are surprised and may not All Class 3 ships have Light Armour on the Bridge, so they undertake any shooting or torpedo attacks this turn. always pay 15 points for this. Hits on Armed Merchantmen  The speed in knots divided by 2. Use the surfaced speed of a submarine. Until they reveal themselves to be warships, all Armed Merchantmen are treated as normal merchants and suffer damage  The cost of each weapon mount is shown in the Weapon Cost accordingly. They are rated as having average Crew Quality. Table. Guns over 40mm calibre show the cost for both single After they have revealed themselves as warships, Armed Merchants and twin mounts, though the latter are rare and appear in the data tables for usually for large calibre weapons. the are treated as such when determining damage from attacks and use cost of a shielded mount for guns over 40mm, and for a turret the Crew Quality that was determined at the start of the game. mount for larger calibre weapons are also shown. If you wish to Damage Control add a gun shield to a weapon up to 40mm then the mount cost Until an Armed Merchantman reveals its true colours it is regarded should be increased by 30%, though it is relatively rare that as only having one Damage Control Team. such a mount will be have a gun shield. Torpedo costs are based on the damage dice they inflict (which can be found in the Torpedo Damage Dice table). If the ship has reloads then use the reload cost shown.  Rocket Salvoes cost 16 points per salvo.  Heavy Rockets cost 24 points per rocket.  ASW Weapons cost the following Depth Charges (indicated by ‘DCn’) cost 5 points per attack. For ships with a limited supply of Depth Charges (indicated by ‘DCnL’) each attack costs 4 points. For ships armed with 2 Depth Charge Throwers (indicated by ‘DCnTR’) each attack costs 6 points. These weapons require a successful reload action before they can be used again. For ships armed with three or more Depth Charge Throwers (indicated by ‘DCnT’) each attack costs 8 points. These do not require a reload between use. For ships with the capability for Advanced ASW attacks with Ahead-Throwing Weapons (indicated by ‘ATWR’), this weapon costs 15 points. Ahead-Throwing Weapons have unlimited ammunition but require two successful reload actions before they can be used again.  Submarines add 50% to the final total because they can dive.  Armed Merchants are calculated as if they are warships.  Merchant vessels have their value divided in 2, but are worth twice their value if you are assessing victory points. A Medium Transport has a basic value of 40 hull boxes plus 5 for half its speed of 10 knots, making a total of 45 points. It costs 45  2 = 22½ points, but is worth 45 x 2 = 90 points for Victory purposes.

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Weapon Cost Table # Barrels Aircraft Guns 1 2 3 4 Once again it is a case of adding up the values, retaining any fractions until the end. Fractions are rounded to the nearest whole LMG (all types except as shown) 1.5 2 n/a 3.5 number, 0.5 is rounded up. .30 cal (US) 1 1.5 n/a 2.5 DShk (Rus) 1 1.5 n/a n/a  1 points per hit point Take the Speed rating x 2 HMG (all types except as shown) 3.5 4 5 6  .50 cal (US - MTB) 3.5 5 n/a 6.5  Each gun carried costs its Damage points (shown in the Aircraft HMG (Jap) (Fr) (It); .5 cal (US - Heavy barrel) 2 3.5 n/a 5 Damage Table – 2d6 damage costs 7 and 3d6 costs 11). Arcs of 20mm (GB) (US); FlaK 38 (Ger) 4 6.5 n/a 10 fire are ignored. 20mm FlaK 30 (Ger); Breda (It) 3.5 4 n/a 8.5  Each bomb carried costs the following: 25mm (Jap) (Fr) 1.5 2 6.5 n/a Very Light: 1 point 28mm (1.1”) (US) 6 n/a n/a 7.5 Light: 2 points Medium: 4 points 30mm (Ger) 7.5 11.5 n/a n/a Heavy: 8 points 37mm (US) (Rus); FlaK M42 & M43 (Ger) 9.5 n/a n/a n/a Torpedo costs are based on the damage dice they inflict (which 37mm (Fr) (It); SKC30 (Ger) 7 n/a n/a n/a  can be found in the Torpedo Damage Dice table). Typical 2pdr Mk II (1915) (GB); 40mm Terni (It) 9.5 n/a n/a n/a aircraft torpedoes have fewer dice than ship torpedoes. 2pdr Mk VIII (WW2) (GB) 7 9.5 n/a 11.5 40mm Bofors (GB) (US) 9.5 11.5 n/a 18.5  Rocket Salvoes cost 16 points per salvo. 45mm, 47mm, 3pdr 10 15.5  Heavy Rockets cost 24 points per rocket. with gun shield 13.5 20  ASW attacks cost 5 points per attack. 57mm, 6pdr 14 21  The cumulative total is modified by the aircraft’s To Hit with gun shield 18 27.5 modifier, then rounded. 75mm, 3”, 12pdr 18 27 For a –2 modifier the cost is multiplied by 1.10. with gun shield 23.5 35.5 For a –1 modifier the cost is multiplied by 1.05. 85mm, 88mm, 3.4” 22.5 33.5 For a +1 modifier the cost is multiplied by 0.95. with gun shield 29 44 For a +2 modifier the cost is multiplied by 0.90. Larger calibre up to 4.1” / 105mm 27 40.5 Other Stuff with gun shield 35 52.5 in turret 40.5 60.5  Mines cost 200 points per minefield (of 1d6 Mine Counters) Larger calibre up to 5.1” / 130mm 31.5 47 Crew Quality with gun shield 41 61.5 For both ships and aircraft, the Crew Quality can be randomised as in turret 47 71 shown in the rules. In this case the costs of forces are not adjusted. Larger calibre up to 6.1” / 155mm 36 54 If on the other hand you wish to choose crew quality for your forces with gun shield 47 70 then the final unit costs must be adjusted as follows: in turret 54 81 For Elite +2 crew the cost is multiplied by 1.20. Torpedoes per tube reload For Veteran +1 crew the cost is multiplied by 1.10. For Raw –1 crew the cost is multiplied by 0.9. 4 dice 7.5 3.5 For Green –2 crew the cost is multiplied by 0.8. 5 dice 9 4.5 (Round fractions to the nearest whole number, 0.5 is rounded up). 6 dice 11 5.5

7 dice 13 6.5

8 dice 15 7.5

9 dice 16.5 8.5

10 dice 18.5 9

11 dice 20.5 10

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11 – DATA TABLES This section provides game data and other relevant information on Guns preceded with an asterisk (*) cannot engage aircraft. ships and aircraft that are likely to be encountered in coastal actions Gun mounts are listed in descending order of calibre, and show or actions fairly near to the shore. A wide variety of ships ancd the arcs of fire for each mount. The arcs of fire for each mount aircraft are included. All the major coastal forces types used by the are shown in [square brackets], so a ship with the notation: UK, USA, Germany, Italy and Japan during the Second World War 2pdr (1d–) [FPS] [APS] are included, as are many small craft operated by other nations. A few larger ships are included for added danger. A selection of data Twin HMG (2d+) [FP] [FS] for WW1 designs is also included. is armed with two single 2 pounder mounts firing to Forward/ Port/Starboard and Aft/Port/Starboard (each with 1 attack dice Armament shooting with a –1 modifier), and two twin HMG mounts (each One of the most confusing aspects of coastal forces warfare is the with 2 attack dice, each of which has a +1 modifier) firing to wide variation in weapons outfits for particular classes of vessel as Forward/Port and Forward/Starboard. the war progressed. If a weapon mount has a gun shield it is shown in double For the Fairmile 'B' class there are at least ten official brackets ‘[[xxx]]’ providing Medium protection. weapon fits, depending on the role of the vessel on the day. If it has a turret then it is in triple brackets ‘[[[xxx]]]’ providing Motor launches could be converted from one type to Heavy protection. another in 24-48 hours, typically from a The firing arcs are: arrangement to a minelayer outfit. F Forward 11.1 – Ship Data P Port The data is presented in a straightforward fashion in tabular format, S Starboard showing: A Aft  The type of vessel or in some cases the class. This may also Torpedoes show specific pennant numbers of vessels in the class. Torpedoes show the size of torpedo that can be carried. The Torpedo Damage Dice table in the torpedo section of the rules  The Size Class, which shows a number from 1 (the smallest) to shows the various types of torpedo available, and the players 3 (for large vessels) and a letter H, M or L. must select which type is being used in their game if there is a The Size Class is used to evaluate actions in play and also choice. There are three possible sizes, one of which (VH) is not determines the angle at which vessels may turn. used on small craft. The letter indicates the manoeuvre rating, H (High) being the L 15.75”, 17.7”, 18”/450mm best with the smallest turning circle, followed by M (Medium) H 21”/533mm, 21.65”, 22.4” and L (Low) which has the worst turning circle. VH 24” (Japanese0 Details of how these values are interpreted can be found in the Torpedo mounts may be fixed or on swivel mounts. Swivel Definitions at the start of the rules. mounts are shown in (parenthesis). Reload torpedoes are shown  HB indicates the number of Hull Boxes that a vessel has. If preceded by a ‘+’. using the morale rules, the figure in (parenthesis) shows the (3H) (3H) means that a ship has two triple swivel mounts number of Hull Boxes left (1/3rd or fewer) that will trigger a with typically 21” torpedoes. Morale Check. 2L+2 means that a ship has two fixed tubes with two  Speed shows the distance in knots that a vessel can move. This reloads. is shown as 4 numbers, representing the maximum speed it can In some cases torpedoes may fire from “unusual” angles. This move at each of the 4 Speed Settings. is indicated where relevant. If the speed data indicates (P) the ship has a petrol engine, Rockets which is a disadvantage when fighting fires on board. US PT boats may substitute two torpedoes for two multiple If the speed data indicates (Q) the vessel is equipped with Quiet rocket packs up to 1944. From 1944 onwards they may be or “Silent” engines (giving an advantage when spotting other carried in addition to the full torpedo load. Each rocket pack ships). may be fired individually as a single salvo. Submarines show two speeds denoting the surfaced (top row) Japanese Shinyo Class explosive motor boats also carried 5” and submerged (bottom row) speeds. rockets. Both must be fired together in a single salvo.  Weapons show the guns, torpedoes and other weapons Many German vessels carried 86mm rocket launchers later in available on a ship. the war, although these were rarely used. Guns ASW Weapons A gun mount is assumed to be a single gun unless otherwise The list shows the type of attack. indicated. The number of dice that are rolled by the gun mount are shown using the annotation (nd), so a gun mount with (3d) Normal Depth Charges show the number of attacks available as rolls 3 dice when it shoots. ‘DCn’. This can have additional codes: Larger guns of 3” calibre and above that are in twin mounts L for Limited ASW attacks allowing shots that miss to be re-rolled are annotated (1dr). T for Depth Charge Throwers R for Depth Charge Throwers requiring a reload test. It may also show the annotation (nd+), in which case each attack dice gets a to hit bonus of +1, or (nd–) when the attack Advanced ASW weapons are shown as ‘ATWR’ which are dice get a –1 modifier. Ahead-Throwing Weapons, that require a reload before they can be fired again. A gun mount with (2d+) rolls 2 dice when it shoots, adding 1 to the score of each.

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11.2 – Second World War Vessels

Type Class HB Speed Weapons Notes Bulgaria MTB I-III 1H 4 9/17/26/34 37mm (1d–) [APS] Based on Dutch TM52; used engines as (1) 20mm (1d+) [FPS] above. Torpedoes: 2H S2 Class MTB 1H 6 9/19/28/37 20mm (1d+) [APS] S Boat variant, built in Germany by Lurssen. (2) LMG (2d) [P] [S] Torpedoes: 2H

France VTB 8, 9 1H 4 11/23/34/45 Torpedoes: 2L (1) VTB 11-14 1H 4 11/23/34/45 Twin LMG (3d) [FPS] VTB 11,12 served in RN as MGB98 and (1) Torpedoes: 2L MGB99. ASW: DC1 VTB 23-40 1H 5 10/20/30/40 20mm (1d+) [APS] 70 foot MA/SB,built by BPB; served in RN (2) HMG (1d+) [FP] [FS] as MGB50-67 (qv). ASW: DC2 CH 1-4 Class Sub Chaser 2M 20 5/10/15/20 3” HA (1d) [FPS] Used by the Germans, 1940 to 1945. (7) LMG (2d) [FPS] [APS] ASW: DC1T CH5-21 Class Sub Chaser and 2M 20 4/8/11/15 3” HA (1d) [FPS] CH17-21 used by the Germans as RA1, CH41-48 Class (7) LMG (2d) [P] [S] RA2, RA6, RA7, RA8 and re-armed (see German data).

Finland 55 foot Nuoli 1H 3 10/20/30/40 (P) LMG (2d) [APS] Modified Thorneycroft 55 foot type, (1) Torpedoes: 2L included vessels Syosky, Raju and Vinha; 20mm (1d+) [APS] replaced the LMG in 1942. VMV 8-17 Motor launch 1M 5 6/11/17/22 20mm (1d+) [FPS] Sub-chaser/Patrol craft; Armament was (2) increased considerably as the war progressed. VMV as MTB 1M 5 6/11/17/22 20mm (1d+) [FPS] Four modified in 1941 with 2x18” (1941) (2) Torpedoes: 2L torpedoes. Taisto Class MTB 1H 5 9/18/27/36 20mm (1d+) [FPS] Finnish version of Italian MAS boat. (2) HMG (2d) [FPS] [APS] Torpedoes: 2L Hurja Class MTB 1H 5 12/24/36/48 20mm (1d+) [FPS] Finnish version of Italian MAS boat. (2) Torpedoes: 2L RB 1-12 MTB 1H 5 10/19/29/38 20mm (1d+) [APS] 69 foot Higgins design; Sold instead to GB (2) Twin HMG (2d+) [FPA] [FSA] in 1941. Torpedoes: 2H Sissu and Isku 1H 3 8/16/23/31 Twin LMG (3d) [FAPS] One of each; Early MTBs used in 1941/42. (1) Torpedoes: 2L

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Type Class HB Speed Weapons Notes Germany: MTBs (S Boats) The German Schnellboot, or S Boat, is regarded as being the most advanced conventional coastal forces vessel of the war. Excellent design, particularly with regard to its hydrodynamic properties and its centre of gravity, produced a boat that remained almost level as speed increased. This avoided the production of a large bow wave and spray sheet. In contrast, Allied fast craft had a pronounced 'bow up' appearance at high speeds, producing a large bow wave and spray sheet that was particularly visible at long ranges. Torpedo reloads were carried as required, so some vessels may not be carrying them for some games. Most classes could carry mines when torpedoes were left ashore. All S Boats would normally have carried at least 2 LMGs in addition to the listed armament. These should be treated as LMG (2d) [P] [S]. Sometimes a single LMG was carried on the focsle; treat as LMG (2d) [FPS]. **German 20mm guns came in two versions with different rates of fire: If fitting FlaK 30s, the hit dice annotations are: single (1d), twin (1d+) and quad (2d+). If using FlaK 38s the annotations are (1d+), (2d) or (3d) respectively. The Germans also made extensive use of commandeered Italian craft following the Armistice in 1943. See the Italian lists for details of these craft. The Germans made use of captured vessels. As well as those noted above they used KJ25 (ex British HDML), RA9 (ex British Fairmile 'B' - ML306), RA10 (ex British/US 77' Elco), RA11 (ex British Campaer & Nicholson Blockade Runner 'Master Standfast'), RA51 (ex Dutch Mv1 Class ) and many Norwegian boats. S 1 1M 5 9/17/26/34 (P) 20mm (1d or 1d+**) [APS] S1-S5; Sold to Spain 1938; The only S (2) Torpedoes: 2H Boats with petrol engines. S 6 1M 6 9/17/26/34 20mm (1d or 1d+**) [APS] Four similar classes, S6, S7-13, S14-17, S18 (2) Torpedoes: 2H -25. S 26 1M 6 10/20/30/40 Twin 20mm(1d+ or 2d**) [APS] S26-29; Guns may be Single 20mm (1d or (2) Torpedoes: 2H+2 1d+**) [APS] or 20mm (1d or 1d+**) [FPS] may be added. S 30 1M 6 9/18/27/36 Twin 20mm (1d+ or 2d**) [APS] S30-37; Twin guns may be Single 20mm (1d (2) 20mm (1d or 1d+**) FPS or 1d+**) [APS]. Torpedoes: 2H+2 S 38 1M 7 10/20/30/40 40mm (1d) [APS] 40mm may be replaced by a Quad 20mm (2) Twin 20mm (1d+ or 2d**) [PS] (2d+ or 3d**) [APS]. 20mm (1d or 1d+**) [FPS] Torpedoes: 2H+2 S 61 “Adriatic” S Boat 1M 6 9/18/27/36 37mm (1d–) [APS] S 30 class with increased armament; From (2) 20mm (1d or 1d+**) [FPS] 1943 37mm may be (1d); Armoured Bridge. Triple HMG (3d) [APS] * Rockets: 2x 86mm Heavy Rockets [F] Torpedoes: 2H+2 S 67 1M 7 10/20/30/40 40mm (1d) [APS] Development of the S38 class with an (2) Twin 20mm (1d+ or 2d**) [PS] Armoured Bridge; 40mm may be replaced 20mm (1d or 1d+**) [FPS] by a Quad 20mm (2d+ or 3d**) [APS]. Torpedoes: 2H+2 S 100 1M 7 11/21/32/42 40mm (1d) [APS] Designed to be armed with 3 x Twin 30mm (2) 20mm (1d or 1d+**) [FPS] [PS] (2d) cannon but the weapon was never Torpedoes: 2H+2 produced; Armoured Bridge. S 151-158 “Maxchen” 1M 6 9/17/26/34 20mm (1d or 1d+**) [FPS] [APS] Short hull S-Boat; Originally the Dutch (2) Torpedoes: 2H TM54 class. S 151-158 “Maxchen” 1M 6 9/17/26/34 Twin 20mm (1d+ or 2d**) [FPS] Used in Mediterranean and Adriatic. (late war configuration) (2) Triple HMG (3d) [APS] Torpedoes: 2H S 701 1M 7 10/21/31/41 Quad 20mm (2d+ or 3d**) [APS] Armoured Bridge; Prefabricated (2) 20mm (1d or 1d+**) [FPS] [PS] construction; Only S701-S709 completed. Torpedoes: 2H+2 or 4H (2 bow and 2 aft) LS 1-20 1H 2 8/17/25/33 20mm (1d or 1d+**) [FAPS] Leichter Schnellboot, designed to be carried (1) Torpedoes: 2L on commerce raiders. Torpedoes: a) use Italian 17.7” as weapon; b) may be exchanged for ASW: DC1L.

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Type Class HB Speed Weapons Notes Germany: Larger Vessels ** The dice annotation depends on the use of a Flak 30 or Flak 38 respectively. Leberecht Maass Class 3L 55 10/19/29/38 * 5” (1d) [[FPS]] [[FPS]] [[PS]] May delete 5” [[PS]]; 5” guns cannot be Destroyer (18) [[APS]] [[APS]] suppressed; Typical German destroyer. Quad 20mm (2d+ or 3d**) [APS] 20mm (1d or 1d+**) [P] [S] Torpedoes: (4H) (4H) Z 31 Class Destroyer 3L 55 10/19/29/38 * Twin 5.9” (1dr) [[FPS]] May delete 5” [[PS]]; 5.9” and 5” guns (18) * 5” (1d) [[PS]] [[APS]] [[APS]] cannot be suppressed; Later war German Twin 20mm (1d+ or 2d**) [P] [S] destroyer. 20mm (1d or 1d+**) [P] [S] Torpedoes: (4H) (4H) Möwe Class Escort 3M 40 8/17/25/33 * 105mm (1d) [[FPS]] [[APS]] 105mm guns cannot be suppressed. 1923 Type (13) [[APS]] Quad 20mm (2d+ or 3d**) [APS] 20mm (1d or 1d+**) [FP] [FS] Torpedoes: (3H) (3H) Luchs Class Escort 3M 40 9/18/26/35 * 105mm (1d) [[FPS]] [[APS]] 105mm guns cannot be suppressed. 1924 Type (13) [[APS]] 20mm (1d or 1d+**) [P] [S] Torpedoes: (3H) (3H) T-1 Class Escort 3M 40 9/18/26/35 * 105mm (1d) [[APS]] Often referred to as the Elbing Class, due to 1935/1937 Type (13) 37mm (1d–) [APS] the site of their construction; T13 Class was 20mm (1d or 1d+**) [AP] [AS] [FP] a slightly modified version; 37mm may be [FS] replaced by a 37mm (1d) from 1943; Torpedoes: (3H) (3H) 105mm gun cannot be suppressed. T-22 Class Escort 3M 40 8/17/25/33 * 105mm (1d) [[FPS]] [[PS]] [[APS]] Also built at and referred to as the 'Elbing 1939 Type (13) [[APS]] Class', often confused with the T1 and T13 Quad 20mm (2d+ or 3d**) [APS] classes; 105mm gun cannot be suppressed. 20mm (1d or 1d+**) [FP] [FS] Torpedoes: (3H) (3H) TA-24 Escort Destroyer 3M 35 8/16/24/32 * 100mm (1d) [[FPS]] [[APS]] Captured Italian Ariete class destroyer 1944 (12) Twin 20mm (1d+) [FP] [FS] [P] [S] escort; One of 15 vessels taken into German [APS] service in 1943; 20mm attack dice reflect Torpedoes: (3H) (3H) use of Italian weapon; 100mm guns cannot be suppressed. F Class Escort 3L 30 7/14/21/28 * 105mm (1d) [[FPS]] [[APS]] F1 to 4 and F6 were lengthened and have 33 F1 - F10 (10) 37mm (1d–) [P] [S] Hull Boxes; F1,3,6 were converted to tenders, named Libelle, Hai and Königin Luise; 37mm may be replaced by a 37mm (1d) from 1943; 105mm guns cannot be suppressed M-1 Class Minesweeper 3M 35 5/10/14/19 * 105mm (1d) [FPS] [APS] Built during WW1; May carry an additional (12) 20mm (1d or 1d+**) [P] [S] 105mm [FPS]; M550 was R Boat tender Brommy; 105mm guns CAN be suppressed. Type 35/39 Minesweeper 3M 35 5/10/14/19 * 105mm (1d) [[FPS]] [[APS]] M1, M2 were fitted with Voith Schneider (12) Quad 20mm (2d+ or 3d**) [APS] propellers and are treated as Class 1H if 20mm (1d or 1d+**) [P] [P] [S] [S] travelling at half speed or less; 105mm guns cannot be suppressed. Type 40 Minesweeper 3M 30 4/9/13/17 * 105mm (1d) [APS] Several variants, including a torpedo (10) 37mm (1d–) [FPS] [APS] training ship with two 21” tubes and an escort with three 40mm (1d) [FPS] [APS] [APS] in place of 37mm; Most upgunned later; 37mm may be replaced by a 37mm (1d) from 1943; 105mm guns CAN be suppressed. Type 43 Minesweeper 3M 35 4/9/13/17 * 105mm (1d) [[FPS]] [[APS]] Torpedo trainer version as above; 37mm (12) 37mm (1d–) [FPS] [APS] may be replaced by a 37mm (1d) from 1943; Quad 20mm (2d+ or 3d**) [APS] 105mm guns cannot be suppressed. 20mm (1d or 1d+**) [P] [S] Torpedoes: (1H to port) (1H to starboard)

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Type Class HB Speed Weapons Notes Germany: Larger Vessels (continued) ** The dice annotation depends on the use of a Flak 30 or Flak 38 respectively. M-1266 Class 3H 27 3/7/10/13 76mm (1d) [FPS] Minesweeper used as a small escort; M- (ex-Italian) (9) 20mm (1d) [APS] [APS] 1126 to M-1129 were Italian RD9, RD17, HMG (1d+) [P} [S] RD26 and RD35 respectively; 20mm and HMG attack dice reflect Italian weapons being used. TR-106 3H 27 3/7/10/13 76mm (1d) [FPS] Similar to M-1226; TR109 was Italian (ex-Italian) (9) 37mm (1d–) [APS] [APS] RD49; 37mm may be replaced by a 37mm 20mm (1d) [AP] [AS] [P] [S] [FP] (1d) from 1943; 20mm and HMG attack dice [FS] reflect Italian weapons being used. HMG (1d+) [P] [P] [S] [S] MFP Type 1 3M 25 2/4/6/8 * 88mm (1d) [FPS] [FPS] Coastal escort gun platforms converted from (“Marine Artillerie-Fahrprahm”) (8) Quad 20mm (2d+ or 3d**) [FPS] ferry barges; Similar to F lighters/MALs but [APS] larger. 20mm (1d or 1d+**) [AP] [AS] MFP Type 2 3M 30 2/4/6/8 * 88mm (1d) [FPS] [APS] Many variants, dependent on the barge from (10) Quad 20mm (2d+ or 3d**) [FPS] which the MFP was converted Twin 20mm (1d+ or 2d**) [APS] 20mm (1d or 1d+**) [AP] [AS] VP404 Class Trawler 2M 25 2/5/7/9 88mm (1d) [FPS] (8) 20mm (1d or 1d+**) [PS] [APS] KUJ Type Trawler 2M 25 5/10/14/19 88mm (1d) [FPS] Based on civilian trawler design as an escort (“Kriegs U-Jager”) (8) 37mm (1d–) [APS] and ; 37mm may be Quad 20mm (2d+ or 3d**) [FPS] replaced by a 37mm (1d) from 1943. [APS] ASW: DC2 UJ 200 Class Escort 3M 35 5/9/14/18 * 100mm (1d) [[FPS]] Italian Gabbiano Class taken over in 1943; (12) Quad 20mm (2d+ or 3d**) [FPS] Quad 20mm may be replaced by a 37mm Twin 20mm (1d+ or 2d**) [APS] (1d); Torpedoes may be deleted; 100mm [APS] gun cannot be suppressed. 20mm (1d or 1d+**) [P] [S] Torpedoes: (1H) (1H) ASW: DC2T Germany: Other vessels Raumboote, or R-boats, were the rough equivalent of the Fairmile 'A' series vessels. They were designed as motor minesweepers, but soon became a 'jack of all trades', being equipped for escort duties, minesweeping and minelaying. As the war progressed the armament of these boats increased. Up to 6 extra 20mm cannon were fitted where possible. The R-boats were also the first operational warships to be fitted with the Voith Schneider vertical axis propeller. This gave the vessels so fitted a higher degree of manoeuvrability than vessels with conventional propellers, as the thrust could be directed through 360°. The need for rudders was also removed. Voith Schneider propellers were not widely used, probably due to their complexity, and have only recently been introduced for use on modern minehunters. Also of interest and featuring what we regard as modern technology, the boats of the TS1 class were some of the world's first operational hydrofoils, and were deployed in Norwegian waters. The Kriegsfischkutter (KFK) was a general-purpose small patrol craft based on a trawler hull. They were initially designed with ASW operations in mind, being fitted with the German version of ASDIC and depth charge chutes, but were not overly successful. In the patrol and escort role they carried a wide range of armament. The fit described above is typical, but the 37mm gun was often replaced by a quad 20mm (2d+ or 3d**) [FPS]. ** The dice annotation depends on the use of a Flak 30 or Flak 38 respectively. R-1 to R-16 1H 6 4/9/13/17 20mm (1d or 1d+**) [APS] Guns may be Twin 20mm (1d+ or 2d**) (2) [APS] by late war and may also add Twin 20mm (1d+ or 2d**) [FPS]. R-17 to 20 1H 7 5/11/16/21 20mm (1d or 1d+**) [FPS] [APS] Voith Schneider propellers fitted for greater (2) manoeuvring; Guns may be Twin 20mm (1d+ or 2d**) by late war. R-21 to 24, 41 to 150 1M 7 5/11/16/21 20mm (1d or 1d+**) [FPS] [APS] May add another 20mm (1d or 1d+**) (2) [FPS]; All guns may be Twin 20mm (1d+ or 2d**) by late war; 37mm (1d) [APS] was also added later. R-25 to 40, 151-217 1M 6 5/10/15/20 37mm (1d–) [APS] 20mm may be replaced by Twin 20mm (1d+ (2) 20mm (1d or 1d+**) [FPS] [FPS] [PS] or 2d**); 37mm not fitted in early war and may be replaced by a 37mm (1d) from 1943;Up to 12 mines. R-218 to 300 1M 6 5/11/16/21 37mm (1d–) [APS] Armoured Bridge; 37mm may be replaced (2) Twin 20mm (1d+ or 2d**) [FPS] [PS] by a 37mm (1d) from 1943. [APS]

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Type Class HB Speed Weapons Notes Germany: Other vessels (continued) ** The dice annotation depends on the use of a Flak 30 or Flak 38 respectively. R-301 to 312 1M 7 6/12/18/24 37mm (1d–) [FPS] Escort motor minesweepers; Up to 16 (2) 20mm (1d or 1d+**) [FAPS] [PS] mines; Armoured bridge; 37mm may be [APS] replaced by a 37mm (1d) from 1943. Torpedoes: 2H RA1, RA2, RA6, RA7, RA8 2M 20 4/8/11/15 37mm (1d–) [FPS] Captured French vessels; RA3, RA4, and (7) 20mm (1d or 1d+**) [P] [S] [APS] RA5 were similar, being captured CH17, 18 and 19; 37mm may be replaced by a 37mm (1d) from 1943. RA 101 1M 5 5/10/15/20 20mm (1d or 1d+**) [FPS] [APS] Built in Denmark to German specifications, (2) 1943-45. F-Lighter 2M 10 2/4/6/8 * 105mm (1d) [FPS] [FPS] 84mm gun is an infantry mortar. (3) * 84mm (1d–) [FAPS] Quad 20mm (2d+ or 3d**) [FAPS] 20mm (1d or 1d+**) [AP] [AS] I-Lighter 1M 3 4/8/11/15 20mm (1d or 1d+**) [FAPS] Small landing craft used in the Adriatic. (1) Siebel ferry 2L 10 3/5/8/10 Quad 20mm (2d+ or 3d**) [FAPS] Catamaran landing craft used in (3) Mediterranean and Baltic; Armament varied. but typically included a “Flak-Vierling”. Pil Boat 2L 10 3/6/9/12 20mm (1d or 1d+**) [FPA] [FSA] Medium landing craft also known as an L- (3) Lighter. Kriegsfischkutter (KFK) 1M 6 2/5/7/9 37mm (1d–) [FPS] Small patrol fishing boats with widely (2) 20mm (1d or 1d+**) [APS] [APS] varying armament; 37mm may be replaced ASW: DC1 by a 37mm (1d) from 1943. MZ-1 Mehr Zweckboote 1M 15 4/7/11/14 *88mm (1d) [FPS] [APS] Armoured bridge; Only one vessel produced (5) 37mm (1d–) [FP] of a projected class of 12; 37mm may be Quad 20mm (2d+ or 3d**) [APS] replaced by a 37mm (1d) from 1943; Treat Twin 20mm (1d+ or 2d**) [P] [S] the 86mm rockets as individual Heavy * Rockets: 3x 86mm [F] Rockets. Torpedoes: 2H TS-1 Hydrofoil 1H 4 10/20/30/40 HMG (2d) [FAPS] (1) Germany: Submarines ** The dice annotation depends on the use of a Flak 30 or Flak 38 respectively. Type VIIC 2M 25 4/9/13/17 * 88 mm (1d) [FPS] (8) 2/4/6/8 20mm (1d or 1d+**) [APS] Torpedoes: 4H (bow), 1H (aft) Type IX 2M 30 5/9/14/18 * 105mm (1d) [FPS] 37mm may be replaced by a 37mm (1d) (10) 2/4/6/8 37mm (1d–) [APS] from 1943; 105mm gun CAN be suppressed 20mm (1d or 1d+**) [APS] Torpedoes: 4H (bow), 2H(aft)

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Type Class HB Speed Weapons Notes Great Britain: MTBs – ‘Long’ Boats Camper & Nicholson 1M 8 8/15/23/30 (P) 2pdr (1d) [FPS] [APS] MGB 501 (3) Twin HMG (2d+) [FP] [FS] Torpedoes: 2H ASW: DC2 Camper & Nicholson 1M 8 8/15/23/30 (P) 6pdr (1d) [FPS] Variant of MGB 501 design. MGB 502, 503 (3) 2pdr (1d) [APS] Twin 20mm (2d) [FP] [FS] Torpedoes: 2H ASW: DC1L Camper & Nicholson 1M 8 8/15/23/30 (P) 6pdr (1d) [FPS] [APS] Variant of MGB 501 design. MGB 509 (3) Twin 20mm (2d) [FP] [FS] Torpedoes: 2H ASW: DC1L Camper & Nicholson 1M 8 8/15/23/30 Twin 20mm (2d) [FPS] [APS] Modification of MGB 502, built for runs to Blockade Runner (3) Scandinavia. MGB 504-508 Camper & Nicholson 1M 8 8/15/23/30 6pdr (1d) [FPS] [APS] Broader hulled version of Camper & MGB 511-518 (3) Twin 20mm (2d) [FP] [FS] [APS] Nicholson 117 foot design. Torpedoes: 4L Fairmile 'A' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [APS] ASW Motor Launch (2) LMG (2d) [P] [S] ML100 ASW: DC2 Fairmile 'A' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [APS] 9 contact mines or 6 magnetic mines. Minelayer outfit (2) Twin LMG (3d) [FPS] [P] [S] ML103 ASW: DC1L Fairmile 'A' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [FPS] 3pdr may be replaced by a 2pdr (1d). Motor Launch (2) Twin 20mm (2d) [APS] ML106 20mm(1d+) [APS] ASW: DC1 Fairmile 'A' Class 1M 7 5/9/14/18 (P) 3pdr (1d) [FPS] Used to land and recover agents from Special Service Vessel (2) 20mm (1d+) [APS] Occupied Europe; Carried extra boats and ML107 Twin LMG (3d) [P] [S] launching gear; Operated by SOE. Fairmile 'B' Class 1M 7 6/12/18/23 (P) Ambulance Launch (2) Fairmile 'B' Class 1M 7 5/11/16/21 (P) 2pdr (1d) [FPS] Motor Launch (2) Twin 20mm (2d) [APS] 20mm (1d+) [APS] ASW: DC1 Fairmile 'B' Class MTB outfit 1M 7 5/11/16/21 (P) 3pdr (1d) [APS] Equipped for duties as a 'stop gap' MTB. ML117 (2) Twin HMG (2d+) [APS] Torpedoes: 2H ASW: DC1 Fairmile 'B' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [FPS] Early war arrangement for coastal convoy ASW Escort outfit (2) LMG (2d) [P] [S] ASW escort. ML121 ASW: DC2 Fairmile 'B' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [FPS] Carried a large radar 'dustbin' on a lattice Navigational Leader (2) Twin 20mm (2d) [APS] mast amidships. ML151 20mm (1d+) [APS] Twin LMG (3d) [P] [S] ASW: DC2 Fairmile 'B' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [FPS] Patrol Escort (2) 20mm (1d+) [APS] ML181 Twin HMG (2d+) [APS] ASW: DC2TR Fairmile 'B' Class 1M 7 5/11/16/21 (P) 3pdr (1d) [FPS] Magnetic Minesweeper (2) 20mm (1d+) [APS] [APS] ML216 LMG (2d) [P] [S] ASW: DC1

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Type Class HB Speed Weapons Notes Great Britain: MTBs – ‘Long’ Boats (continued) Fairmile 'B' Class 1M 7 5/11/16/21 (P) 6pdr (1d) [FPS] 1945 Gunboat arrangement, typical of the MGB (2) 40mm (1d) [APS] weapons fit used by British and ML303 Twin 20mm (2d) [APS] Commonwealth forces in the Arakan. Twin LMG (3d) [P] [S] Fairmile 'B' Class 1M 7 5/11/16/21 (P) 40mm (1d) [FPS] Oropesa sweep gear streamed from a 'Y' Oropesa Minesweeper (2) 20mm (1d+) [APS] frame on the deck ahead of the bridge. ML337 Twin LMG (3d) [P] [S]

Fairmile 'B' Class 1M 7 6/12/18/23 (P) 2pdr (1d) [FPS] Rescue Motor Launch (2) 20mm (1d+) [APS] RML529 Twin LMG (3d) [P] [S] ASW: DC1 Fairmile 'C' Class 1M 7 7/14/20/27 (P) 2pdr (1d) [FPS] [APS] MGB (2) Twin HMG (2d+) [P] [S] Twin LMG (3d) [P] [S] ASW: DC1L Fairmile 'C' Class 1M 7 7/14/20/27 (P) 2pdr (1d) [FPS] [APS] MGB - as rearmed (2) Twin 20mm (2d) [P] [S] Twin LMG (3d) [P] [S] ASW: DC1L Fairmile 'D' Air Sea Rescue 1M 7 9/18/26/35 20mm (1d+) [FP] [FS] Variant (LRRC) (2) Twin 20mm (2d) [APS] Twin LMG (3d) [P] [S]

Fairmile 'D' Class 1M 7 8/16/23/31 (P) 2pdr (1d) [FPS] 1942 MGB arrangement. MGB 601 (2) Twin 20mm (3d) [APS] Twin HMG (2d+) [FP] [FS] Twin LMG (3d) [FP] [FS] ASW: DC1L Fairmile 'D' Class 1M 7 8/16/23/31 (P) 6pdr [FPS] [APS] Late 1944 MTB fit; May delete 6pdr [APS]. Motor Torpedo Boat (MTB) (2) Twin 20mm (3d) [APS] Twin HMG (2d+) [FP] [FS] Twin LMG (3d) [FP] [FS] Torpedoes: 2L

Fairmile 'D' Class 1M 7 8/16/23/31 (P) 2pdr (1d) [FPS] 1943 MTB arrangement. MTB 655 (2) Twin 20mm (3d) [APS] Twin HMG (2d+) [FP] [FS] Twin LMG (3d) [FP] [FS] Torpedoes: 2H

Fairmile 'D' Class 1M 7 8/16/23/31 (P) 6pdr (1d) [APS] Late 1943 arrangement, modified locally for MTB 660 (2) 2pdr (1d) [FPS] Mediterranean and Adriatic operations. Twin 20mm (2d) [APS] 20mm (1d+) [FP] [FS] Twin LMG (3d) [FP] [FS] Torpedoes: 2H ASW: DC1L Fairmile 'D' Class 1M 7 8/16/23/31 (P) 6pdr (1d) [APS] Late 1943 arrangement. MTB 710 (2) 2pdr (1d) [FPS] Twin 20mm (2d) [APS] Twin HMG (2d+) [FP] [FS] Twin LMG (3d) [FP] [FS] Torpedoes: 2H ASW: DC1L Fairmile 'D' Class 1M 7 8/15/23/30 (P) 6pdr Molins Automatic (1d) [FPS] Late 1944 outfit; Regarded as the ultimate Combined MGB/MTB Fit (2) [APS] wartime MGB fit. e.g. MTB 730 Twin 20mm (2d) [APS] Twin HMG (2d+) [FP] [FS] Twin LMG (3d) [FP] [FS] Torpedoes: 4L “Grey Goose” Class SGB 1M 11 9/18/26/35 3” HA (1d) [APS] Armoured Bridge; 2pdr may be replaced by (Steam Gun Boat) (4) 2pdr (1d) [FPS] a 6pdr (1d) or 6pdr Molins Automatic (1d) 1942 20mm (1d+) [FPS] later. Twin HMG (2d+) [P] [S] Torpedoes: 2H

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Christopher Cook (Order #11074310) 35

Type Class HB Speed Weapons Notes Great Britain: MTBs – ‘Long’ Boats (continued) “Grey Goose” Class SGB 1M 11 8/15/23/30 3” HA (1d) [APS] Armoured Bridge; ‘H’, 'M' and ‘S’ hits must 1944 (4) 6pdr Molins Automatic (1d) [FPS] penetrate medium armour due to added [APS] plate; The ultimate weapon fit for the 2pdr (1d) [FPS] Coastal Forces ''! Twin 20mm (2d) [FP] [FS] [APS] Torpedoes: 2H Vosper MTB 510 1M 8 9/19/28/37 2pdr (1d) [FPS] [APS] Aft 2pdr deleted during design; Forward (3) Twin HMG (2d+) [FP] [FS] 2pdr replaced by a Molins automatic 6pdr Twin 20mm (2d) [APS] (1d) by April 1945; Vospers' only 'Long' Torpedoes: 2H boat. Great Britain: MTBs – ‘Short' Boats Some MTBs were given special weapons for particular operations. A notable case was MTB 74. Treat as MTB 73, but without armament. Two 21” torpedo tubes were carried on the bow. These were to fire special torpedoes over anti-torpedo nets protecting German in Brest. The vessel was eventually used to launch 1800lb 21” mines during the raid on St. Nazaire. MTB 1-12, 14-19 1H 4 8/17/25/33 (P) Quad LMG (4d+) [APS] [APS] British Power Boat Co. 60 foot; The arc of (1) Torpedoes: 2L (Stern launched) one set of guns may be replaced by [FPS]. MTB 20-23, 29-30 1H 5 10/20/30/40 (PQ) Twin HMG (2d+) [APS] [APS] Vosper 70 foot; Armoured Bridge. (2) Torpedoes: 2H MTB 49-56 1H 5 7/15/22/29 (PQ) Twin HMG (2d+) [APS] Thornycroft 75 foot.; Armoured Bridge. (2) Torpedoes: 2H ASW: DC1L MTB 57 1H 5 6/13/19/25 (PQ) 20mm (1d+) [APS] 20mm may be replaced by a Quad LMG (2) Twin HMG (2d+) [APS] [APS] (4d+) [APS]; Only fitted with two engines Torpedoes: 2H rather than three. MTB 35, 36, 38, 218-221 1H 5 10/20/30/40 (PQ) Twin HMG (2d+) [APS] Vosper 70 foot. (2) LMG (2d) [P] [S] Torpedoes: 2H MTB 71, 72 1H 5 9/18/26/35 (P) Twin HMG (2d+) [APS] Vosper 60 foot Also Norwegian MTB 5,6 (2) LMG (2d) [P] [S] Torpedoes: 2L ASW: DC1L MTB 73-98, 222-245 1H 5 9/18/27/36 (PQ) Twin HMG (2d+) [APS] Vosper 72½ foot; Armoured Bridge (2) LMG (2d) [P] [S] Torpedoes: 2H ASW: DC1L MTB 73-98, 222-245 1H 5 9/18/27/36 (PQ) Twin 20mm (2d) [FPS] [APS] Vosper 72½ foot; Armoured Bridge; Twin Late war (2) LMG (2d) [P] [S] 20mm [APS] may be replaced by Twin Torpedoes: 2H HMG (2d+) [APS]; Twin 20mm [FPS] may ASW: DC1L be deleted. MTB 302 1H 5 11/23/34/45 (PQ) Twin HMG (2d+) [FPS] [APS] (2) Torpedoes: 4L MTB 347-362 1H 5 9/18/26/35 (PQ) Twin HMG (2d+) [APS] Vosper 70 foot; Armoured Bridge; Twin (2) Twin LMG (3d) [APS] [APS] HMG may be replaced by a Twin 20mm Torpedoes: 2H (2d) [APS]. ASW: DC1L MTB 380-395 1H 5 10/20/30/40 (PQ) Twin 20mm (2d) [FPS] Vosper 73 foot Series 1; Armoured Bridge; (2) Twin HMG (2d+) [APS] Twin HMG may be replaced by a Twin Twin LMG (3d) [APS] [APS] 20mm (2d) [APS]; All deployed in Home Torpedoes: 4L waters from May 1944. MTB 412 1H 5 10/20/29/39 (PQ) 6pdr Molins Automatic (1d) [FPS] BPB Co. 71 ¾ foot. (2) Twin 20mm (2d) [APS] Twin LMG (3d) [P] [S] Torpedoes: 2L MTB 523-530, 532 1H 5 10/20/30/40 (PQ) 6pdr Molins Automatic (1d) [FPS] Vosper 73 foot Series 2; Armoured Bridge; (2) Twin 20mm (2d) [APS] Completed July 1945 onwards. LMG (2d) [P] [S] Torpedoes: 2L Vosper MTB/MGB 1H 5 10/20/30/40 (PQ) * 4.5” Automatic (1d) [FPS] 4.5” was removed if torpedoes were carried; MTB 528 (2) Twin 20mm (2d) [APS] 20mm was moved forward to replace it with LMG (2d) [P] [S] arcs [FPS]; 4.5” auto CAN be suppressed. Torpedoes: 4L (optional—see note)

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Christopher Cook (Order #11074310) 36

Type Class HB Speed Weapons Notes Great Britain: MTBs – ‘Short’ Boats (continued) BPB Motor Anti Submarine 1H 5 8/16/23/31 (P) Twin LMG (3d) [FPS] [APS] Boat (MA/SB) 1-5 (2) ASW: DC1 BPB MA/SB 22-39 1H 5 8/17/25/33 (P) 20mm (1d+) [APS] MA/SB 36 employed on Special Service (2) Twin HMG (2d+) [APS] duties across the English Channel. LMG (2d) [FP] [FS] ASW: DC1L BPB MA/SB 40-45, 49 1H 5 8/17/25/33 (P) 20mm (1d+) [APS] Quad LMG may be replaced by Twin LMG (2) Quad LMG (4d+) [FPA] [FSA] (3d). ASW: DC1 BPB MGB 6-21 1H 5 6/12/17/23 (P) 20mm (1d+) [APS] BPB 70 foot; May replace both Twin HMG (2) Twin HMG (2d+) [FP] [FS] mounts with one Twin HMG (2d+) [FAPS]; 20mm may be replaced by a 2pdr (1d) [APS]. MGB 50-67 1H 5 10/20/30/40 (P) Twin 20mm (2d) [APS] 70 foot design; 20mm may be replaced by a (2) HMG (2d) [FP] [FS] Quad LMG (4d+) [APS]. LMG (2d) [P] [S] BPB MGB 74 1H 5 11/21/32/42 (P) 2pdr (1d) [FPS] BPB 71 ¾ foot; Armoured Bridge. (2) Twin 20mm (2d) [APS] Twin LMG (3d) [P] [S] ASW: DC1L Harbour Defence Motor Launch 1H 4 3/6/9/12 (P) 20mm (1d+) [FPS] [APS] 20mm [FPS] may be replaced by a 2pdr (1d) (HDML) (1) Twin LMG (3d) [P] [S] or 3” (1d); Either 20mm may be replaced by ASW: DC1 Twin 20mm (2d). Thornycroft 75 foot Motor 1H 4 3/6/9/12 (P) 3pdr (1d) [FPS] Operated by Burma RNVR during the Launch (1) Twin LMG (3d) [APS] Arakan campaign. ML1100-1105 55 foot Coastal Motor Boat 1H 3 10/20/30/40 (P) LMG (2d) [FAPS] [FAPS] WW1 design used 1939-1941, esp. around (CMB) (1) Torpedoes: 2L Crete.; LMG may be replaced by Twin LMG (3d). 55 foot Coastal Motor Gun Boat 1H 3 10/20/30/40 (P) 2pdr (1d) [FAPS] Experimental MGB design based on the 55' (CMGB) (1) LMG (2d) [FAPS] [FAPS] CMB, proposed 1942, but never produced. Torpedoes: 2L Great Britain: Larger Vessels Flower Class Corvette 3M 30 5/10/15/20 4” HA (1d) [[FPS]] 4” gun cannot be suppressed. (10) 2pdr (1d–) [APS] 20mm (1d+) [FS] [FP] ASW: DC4 to 8 Hunt Class Type 1 3L 45 5/10/15/20 Twin 4” HA (1dr) [[FPS]] [[APS]] Originally designed for 6 x 4”HA, but (15) Quad 2pdr (2d) [APS] reduced to 4 due to stability problems; 4” 2pdr (1d–) [FPS] guns cannot be suppressed. ASW: DC5 Hunt Class Type 2/3 3L 45 7/14/20/27 Twin 4” HA (1dr) [[FPS]] [[APS]] Hunt Type 3 deletes second twin 4”HA (15) [[APS]] [APS]; 2pdr [FPS] may be deleted (optional Quad 2pdr (2d) [APS] “bow chaser”); 4” guns cannot be 2pdr (1d–) [FPS] suppressed. ASW: DC3 Hunt Class Type 4 3L 47 7/13/20/26 Twin 4”HA (1dr) [[FPS]] [[APS]] 2pdr [FPS] may be deleted; 4” guns cannot (16) [[APS]] be suppressed. Quad 2pdr (2d) [APS] 2pdr (1d–) [FPS] Torpedoes: (3H) ASW: DC3 J, K, N Class 3L 55 9/18/27/36 * Twin 4.7” (1dr) [[FPS]] [[FPS]] Kelly was severely damaged by torpedoes (18) [[APS]] from S Boats, 9th May 1940. Leaders and Quad 2pdr (2d) [APS] some others carry 4” HA [PS] instead of aft Quad HMG (3d+) [P] [S] torpedo tubes; 4.7” guns cannot be Torpedoes (5H) (5H) suppressed. ASW: DC5 River Class 3L 50 5/11/16/21 Twin 4”HA (1dr) [[FPS]] [[APS]] 4” guns cannot be suppressed. (17) 20mm (1d+) [AP] [AS] [P] [S] ASW: ATWR, DC15

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Type Class HB Speed Weapons Notes Great Britain: Larger Vessels (continued) Tribal Class 3L 60 9/18/27/36 Twin * 4.7” (1dr) [[FPS]] [[FPS]] 4.7” guns cannot be suppressed. (as built) (20) [[APS]] [[APS]] Quad 2pdr (2d) [APS] Quad HMG (3d+) [P] [S] Torpedoes: (4H) Tribal Class 3L 60 9/18/27/36 Twin * 4.7” (1dr) [[FPS]] [[FPS]] Close range AA may be augmented; 4.7” (late war) (20) [[APS]] and 4” guns cannot be suppressed. Twin 4” (1dr) HA [[APS]] Quad 2pdr (2d) [APS] 20mm (1d+) [P] [S] Torpedoes: (4H) W Class Escort Conversion 3L 45 8/15/23/30 Twin 4”HA (1dr) [[FPS]] [[APS]] Specially modified for anti E boat escort (15) 2pdr (1d–) [FPS] [P] [S] duties; 4” guns cannot be suppressed. 20mm (1d+) [FP] [FS] ASW: DC2 HMS Campbeltown 3L 50 7/14/21/28 3” HA (1d) [FPS] Converted for the famous raid on St. 'St. Nazaire' arrangement (17) 20mm (1d+) [P] [P] [S] [S] [PA] [SA] Nazaire. For Flush Deckers see US section. Great Britain: Other Vessels Algerine Class Minesweeper 3M 40 4/9/13/17 4” HA (1d) [[FPS]] 4” gun cannot be suppressed. (as Escort) (13) 20mm (1d+) [FP] [FS] [AP] [AS] ASW: DC10 Bournemouth Queen 3H 30 3/6/9/12 2pdr (1d) [FPS] [APS] (AA Paddle Steamer) (10) Quad LMG (4d+) [P] [S] Halcyon Class Minesweeper 3M 35 4/9/13/17 4” HA (1d) [FPS] [APS] 4” gun CAN be suppressed. (as Escort) (12) ASW: DC4 Isles Class Trawler 2M 20 4/7/10/13 4”HA (1d) [FPS] 4” gun CAN be suppressed. (7) 20mm (1d+) [FP] [FS] [APS] ASW: DC3 Landing Craft Gun Mk 3 3L 30 4/6/8/11 * 4.7” (1d) [[FPS]] [[FPS]] Designed to support amphibious operations, LCG 3 (10) 20mm (1d+) [PA] [SA] used as fire support craft for MTB ops in the Med. and Adriatic; 4.7” guns cannot be suppressed. Great Britain: Submarines S Class 2M 30 4/8/11/15 * 4” (1d) [FPS] 4” gun CAN be suppressed. (10) 2/5/7/9 20mm (1d+) [FAPS] Torpedoes: 6H (bow), 1H (aft) T Class 2M 30 4/8/11/15 * 4” (1d) [FPS] 4” gun CAN be suppressed. (10) 2/5/7/9 Torpedoes: 6H + 17 (bow) U Class 2M 25 3/6/8/11 * 3” (1d) [FPS] (8) 3/5/8/10 Torpedoes: 4H (bow)

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Christopher Cook (Order #11074310) 38

Type Class HB Speed Weapons Notes Italy: MTBs MS-Type 1 e.g. MS36 1M 7 8/16/24/32 20mm (1d) [FPS] [APS] (2) LMG (2d) [PS] [PS] Torpedoes: 2H+2 ASW: DC1 MS-Type 2 e.g. MS51 1M 7 8/16/23/31 20mm (1d) [FPS] [APS] 20mm may be replaced by Twin 20mm (2) LMG (2d) [PS] [PS] (1d+) later in the war. Torpedoes: 2H+2, 2L ASW: DC1 MAS-423 1H 3 10/20/30/40 LMG (2d) [FAPS] [FAPS] Similar to British 55 foot CMB (qv). (1) Torpedoes: 2L ASW: DC1 MAS-501 1H 4 11/22/33/44 HMG (1d+) [FAPS] HMG may be replaced by a 20mm (1d) in (1) Torpedoes: 2L MAS 526. ASW: DC1 MAS-523 1H 5 11/22/32/43 20mm (1d) [FPS] [APS] [APS] (2) MAS-551 1H 6 11/22/32/43 HMG (1d+) [FAPS] HMG may be replaced by a 20mm (1d). (2) Torpedoes: 2L ASW: DC1 MAS-555 1H 5 11/22/32/43 20mm (1d) [FAPS] (2) Torpedoes: 2L ASW: DC1 MAS-560 1H 6 10/20/30/40 20mm (1d) [APS] Late version of primary Italian MTB. (2) Torpedoes: 2L ASW: DC1 VAS-Type 1 1H 5 5/10/15/20 20mm (1d) [FPS] [APS ] 7 used by Germany from 1943. (2) LMG (2d) [FP] [FS] Torpedoes: 2L ASW: DC3 VAS-Type 2 1M 7 6/11/17/22 20mm (1d) [FPS] [APS ] 6 used by Germany from 1943. (2) LMG (2d) [FP] [FS] Torpedoes: 2L ASW: DC3 VAS-Type 3 1M 5 5/10/14/19 20mm (1d) [FPS] [APS] (2) Torpedoes: 2L Italy: Larger Vessels Gabbiano Class Sloop 3M 35 18 * 100mm (1d) [[FPS]] Torpedoes in early vessels only and may be (12) Twin 20mm (1d+) [APS] [APS] deleted; 100mm gun cannot be suppressed. 20mm (1d) [FPS] [P] [S] Torpedoes: (1H to port) (1H to starboard) ASW: DC2T Navigatori Class Destroyer 3L 50 10/19/29/38 * Twin 4.7” (1dr) [[FPS]] [[PS]] 4.7” guns cannot be suppressed. (17) [[APS]] 40mm (1d) [P] [S] Twin HMG (2d) [P] [S] Torpedoes: (3H) (3H) Soldati Class Destroyer 3L 50 10/19/29/38 * Twin 4.7” (1dr) [[FPS]] [[APS]] Some have an additional * 4.7” (1d) [[PS]]; (17) Twin 20mm (1d+) [FPS] [APS] 4.7” guns cannot be suppressed. 20mm (1d) [P] [S] Torpedoes: (3H) (3H) ASW: DC2TR Spica Class Escort 3M 35 9/17/26/34 * 100mm (1d) [[FPS]] [[APS]] 100mm guns cannot be suppressed. (12) [[APS]] Twin HMG (2d) [P] [S] [PS] [PS] Torpedoes: (2H to port) (2H to starboard) ASW: DC2TR

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Christopher Cook (Order #11074310) 39

Type Class HB Speed Weapons Notes Italy: Explosive Boats MAT/MTM/MTR 1H 2 9/18/26/35 Treat a ram as a hit from a torpedo causing 8 Explosive Motor Boat (1) damage dice; 6 such vessels were used to attack and cripple HMS York in 1941. Italy: Submarines Sirena Class 2M 25 4/7/11/14 * 100mm (1d) [FPS] 100mm gun CAN be suppressed (8) 2/4/6/8 HMG (1d+) [FPS] [FPS] [APS] [APS] Torpedoes: 4H+10 (bow), 2H+2 (aft)

Japan: MTBs T-1 MTB 1H 4 10/19/29/38 LMG (2d) [FPA] [FSA] May carry ASW: DC1 instead of torpedoes. (1) Torpedoes: 2L T-14 MTB 1H 4 8/17/25/33 25mm (1d) [APS] (1) Torpedoes: 2L T-15 MTB 1H 3 9/18/26/35 25mm (1d) [APS] (1) Torpedoes: 2L T-23/25/31 MTB 1H 4 5/11/16/21 to 25mm (1d) [APS] Engine fits varied widely. (1) 9/18/26/35 Torpedoes: 2L T-51 MTB 1M 5 8/15/23/30 25mm (1d) [FPS] [APS] (2) Torpedoes: 4L H35/H38 Class MGB 1H 4 9/17/26/34 Triple 25mm (2d) [FPS] Could be fitted with 2 Light Torpedoes and (1) ASW: DC1L a single 25mm (1d) [FPS] instead of the Triple 25mm. H61 Class MGB 1H 4 5/9/14/18 Triple 25mm (2d) [FPS] Could be fitted with 2 Light Torpedoes and (1) ASW: DC1L a single 25mm (1d) [FPS] instead of the Triple 25mm. Type A Gunboat 1M 4 3/5/8/10 37mm (1d–) [FPS] Landing craft converted for patrol duties, (Landing Craft Conversion) (1) 25mm (1d) [FPS] [APS] often encountered on Burmese rivers. Japan: Kamikaze Boats Shinyo Kamikaze Boat 1H 3 30 LMG (2d) [FPS] Treat a ram as a hit by torpedo causing 10 (1) * Rockets: 1x Rocket Salvo [F] damage dice. Japan: Larger Vessels Akatsuki Class Destroyer 3L 50 10/19/29/38 * Twin 5” (1dr) [[[FPS]]] [[[APS]]] Fubuki Class similar; 14 DC; May substitute (17) Triple 25mm (2d) [F] [P] [S] [APS] one * Twin 5” (1dr) [[[APS]]] for both [APS] Triple 25mm [APS]; 5” guns cannot be 25mm (1d) [PS] suppressed. Torpedoes: (3H) (3H) (3H) Etorufu Class Escort 3M 35 5/10/15/20 * 4.7” (1d) [[FPS]] [[APS]] [[APS]] Up to 11 25mm added later in the war; 4.7” (12) Twin 25mm (1d+) [FP] [FS] guns cannot be suppressed. Matsu Class 3M 40 7/14/21/28 Twin 5” HA (1dr) [APS] Single 5” gun cannot be suppressed, but the (13) 5” HA (1d) [[FPS]] Twin 5” gun CAN be suppressed. Triple 25mm (2d) [FPS] [P] [S] [APS] 25mm (1d) [PS] Torpedoes: (4VH) ASW: DC4 Shiratsuyu Class Destroyer 3L 55 9/17/26/34 * Twin 5” (1dr) [[[FPS]]] [[[APS]]] 5” guns cannot be suppressed. (18) * 5” (1d) [[[PS]]] HMG (1d+) [P] [S] Torpedoes: (4VH) (4VH) ASW: DC2 Japan: Other Vessels T1 Class Landing Ship 3L 35 3/7/10/13 Twin 5” (1dr) HA [[FPS]] 5” guns cannot be suppressed. (12) Triple 25mm (2d) [P] [S] [APS] Twin 25mm (1d+) [F] T2 Class Landing Ship 3L 35 4/8/12/16 Triple 25mm (2d) [P] [S] T101-T176 (12) 25mm (1d) [FPS] [APS]

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Christopher Cook (Order #11074310) 40

Type Class HB Speed Weapons Notes Japan: Other Vessels (continued) 46 foot Daihatsu Barge 1M 5 2/4/6/8 25mm (1d) [FPA] [FSA] Typical for coastal traffic, often encountered (2) by PT boats; Armament varied depending on locally available weapons. CH 13 Class Sub Chaser 2M 30 4/8/12/16 3” HA (1d) [FPS] (10) 25mm (1d) [FPS] [AP] [AS] ASW: DC4 Japan: Submarines B1/B2 Class 2M 30 4/8/11/15 * 5.5” (1d) [APS] Nos. I15-I45; Carried a seaplane but may (10) 2/5/7/9 Twin 25mm (1d+) [APS] replace this with one 5.5” [FPS]; Later used Torpedoes: 6H (bow) to carry 4-6 Kaiten; 5.5” guns CAN be suppressed. STO Class 2L 45 5/10/14/19 * 5.5” (1d) [APS] Nos.I400-402; Designed to carry 3 seaplanes (15) 2/4/5/7 Triple 25mm (2d) [FPS] [APS] [APS] for an attack on the Panama Canal; I402 was Torpedoes: 6H (bow), 2H (aft) later used as a fuel ; 5.5” guns CAN be suppressed. A-D Type Midget Submarine 1M 15 5/9/14/18 Torpedoes: 2L (bow) 4 could be carried by T1 Class Landing (5) 2/4/5/7 Ship. Kaiten Suicide Sub 1M 5 8/15/23/30 Piloted torpedo; Treat a ram as a hit by (2) 8/15/23/30 torpedo causing 10 damage dice.

Jugoslavia “Tiger Fleet” Partisan fishing 1H 3-6 3/5/8/10 40mm (1d) [FPS] Typical ‘local conversion;’ Armament boat (1-2) HMG (2d) [FAPS] varied depending on what was locally available.

Netherlands TM4 Class MTB 1H 4 8/17/25/33 LMG (2d) [FPA] [FSA] 18 boats were captured and used by the (1) Torpedoes: 2L Japanese. ASW: DC1L TM4-20 MTB 1H 5 8/17/25/33 HMG (2d) [FPA] [FSA] MTBs used in Java in 1942; Some captured (2) Torpedoes: 2L by Japan.

Poland S-1 MGB 1H 5 9/18/27/36 (PQ) 40mm (1d) [APS] Built by Whites, but taken into Royal Navy (2) Twin LMG (3d) [FAPS] as MGB48. Torpedoes: 2H ASW: DC1L

Romania Vantul Class MTB 1H 4 8/15/23/30 37mm (1d–) [APS] Based on Dutch TM52; used engines from (1) 20mm (1d+) [FPS] downed RAF aircraft!. Torpedoes: 2H

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Type Class HB Speed Weapons Notes Russia: MTBs It seems that, in common with vehicles, aircraft and weapons supplied to Russia by the Allies, MTBs and PT boats were given Russian designations to disguise their origins from their operators. G5 Class vessels were used by North Korea during the Korean War - other Russian built craft are also likely to have been in use. G5 II 1H 4 14/28/42/56 HMG (2d) [FAPS] [FAPS] ASW: DC3 in lieu of torps. (1) Torpedoes: 2H G5 VII 1H 4 12/25/37/49 HMG (2d) [FAPS] [FAPS] 2 smoke generators; From May 1944 may (1) Torpedoes: 2H carry * Rockets: 1x Rocket Salvo [F]. D3 MTB 1H 5 8/16/24/32 20mm (1d+) [FPS] [APS] Later vessels made 39 knots (10/20/29/30); (2) Torpedoes: 2H 20mm may be replaced by Twin HMG (2d+). Komsomolec 1H 5 14/29/43/57 HMG (2d) [APS] [APS] May also carry * Rockets: 2x Rocket Salvos (2) Torpedoes: 2H [F]. A1 Class PT Boat 1H 5 10/20/30/40 20mm (1d+) [APS] US built version of the Vosper 70 foot MTB, (2) Twin HMG (2d+) [FPA] [FSA] Lend-Leased to USSR. Torpedoes: 4H A2 Class PT Boat 1H 5 8/15/23/30 20mm (1d+) [APS] US Built Higgins 78 foot Class Lend-Leased As designed (2) Twin HMG (2d+) [FPA] [FSA] to USSR. Torpedoes: 4H A3 Class PT Boat 1H 5 10/20/30/40 20mm (1d+) APS ASW: DC1L instead of aft torpedoes; May Russian Elco 80 foot (2) Twin HMG (2d+) [FPS] [APS] also carry 40mm (1d) [FPS] [APS]. Torpedoes: 2H Russia: Larger Vessels Leningrad Class Destroyer 3L 50 9/18/27/36 * 5.1” (1d) [[FPS]] [[FPS]] [[PS]] 70-80 mines; Designed as Flotilla Leaders; (17) [[APS]] [[APS]] 5.1” guns cannot be suppressed. 76mm HA (1d) [P] [S] 45mm (1d) [AP] [AS] Torpedoes: (4H) (4H) Tashkent Destroyer 3L 50 11/21/32/42 * 5.1” (1d) [[[FPS]]] [[[FPS]]] 80 Mines; Flotilla Leader; * 5.1” replaced (17) [[[APS]]] by Twin * 5.1” (1dr) later; 45mm probably 45mm (1d) [FP] [FS] [P] [S] [AP] replaced by 37mm (1d) later; one set of [AS] torpedoes replaced by 76mm (1d) [APS] HMG (2d) [FP] [FS] [P] [S] [AP] [AS] [APS] later; 5.1” guns cannot be suppressed. Torpedoes: (3H) (3H) (3H) Frunze Class Destroyer 3L 40 7/14/21/28 * 4” (1d) [FPS] [PS] [PS] [APS] WW1 era destroyer; 4” guns CAN be (13) 76mm (1d) HA [APS] suppressed. HMG (2d) [FP] [FS] Torpedoes: (3L) (3L) (3L) Dzerzhinski Class destroyer 3L 45 8/17/25/33 * 4” (1d) [FPS] [PS] [APS] [APS] 45 mines; 1914 design built during WW1; (15) 40mm (1d) [APS] [APS] Originally had heavier torpedo armament: Torpedoes: (3L) (3L) (3L) (3L) (3L) (3L); Also carried 12 LMG (1d+) (arcs unknown); 4” guns CAN be suppressed. Type 7 or 7U Class Destroyer 3L 45 10/19/29/38 *5.1” (1d) [[FPS]] [[FPS]] [[APS]] 60 mines; AA was upgraded in 1942 so that (15) [[APS]] 76mm HA became [P] [S] [APS]; 45mm 76mm HA (1d) [P] [S] replaced by 37mm (1d); 6 HMG (2d) were 45mm (1d) [FPS] [FPS] also added; in 1943 ASW: DC2TR added; HMG (2d) [FP] [FS] some units in Arctic had radar; 5.1” guns Torpedoes: (3H) (3H) cannot be suppressed. Ognevoi Class Destroyer 3L 55 9/18/27/36 Twin * 5.1” (1dr) [[[FPS]]] [[[APS]]] 80 mines; Only 2 completed during WW2; (18) Twin 85mm (1dr) [APS] 5.1” guns cannot be suppressed. 37mm (1d) [FP] [FS] [P] [S] [AP[ [AS] Torpedoes: (4H) (4H) Uragan Series II Class Guard 3L 30 7/15/22/29 * 4” (1d) [[FPS]] [[APS]] Up to 50 mines; Great variety between Ship (10) 37mm (1d) [FPS] [APS] vessels with ad-hoc armament; 4” guns HMG (2d) [FP] [FS] [APS] cannot be suppressed. Torpedoes: (3L) Uragan Class Torpedo Boat 3M 25 6/12/18/24 * 4” (1d) [[FPS]] [[APS]] Class of 18 ships, including Smerch and (8) HMG (2d) [FP] [FS] Shtorm; 4” guns cannot be suppressed. Torpedoes: (3L)

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Type Class HB Speed Weapons Notes Russia: Other Vessels MO4 Class Submarine Chaser 1M 9 6/12/18/24 45mm (1d) [FPS] [APS] Some vessels used as NKVD patrol craft; (3) HMG (2d) [P] [S] Not successful as ASW ships, better as LMG (1d+) [P] [S] escorts. BO2 Class Submarine Chaser 1M 15 6/11/17/22 3” HA (1d) [FPS] (5) 37mm (1d) [APS] [APS] HMG (2d) [APS] [P] [S] BO201 Class Submarine Chaser 1M 10 5/11/16/21 3” HA (1d) [FPS] US SC497 Class supplied under Lend- (3) 20mm (1d+) [AP] [AS] [APS] Lease. ASW: ATWR; DC1T Artillerist Class Submarine 2M 15 6/13/19/25 3” HA (1d) [FPS] Introduced in 1939 with 23 produced during Chaser (5) 37mm (1d) [FPS] [APS] WW2; A further 50 were produced after HMG (2d) [P] [S] 1945. ASW: DC1L OD200 Class Submarine Chaser 1L 5 7/14/21/28 37mm (1d) [APS] Wooden hull; Modification of D3 class; 88 (2) HMG (2d) [FPS] [APS] were produced. ASW: DC1L FUGAS Class Minesweeper 2L 8 5/10/14/19 * 100mm (1d) HA [[FPS]] 27 mines could be carried instead of ASW; (3) 45mm (1d) [APS] 100mm gun cannot be suppressed. 37mm (1d) [FP] [FS] [APS] HMG (2d) [P] [S] [APS] ASW: DC3 KM IC Class Minesweeper 1L 4 3/6/9/12 LMG (1d+) [FPS] Wooden hull; Developed from the Finnish (1) WW1 A Class; 221 built from 1938 to 1945. YA5 Class River Despatch 1H 5 3/5/8/10 45mm (1d) [FPS] 48 built between 1942 and 1945 Vessel (2) HMG (2d) [FPS] [APS] DB Class Landing Craft 1L 3 2/5/7/9 37mm (1d) [FPS] Capacity for 40 troops; Some later converted (1) HMG (2d) [FPSA] as AA ships with 20mm (1d+) [APS]. Type 1124 Armoured Motor 1H 10 5/11/16/21 76mm (1d) [[[FPS]]] [[[APS]]] – see Armoured gunboat with the turret from the Gun Boat (AMGB) (3) note T28 or T34 tank; Armoured Bridge; Heavy Twin HMG (2d+) [FPSA] Armour on the turret; Medium Armour on the Hull; Earlier boats had a T26 turret with 45mm (1d) gun with Medium Armour on the turret; NOTE that on these vessels the 76mm guns cannot be suppressed. Type 1125 AMGB 1H 8 5/9/14/18 76mm (1d) [[[FPS]]] – see note Armoured gunboat with the turret from the (3) Twin HMG (2d+) [[FPS]] [[APS]] T28 or T34 tank; Armoured Bridge; Heavy LMG (1d+) [FPSA] [FPS] Armour on the turret; Twin HMGs in armoured cupolas with Medium Armour; Medium Armour on the Hull; Mine rails aft. Earlier boats had a T26 turret with 45mm (1d) gun with Medium Armour on the turret; NOTE that on these vessels the 76mm guns and HMGs cannot be suppressed. Type 1125 “Katyusha” AMGB 1H 4 5/10/15/20 76mm (1d) [[[FPS]]] – see note Based on the standard Type 1125 but fitted (1) HMG (2d) [P] [S] with “Katyusha” rockets on rails; NOTE that * Rockets: 2x Rocket Salvos [F] on these vessels the 76mm guns cannot be suppressed.. Russia: Submarines Series IXbis Class 2M 25 5/10/14/19 * 100mm (1d) [FPS] S4-S57; 14 sunk in WW2; 100mm gun CAN (8) 2/5/7/9 45mm (1d) [APS] be suppressed. HMG (2d) [FPS] Torpedoes: 4H+8 (bow), 2H+4 (aft) D Class Series I Class 3M 30 4/7/11/14 * 100mm (1d) [FPS] From 1926 programme, some of which were (10) 2/5/7/9 45mm (1d) [APS] re-modelled prior to WW2; 100mm gun Torpedoes: 6H+2 (bow), 2H (aft) CAN be suppressed. Shch (Shchuka) Class 2M 25 3/6/9/12 45mm (1d) [FPS] [APS] Developed in 1920 from Dutch AG class; 32 (8) 2/4/6/8 LMG (1d+) [FPS] [APS] in service prior to WW2 and a further 8 Torpedoes: 4H+4(bow), 2H (aft) completed during WW2 L Class 3M 25 4/7/11/14 * 100mm (1d) [FPS] 20 mines; Based on British WW1 design; (8) 2/4/6/8 45mm (1d) [APS] 100mm gun CAN be suppressed.. Torpedoes: 4H+4 (bow), 2H+2 (aft)

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Type Class HB Speed Weapons Notes Russia: Submarines (continued) M Class 1L 20 4/8/12/16 45mm (1d) [FPS] Coastal submarine; 15 completed before (7) 2/4/6/8 Torpedoes: 2H (bow), 2H (aft) WW2 and 4 during WW2.

United States: PT Boats US forces also used a number of British designs, apart from the Vosper 70 foot types. These were built in US yards. Various MLs were also used for anti submarine operations on the East Coast but were not popular and were regarded as stop-gaps until the SC Class sub chaser was available in sufficient numbers. As a general rule, US MTBs based in the Pacific may substitute two torpedoes for two multiple rocket packs up to 1944. From 1944 they may carry * Rockets: 2x Rocket Salvoes [F] without removing torpedoes. Elco 70 foot PT Boat 1H 5 10/20/30/40 Twin HMG (3d) [FPA] [FSA] Many used by the Royal Navy, e.g. MTB (2) Torpedoes: 4L 259-268. Elco 70 foot PTC Boat 1H 5 10/20/30/40 Twin HMG (3d) [FPA] [FSA] Submarine chaser. (2) ASW: DC3TR Elco 70 foot MGB 1H 5 10/20/30/40 20mm (1d+) [APS] Used by the Royal Navy as MGB 82-93. (2) Twin HMG (3d) [FPA] [FSA] ASW: DC1L Elco 77 foot PT Boat 1H 5 10/20/30/40 20mm (1d+) [APS ] An expanded 70 foot design, most were out (2) Twin HMG (3d) [FPA] [FSA] of service or used as transports by 1944. Torpedoes: 4H Elco 77 foot MTB 307-316 1H 5 10/20/30/40 20mm (1d+) [APS] Carried a single centreline turret for the twin (Royal Navy Variant) (2) Twin HMG (3d) [FAPS] HMG; Single HMG mounts are pintle HMG (2d) [FP] [FS] mounted guns on the forecastle. Torpedoes: 2H Elco 77 foot PT Boat 1H 5 10/20/30/40 40mm (1d) [FPS] [APS] Some outfitted as with three HMG 1943 Weapon fit (2) Twin HMG (3d) [FPA] [FSA] (2d) added to each side, firing Port or Torpedoes: 4H Starboard. Elco 80 foot PT Boat 1H 5 10/20/30/40 20mm (1d+) [APS] May carry a 40mm (1d) [APS] with the As designed (2) Twin HMG (3d) [FPA] [FSA] 20mm becoming [FPS], but only if 2 Torpedoes: 4H torpedoes are removed. Elco 80 foot PT Boat 1H 5 10/20/30/40 37mm (1d) [FPS] May carry * Rockets: 2x Rocket Salvoes [F] 1944 Weapon fit (2) 40mm (1d) [APS] from 1944 onwards on boats based in the 20mm (1d+) [FPS ] Pacific; Pacific boats may also carry 20mm Twin HMG (3d) [FPA] [FSA] (1d+) instead of the HMGs. Torpedoes: 4H Elco 80 foot PT Boat 1H 5 10/20/30/40 37mm (1d) [FPS] Never carried rockets; The Quad 20mm RON29 (Mediterranean) Fit (2) Quad 20mm (3d) [APS] mount was called 'Thunderbolt'; Four boats 20mm (1d+) [FPS] of Squadron 29 (RON29) were so equipped. Twin HMG (3d) [FPA] [FSA] Torpedoes: 4H Higgins 78 foot PT Boat 1H 5 10/19/29/38 20mm (1d+) [APS] May carry a 40mm (1d) [APS] with the As designed (2) Twin HMG (3d) [FPA] [FSA] 20mm becoming [FPS], but only if 2 Torpedoes: 4H torpedoes are removed. Huckins 78 foot PT Boat 1H 5 9/19/28/37 20mm (1d+) [FPS] [APS] The least successful PT Boat design, only As designed (2) Twin HMG (3d) [FPA] [FSA] 18 were built; Most remained in home Torpedoes: 2H waters during the war. Vosper 70 foot PT Boat 1H 5 10/20/30/40 20mm(1d+) [APS] US built version of the Vosper 70 foot MTB, (2) Twin HMG (3d) [FPA] [FSA] but with US style HMG arrangement. Torpedoes: 2H United States: Larger Vessels DE Class Destroyer Escort 3M 45 5/11/16/21 3” HA (1d) [FPS] [FPS] [APS] Typical destroyer escort. Types TEV, WGT, DET, FMR (15) Quad 1.1” (1d+) [APS] ASW: ATWR; DC5T DE Class Destroyer Escort 3L 45 5/11/16/21 5” HA (1d) [[FP]] [[AP]] Upgunned version of the above; Up to 8 Types TEV, WGT, DET, FMR (15) 20mm (1d+) [FP] [FS] [P] [S] extra 20mm (1d+) were added as local Late war (re-armed) ASW: ATWR; DC5T modifications in the Pacific.; 5” guns cannot be suppressed.

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Type Class HB Speed Weapons Notes United States: Larger Vessels (continued) “Flush Decked” Destroyer 3L 50 7/14/21/28 4” HA (1d) [FPS] [P] [S] [APS] WW1 4 stack design, many sent to Britain (17) Torpedoes: (3H to port) (3H to port) under Lend Lease as the ‘Town’ Class; USS (3H to starboard) (3H to Buchanan became Campbeltown, see British starboard) large ships; Carried four triple torpedo tubes; extra 20mm may be carried; 4” guns CAN be suppressed. Fletcher 3L 65 9/18/27/36 5” HA (1d) [[[FPS]]] [[[FPS]]] 5” guns cannot be suppressed. (as built) (22) [[[PS]]] [[[APS]]] [[[APS]]] Quad 1.1” (1d+) [APS] 20mm (1d+) [FP] [FS] [P] [S] [PA] [SA] Torpedoes: (5H) (5H) ASW: DC3T Fletcher 3L 65 9/18/27/36 5” HA (1d) [[[FPS]]] [[[FPS]]] 20mm and 40mm armament progressively (typical 1943) (22) [[[PS]]] [[[APS]]] [[[APS]]] increased from 1943 onwards with many Twin 40mm (1d+) [APS] [APS] variants; 5” guns cannot be suppressed. 20mm (1d+) [FP] [FS] [P] [S] [PA] [SA] Torpedoes: (5H) (5H) ASW: DC3T United States: Other Vessels 110 foot Submarine Chaser 1M 10 5/11/16/21 3” HA (1d) [FPS] 3” HA may be replaced by a 40mm (1d). SC 497 Class (3) 20mm (1d+) [AP] [AS] [APS] ASW: ATWR; DC1T 110 foot Patrol Gunboat 1M 10 5/11/16/21 40mm (1d) [FPS] [APS] Converted from 110 foot Sub Chaser; PGM 1 Class (3) Twin HMG (2d+) [P] [P] [S] [S] 40mm [FPS] may be replaced by a 3” HA (1d). 63 foot ASRC “Crash Boat” 1H 5 9/18/27/36 Twin LMG (2d+) [FPS] Used by USA in the Mediterranean for (2) Special Operations. PC 173 foot Patrol Craft 3M 25 5/10/14/19 3” HA (1d) [FPS] Submarine Chaser. (8) Twin 40mm (1d+) [APS] ASW: DC1L PC 173 foot Patrol Gunboat 3M 25 5/10/14/19 3” HA (1d) [FPS] Gunboat conversion of standard 173 foot (PGM 9-32) (8) Twin 40mm (1d+) [APS] sub chaser. Twin 20mm (2d) [APS] [P] [S] HMG (2d) [P] [S] PCE Class Minesweeper 3M 35 4/7/11/14 3” HA (1d) [FPS] Often used as convoy escorts. Types TEV, WGT, DET, FMR (12) 20mm (1d+) [FP] [FS] [AP] [AS] ASW: ATWR; DC3T Manley Class APD 3L 50 7/14/21/28 3” HA (1d) [FPS] [PS] [APS] Converted from WW1 'Flush Deck' Fast troop transport (17) 20mm (2d) [FP] [FS] [P] [S] [APS] destroyers; 26 converted in WW2. LCM Gunboat 2M 6 2/4/6/8 * 3” (1d) [FPS] (2) 37mm (1d) [FP] [FS] HMG (2d) [FPA] [FSA] LCI 3M 25 4/7/11/14 20mm (1d+) [FPS] [FPS] [AP] [AS] (8) LSM 3L 35 3/7/10/13 40mm (1d) [FPS] (12) 20mm (1d+) [P] [S] [AP] [AS] LST Mk.2 3L 45 3/6/9/12 Twin 40mm (1d+) [FP] [FS] Armament varied considerably. (15) Twin 20mm (2d) [P] [S] 20mm (1d+) [FPS] [FP] [FS][AP] [AS] United States: Submarines Narwhal Class 2L 30 4/9/16/17 * 6” (1d) [FPS] [APS] SS167 & 168 - USS Narwhal & Nautilus; 6” (10) 2/4/6/8 Torpedoes: 4H (bow), 2H (aft) gun CAN be suppressed. Gato Class 2M 30 4/9/16/17 * 3” (1d) [FPS] Later version has 35 hull boxes, and change (10) 2/4/6/8 Twin HMG (2d+) [FPS] [APS] 3” to 5” (1d) [FPS], which CAN be Torpedoes: 4H (bow), 2H (aft) suppressed.

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11.3 – First World War Vessels The list gives a very small sample of the large numbers of WW1 small craft for which these rules are suitable. Readers are advised to consult Conway's “All The World's Fighting Ships.

Type Class HB Speed Weapons Notes Germany LM1 Class Motor Boat 1H 3 8/15/23/30 37mm (1d–) [FPS] (1) LM3 Class Motor Boat 1H 3 7/14/20/27 37mm (1d–) [FPS] (1) LM5 Class Motor Boat 1H 3 8/15/23/30 LMG (2d) [FPS] (1) Torpedoes: 1L FM Class Coastal Minesweeper 2M 35 4/7/11/14 88mm (1d) [FPS] (12) UC16 Class U Boat Minelayer 2M 25 3/4/9/12 * 88mm (1d) [FPS] Also carried 18 UC200 mines in six tubes. (8) 2/4/5/7 Torpedoes: 2L (bow), 1L (aft)

Great Britain 40 foot CMB 1H 3 10/19/29/38 Twin LMG (3d) [FPS] (1) Torpedoes: 1L (stern launched) 55 foot CMB 1H 3 11/21/32/42 Twin LMG (3d) [FPS] [APS] (1) Torpedoes: 2L (stern launched) ASW: DC1L 70 foot CMB 1H 4 9/18/27/36 Twin LMG (3d) [FPS] [FPS] [APS] Minelayers, carrying 7 mines; One (1) ASW: DC1L completed with 3 L torpedoes instead of mines. ML Class 75 and 80 foot Motor 1M 5 5/10/14/19 13pdr (1d) [FPS] Treat 13pdr as 12pdr, though it may be a Launches (2) LMG (2d) [P] [S] 3pdr. Admiralty Trawler 2M 20 3/5/8/10 12pdr (1d) [FPS] [APS] (7) Z Whaler 2M 20 4/8/11/15 12pdr (1d) [FPS] (7) 6pdr (1d) [APS] Hunt Class Minesweeper 3M 30 4/8/12/16 12pdr (1d) [FPS] 6pdrs may be replaced by a single 6pdr (1d) (10) 6pdr (1d) [AP] [AS] [APS]; Several were used in WW2. Flower Class Sloop 3M 40 4/9/13/17 12pdr (1d) [FPS] [APS] Weapons fit is typical but it varied, (13) 3pdr (1d) [P] [S] depending on batch; Many used as minesweepers. E Class Submarine 2M 25 4/8/11/15 12pdr (1d) [FPS] (8) 2/5/7/9 Torpedoes: 3L+4 (bow)

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11.4 – Typical Merchant Vessels Merchants fitted as commerce raiders or auxiliary merchant cruisers could carry six to eight 6”/150mm guns in single mounts and about Armament varied considerably on these vessels. Initially all would ten 20mm cannon. Up to 4 torpedo tubes could be added. Some be unarmed, but as the war progressed all would carry at least a 3” German raiders also carried LS Class torpedo boats and Arado Ar gun. This would be a typical arrangement together with a couple of 196 seaplanes. One was sunk by British MTBs in the Channel. 20mm cannon. Schooners, caiques and barques used by the Germans in the Adriatic could be quite heavily armed. A typical fit would be two 37mm cannon firing to port and starboard with up to four 20mm cannon.

Type Class HB Speed Weapons Notes Typical Merchant Vessels Small Transport 2L 30 3/5/8/10 see above (10) Medium Transport 3L 40 3/5/8/10 see above (13) Large Transport 3L 50 3/5/8/10 see above (17) Barge 2L 10 2/4/5/7 see above (3) Schooner, Caique, Barque etc. 3M 15 3/5/8/10 see above (5) Trawler 2M 5 3/5/8/10 see above (2)

11.5 – Aircraft Data Fixed forward firing guns have no arc notation and can only engage targets in the front arc of the aircraft. Data for a large number of aircraft is included. As with coastal forces vessels there was a wide variety of armaments within aircraft types. The data given is for guidance, taken from typical examples. 8xLMG: denotes 8 fixed forward firing light machine guns. Players should note that bomb loads especially could vary 2x HMG [T180r] denotes two heavy machine guns in a considerably. turret covering the rear arc over 180 degrees. As with ships, data is presented in in tabular format, showing:  The type of aircraft. Some guns cannot be used for strafing ships. These are marked with an asterisk ‘*’.  The date the aircraft entered service. Bombs  The Size Class, which shows a number from 1 (the smallest The payload shows the size of bombs carried rather than their usually fighter types) to 3 (for larger aircraft). exact weight: The Size Class is used when shot at by AA fire. VLB Very Light weight up to ca. 125 lbs  Hit points show the maximum damage, and also the damage LB Light weight up to ca. 250 lbs thresholds at which the aircraft must take a Crew Test. MB Medium weight up to ca. 550 lbs  Speed shows the speed rating of the aircraft While aircraft can HB Heavy weight up to ca. 1100 lbs move anywhere on the table, the difference in speed ratings has This also shows the type of bombing attack permitted. an effect on air to air combat. Rocket Salvoes  Hit Modifier. This is a value based on the aircraft’s ability to Denoted by ‘RS’ on the tables turn, and determines how easy it may be to hit. A value of –2 is Heavy Rockets the best, while +2 is the worst. Denoted by ‘RH’ on the tables  Armament shows the guns fitted to the aircraft and the payload Depth Charges carried. Denoted by ‘nx DC’ on the tables, n being the number of Guns attacks. They may not be used against surface ships. The guns show the following information: Torpedoes  Number of guns x type or calibre (mm). Denoted by ‘T’ on the tables. All air launched torpedoes are  Where mounted and how, showing the degrees of Light. arc covered and the direction in which the arc is centred: f: forward/ahead of the aircraft r: to the rear of the aircraft p: to the port side of the aircraft s: to the starboard of the aircraft

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Christopher Cook (Order #11074310) 47

11.6 – Second World War Aircraft

Type Date Class Hit Points Speed Hit Mod Armament Germany Arado Ar 196A-3 1939 2 4/7/11/14 4 +0 2x 20, 1x LMG, 2x LMG* [90r]; 2x VLB Dornier Do 217E-2 12/1940 2 6/12/18/24 6 +1 1x HMG, 1x LMG, 1x HMG* [360],.1x HMG [90r], 1xLMG [90p], 1x LMG [90s], 2x LMG* [90r]; 4x HB or 8x MB - Low or Medium Level Focke-Wulf Fw 190A-1 8/1941 1 4/7/11/14 8 –1 4x LMG; optional additional 2x 20 Focke-Wulf Fw 190A-2 1942 1 4/7/11/14 8 –1 2x HMG, 2x LMG; optional additional 2x 20 Focke-Wulf Fw 190A-3 to A-6 8/1941 1 4/7/11/14 8 –1 4x 20, 2x HMG; optional 1x MB – Low Level; from 1943 optional 2x RH Focke-Wulf Fw 190D-9 5/1944 1 4/8/11/15 9 –1 2x 20, 2x LMG; optional 1x MB or HB – Low Level Focke-Wulf Fw 200C-1 6/1939 3 7/15/22/29 4 +2 1x 20 [90f], 1x HMG [90r], 1x LMG* [180r], 1x LMG* [180r]; 8x MB – Low or Medium Level Focke-Wulf Fw 200C-3/U4 6/1941 3 7/15/22/29 4 +2 1x 20 [90f], 1x HMG [90r], 1x LMG* [180r], 1x LMG* [360], 1x LMG or HMG [90p], 1x LMG or HMG [90s]; 8x MB – Low or Medium Level Heinkel He 111H-6 10/1941 2 6/12/17/23 5 +0 1x 20, 1x LMG [90f], 1x LMG* [180r], 1x LMG [90f], 1x LMG [90r], 1x LMG [180p], 1x LMG [180s]; 6x MB or 4x HB – Medium Level; alternative 4x TL Heinkel He 111H-16 1940 2 6/12/18/24 5 +1 1x 20, 1x LMG [90f], 1x HMG* [180r], 1x or 2x LMG [90f], 1x or 2x LMG [90r], 1x LMG [180p], 1x LMG [180s]; 8x MB or 4x HB – Medium Level Junkers Ju 188A-3 or E-2 5/1943 2 7/13/20/26 6 +2 1x 20, 1x 20* [360], 1x HMG* [90r], 2x LMG [80r]; 2x TL Junkers Ju 87B-2 4/1939 2 3/7/10/13 5 +0 2x LMG, 1x LMG [90r]; 1x MB plus 4x VLB or 1x HB – Dive Bomber Junkers Ju 87D-1 11/1941 2 4/8/12/16 5 +0 2x LMG, 2x LMG [90r]; 1x MB plus 4x VLB or 1x HB – Dive Bomber Junkers Ju 87G-1 6/1942 2 4/8/12/16 5 +1 2x 37, 2x LMG, 2x LMG [90r] Junkers Ju 88A-1 8/1939 2 6/12/17/23 6 +1 1x LMG* [90f], 1x LMG* [180p], 1x LMG* [180s], 1 or 2x LMG [90r]; 4x, 6x or 8x MB – Low or Medium Level Junkers Ju 88A-4 6/1940 2 7/13/20/26 6 +2 1x HMG [90f], 1x LMG* [90f], 1x LMG* [180p], 1x LMG* [180s], 1 or 2x LMG [90r]; 4x, 6x or 8x MB or HB – Low or Medium Level; can also be used as a Dive Bomber Junkers Ju 88A-14 or A-15 1941 2 7/13/20/26 6 +2 1x 20 [90f], 1x HMG [90f], 1x LMG* [90f], 1x LMG* [180p], 1x LMG* [180s], 1 or 2x LMG [90r]; 4x, 6x or 8x MB or HB – Low or Medium Level (A-14) or 2x TL (A-15) Messerschmitt Bf 109E-1 11/1938 1 3/6/8/11 7 –1 2x 20, 2x LMG Messerschmitt Bf 109E-3 11/1938 1 3/6/8/11 7 –1 3x 20, 2x LMG Messerschmitt Bf 109E-4 2/1939 1 3/6/9/12 7 –1 2x 20, 2x LMG Messerschmitt Bf 109E-7 2/1939 1 3/6/9/12 7 –1 2x 20, 2x LMG; optional 1x MB – Low Level Messerschmitt Bf 109G-1 7/1941 1 3/6/9/12 8 –2 1x 20, 2x LMG Messerschmitt Bf 109G-1/Trop 7/1941 1 3/6/9/12 8 –2 1x 20, 2x HMG Messerschmitt Bf 109G-2/3/4 7/1943 1 3/6/9/12 8 –2 1x 20, 2x HMG; optional 1x MB or HB – Low Level Messerschmitt Bf 109G-6 10/1942 1 3/6/9/12 8 –2 1x 30, 2x HMG Messerschmitt Bf 110C-1/C-2 9/1939 2 4/9/13/17 7 +0 2x 20, 4x LMG, 1x LMG [180r] Messerschmitt Bf 110C-4 1/1940 2 5/10/14/19 6 +0 2x 20, 4x LMG, 1x LMG [180r]; optional 4x LB or 2x MB – Low Level Messerschmitt Bf 110D-3 1/1940 2 5/10/14/19 6 +0 2x 20, 4x LMG, 1x LMG [180r]

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Christopher Cook (Order #11074310) 48

Type Date Class Hit Points Speed Hit Mod Armament Great Britain Blackburn B-24 Skua II 11/1938 2 3/7/10/13 5 +0 4x LMG, 1x LMG* [180r]; 1x MB – Dive Bomber Blackburn B-25 Roc 4/1939 2 4/7/11/14 4 +0 4x LMG* [360]; 1x LB – Low Level Bristol 142M Blenheim Mk I 11/1936 2 4/8/12/16 6 –1 1x LMG, 1x LMG* [360]; 2x MB or 4x LB – Low or Medium Level Bristol 142M Blenheim Mk IF 11/1938 2 4/8/12/16 6 –1 5x LMG; 1x LMG* [360] Bristol 149 Blenheim Mk IV 11/1938 2 4/9/13/17 5 +0 1x LMG, 1x LMG* [360]; 2x MB or 4x LB – Low or Medium Level Bristol 149 Blenheim Mk IVF 3/1940 2 4/9/13/17 5 +0 5x LMG; 1x LMG* [360] Bristol 152 Beaufort Mk I 10/1939 2 5/10/15/20 5 +1 2x LMG [180f], 2x LMG* [180r], optional 2x LMG [90f], 1x LMG [90p], 1x LMG [90s]; 3x MB – Low or Medium Level or 1x TL Bristol 156 Beaufighter Mk IC 1943 2 5/11/16/21 6 +1 4x 20, 6x LMG Bristol 156 Beaufighter Mk VI 1942 2 5/11/16/21 7 +0 4x 20, 1x LMG* [180r]; 1x TL Bristol 156 Beaufighter TF.Mk 1942 2 6/11/17/22 6 +1 4x 20, 1x LMG* [180r]; 1x TL, plus 2x LB or 2x RS X Bristol 160 Blenheim Mk V 6/1942 2 5/9/14/18 5 +1 2x LMG [90r], 2xLMG* [360]; 2x MB or 4x LB – Low or Medium Level de Havilland DH.98 Mosquito 5/1943 2 5/11/16/21 8 +0 4x 20, 4x LMG; 4x LB or 2x MB plus 2x LB – Low Level, F.B.Mk VI (optionally can exchange 2x LB for 2x RS) de Havilland DH.98 Mosquito 3/1944 2 5/11/16/21 8 +0 1x 57, 4x LMG; 2x LB – Low Level or 2x RS F.B. Mk XVIII Fairey Albacore Mk I 3/1940 2 4/8/11/15 3 +0 1x LMG, 2x LMG* [180r]; 1x TL or 6x LB or 4x MB – Low Level Fairey Barracuda Mk II 1/1943 2 4/9/13/17 5 +1 2x LMG* [180r], 1x TL or 4x DC or 6x LB – Dive Bomber Fairey Firefly F.Mk I 10/1943 2 4/8/12/16 6 +0 4x 20; optional 2x RS or 2x LB/MB/HB – Low Level Fairey Fulmar Mk I 6/1940 2 4/7/11/14 6 –1 8x LMG, 1x LMG* [180r] Fairey Fulmar Mk II 1/1941 2 4/7/11/14 6 –1 4x HMG or 8x LMG, 1x LMG* [180r] Fairey Swordfish Mk I 2/1936 2 3/5/8/11 3 –1 1x LMG, 1x LMG* [180r]; 1x TL or 1x MB plus 2x LB – Low Level Fairey Swordfish Mk II 2/1936 2 3/5/8/11 3 –1 1x LMG, 1x LMG* [180r]; 1x TL plus 2x RS Gloster Gladiator Mk I or Mk II 3/1937 1 3/5/8/10 5 –2 4x LMG Handley Page Hampden B.Mk 5/1938 2 5/10/14/19 5 +0 1x LMG, 1x LMG [90f], 2x LMG [90r], 2x LMG* [270r]; 4x HB I or MB – Low or Medium Level; optionally 1x TL instead of bombs Hawker Hurricane Mk I 10/1937 1 3/6/9/12 6 –1 8x LMG Hawker Hurricane Mk IIA 9/1940 1 3/7/10/13 7 –1 8x LMG Hawker Hurricane Mk IIB 10/1941 1 3/7/10/13 7 –1 12x LMG Hawker Hurricane Mk IIC 10/1941 1 3/7/10/13 7 –1 4x 20 Hawker Hurricane Mk IID 6/1942 1 3/7/10/13 7 –1 2x LMG, 2x 40 Hawker Hurricane Mk IV 1943 1 3/7/10/13 7 –1 2x LMG, 2x 40 or 2x RS or 2xMB or 2x LB – Low Level Hawker Typhoon Mk IA 9/1941 1 4/8/12/16 8 –1 12x LMG Hawker Typhoon Mk IB 9/1941 1 4/8/12/16 8 –1 4x 20; optionally 2x RS or 2x MB or 2x LB – Low Level Short S.25 Sunderland Mk I 8/1938 3 8/15/23/30 4 +2 2x LMG [180f], 4x LMG [180r], 1x LMG* [180p], 1x LMG [180s]; 8x DC or 8x MB Short S.25 Sunderland Mk II 8/1941 3 8/15/23/30 4 +2 2x LMG [180f], 4x LMG [180r], 2x LMG* [360]; 8x DC or 8x MB Short S.25 Sunderland Mk III 6/1942 3 8/15/23/30 4 +2 4x LMG, 2x LMG [180f], 4x LMG [180r], 1x LMG* [180p], 1x LMG [180s]; 8x DC or 8x MB

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Type Date Class Hit Points Speed Hit Mod Armament Great Britain (continued) Supermarine Seafire F.Mk IB 8/1940 1 3/6/9/12 7 –2 2x 20, 4x LMG Supermarine Seafire F.Mk III 6/1942 1 3/7/10/13 7 –1 2x 20, 4x LMG; optionally 2x RS or 1x MB or 2x LB – Low Level Supermarine Spitfire F.Mk IA, 8/1938 1 3/6/9/12 7 –2 8x LMG Mk IIA, Mk VA Mk IIA 12/1940, Mk VA 3/1941 Supermarine Spitfire F.Mk IB, 8/1940 1 3/6/9/12 7 –2 2x 20, 4x LMG; optionally Mk VB 1x MB – Low Level Mk IIB Mk IIB 12/1940 Supermarine Spitfire F.Mk VB 3/1941 1 3/6/9/12 7 –2 4x 20; optionally 1x MB – Low Level and Mk VC Mk VB can have 8x LMG or 2x 20 plus 4x LMG Supermarine Spitfire F.Mk IX 7/1942 1 3/7/10/13 8 –2 2x 20, 4x LMG; 2x MB or 2x LB – Low Level Supermarine Walrus 1936 2 3/6/9/12 3 +0 1x LMG [180f], 1x LMG* [180r]; 2x DC or 2x VLB – Low Level Vickers 271 Wellington B.Mk 10/1938 3 6/12/18/24 5 +1 2x LMG [180f], 2x LMG [180r], 1x LMG [90p], 1x LMG [90s]; IC or Mk II 9x MB – Medium Level; Mk II 1940 Vickers 271 Wellington B.Mk 1942 3 6/13/19/25 5 +2 2x LMG [180f], 4x LMG [180r], 1x LMG [90p], 1x LMG [90s]; III 9x MB – Medium Level Vickers 271 Wellington 3/1942 3 6/13/19/25 5 +2 2x LMG [180f], 2x LMG [180r], 1x LMG [90p], 1x LMG [90s]; GR.Mk VIII 9x MB – Medium Level or 2x TL plus 2x DC Westland Whirlwind Mk I 7/1940 2 4/8/12/16 7 +0 4x 20; 2x MB or 2x LB – Low Level

Italy CANT Z.1007bis Alcione 1/1939 3 6/13/19/25 6 +1 HMG* [360], HMG [90r], LMG [90p], LMG [90s]; 2x TL or 5x MB – Medium Level CANT Z.1007ter Alcione 11/1942 3 6/13/19/25 6 +1 HMG* [360], HMG [90r], LMG [90p], LMG [90s]; 2x TL or 4x MB – Medium Level Fiat CR.42 and 42bis Falco 11/1939 1 3/6/8/11 6 –2 2x HMG; optionally 1x MB – Low Level Fiat CR.42ter falco 11/1939 1 3/6/8/11 6 –2 4x HMG Fiat G.50 Freccia 1/1938 1 3/6/9/12 6 –1 2x HMG Fiat G.50 bis Freccia 1/1938 1 3/6/8/11 6 –1 2x HMG; optionally 1x MB – Low Level Fiat G.55 Centauro 2/1943 1 3/7/10/13 8 –1 3x 20, 2x HMG; optionally 1x MB – Low Level Macchi MC.200 Saetta 11/1939 1 3/6/8/11 6 –1 2x HMG Macchi MC.202 Folgore 11/1941 1 3/7/10/13 7 –1 2x HMG, optional 2x LMG Macchi MC.205V Veltro 4/1943 1 3/7/10/13 8 –1 2x HMG, 2x LMG; optionally 1x MB – low Level Reggiane Re.2000 Falco I 1940 1 3/6/9/12 7 –1 2x HMG Reggiane Re.2001 Falco II 6/1942 1 3/7/10/13 7 –1 2x HMG, 2x LMG Reggiane Re.2002 Ariete 10/1942 1 3/7/10/13 7 –1 2x HMG, 2x LMG; optionally 1x HB plus 2x MB – Low Level or 1x TL plus 2x LB – Low Level Reggiane Re.2005 Sagittario 5/1943 1 3/7/10/13 8 –2 2x 20, 2x HMG; optionally 1x HB plus 2x MB Savoia-Marchetti S.M.79-I 10/1936 3 5/11/16/21 5 +1 1x HMG, 1x HMG [90r], 1x HMG* [180r], 1x LMG [90p or s]; 5x MB – Medium Level Savoia-Marchetti S.M.79-II 10/1936 3 5/11/16/21 5 +1 1x HMG, 1x HMG [90r], 1x HMG* [180r], 1x LMG [90p or s]; 2x TL Savoia-Marchetti S.M.79-III 10/1936 3 5/11/16/21 5 +1 1x 20, 1x HMG* [180r], 1x LMG [90p or s]; 2x TL

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Christopher Cook (Order #11074310) 50

Type Date Class Hit Points Speed Hit Mod Armament Japan Aichi D3A1 or A2 "Val" 12/1939 2 3/7/10/13 5 –1 2x LMG, 1x LMG* [180r]; 1x HB – Dive Bomber Aichi E13A1 "Jake" 10/1941 2 3/7/10/13 7 –1 1x LMG* [180r]; 2x DC or 2x LB – Low Level Kawanishi H6K4 "Mavis" 1/1938 3 7/14/21/28 4 +1 1x LMG [180f], 1x LMG [90p], 1x LMG [90s], 1x 20 [180r]; 4x MB – Low Level or 2x TL Kawanishi H6K5 "Mavis" 1941 3 7/15/22/29 5 +1 1x LMG [270f], 1x LMG [90p], 1x LMG [90s], 1x 20 [180r]; 4x MB – Low Level or 2x TL Kawanishi H8K1 "Emily" 12/1941 3 8/16/24/32 5 +2 1x LMG [180f], 1x 20* [360], 1x LMG [180r], 1x LMG* [90f], 1x LMG [90r], 1x LMG [90p], 1x LMG [90s]; 4x HB or MB – Low Level or 2x TL or 4x DC Kawanishi H8K2 "Emily" 1942 3 9/18/26/35 6 +2 1x 20 [180f], 1x 20* [360], 1x 20 [180r], 1x LMG* [90f], 1x LMG [90r], 1x LMG [90p], 1x LMG [90s]; 4x HB or MB – Low Level or 2x TL or 4x DC Kawanishi N1K1-J "George 1/1944 1 4/7/11/14 7 –1 4x 20, 2x LMG; optional 1x LB – Low Level 11" Kawanishi N1K1-Ja "George 1/1944 1 4/7/11/14 7 –1 4x 20; optional 1x LB – Low Level 11" Kawanishi N1K2-J "George 1/1944 1 3/7/10/13 7 –2 4x 20; optional 1x HB – Low Level 21" Kawasaki Ki.45 KAIb Toryu 8/1942 2 4/8/12/16 7 +0 1x 20, 1x 37, 1x LMG* [180r]; optionally 2x MB – Low Level "Nick" Kawasaki Ki.45 KAId Toryu 1/1944 2 4/8/12/16 7 +0 1x 20, 1x 37, 1x LMG* [180r]; 2x MB – Low Level "Nick" Kawasaki Ki.48-Ib "Lily" 7/1940 2 4/8/12/16 6 +0 1x LMG [90f], 1x LMG* [180r], 1x LMG [90r]; 2x MB or 4x LB – Low or Medium Level Kawasaki Ki.48-IIb "Lily" 1941 2 4/9/13/17 6 +0 1x LMG [90f], 1x LMG* [180r], 1x LMG [90r]; 2x MB or 4x LB – Low or Medium Level Kawasaki Ki.61-I KAIc Hien 1/1944 1 3/6/9/12 7 –2 2x 20, 2x HMG or LMG; optionally 2x MB – Low Level "Tony" Kawasaki Ki.61-I KAId Hien 1/1944 1 3/6/9/12 7 –2 2x 30, 2x HMG; optionally 2x MB – Low Level "Tony" Kawasaki Ki.61-Ia Hien 1942 1 3/6/9/12 7 –2 2x HMG, 2x LMG or 20 "Tony" Kawasaki Ki.61-Ib Hien 4/1943 1 3/6/9/12 7 –2 2x HMG, 2x HMG or 20; optionally 2x MB – Low Level "Tony" Kawasaki Ki.61-II KAIa Hien 4/1944 1 4/7/11/14 8 –1 2x 20, 2x HMG; optionally 2x MB – Low Level "Tony" Mitsubishi A6M2 m21, A6M3 8/1940 1 3/6/8/11 7 –2 2x 20, 2x LMG;optionally 2x VLB – Low Level m22 or A6M5a m52 "Zeke" A6M3 m22 6/1941, A6M5a m52 8/1943 Mitsubishi A6M5b m52 "Zeke" 8/1943 1 3/6/8/11 7 –2 2x 20, 1x HMG, 1x LMG;optionally 2x VLB – Low Level Mitsubishi A6M5c m52 or 8/1943 1 3/6/8/11 7 –2 2x 20, 3x HMG; optionally 2x VLB – Low Level A6M6c "Zeke" A6M6c 9/1944 Mitsubishi G3M2 "Nell" 6/1936 3 5/9/14/18 5 +0 1x 20* [360], 1x LMG [90p], 1x LMG [90s], 1x LMG [360]; 3x MB – Medium Level or 1x TL Mitsubishi G3M3 "Nell" 3/1941 3 5/10/14/19 5 +0 1x 20* [360], 1x LMG [90p], 1x LMG [90s], 1x LMG [360]; 3x MB – Medium Level or 1x TL Mitsubishi G4M1 m11 "Betty" 6/1941 3 5/11/16/21 5 +0 1x LMG [90f], 1x LMG* [180r], 1x LMG [90p], 1x LMG [90s], 1x 20 [90r]; 3x MB – Medium Level or 1x TL Mitsubishi G4M2 m22 "Betty" 10/1942 3 6/12/17/23 5 +1 2x LMG [90f], 1x 20* [180r], 2x LMG [90p], 2x LMG [90s], 1x 20 [90r]; 2x HB or 4x MB – Medium Level or 1x TL

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Type Date Class Hit Points Speed Hit Mod Armament Japan (continued) Nakajima B5N1 or B5N2 1938 2 3/6/9/12 5 –1 1x LMG* [180r]; 2x MB – Low Level or 1x TL "Kate" Nakajima B6N1 or B6N2 "Jill" 11/1943 2 4/7/11/14 6 –1 1x LMG* [180r], 1x LMG [90r], 1x HB – Low Level or 1x TL Nakajima Ki.43-Ia "Oscar" 3/1941 1 3/5/8/10 6 –2 2x LMG. Alternatives: Ki.43-Ib : !x HMG, 1x LMG, Ki.43-Ic: 2x HMG Nakajima Ki.43-II "Oscar" 2/1942 1 3/6/8/11 6 –1 2x HMG; optionally 2x MB – Low Level Nakajima Ki.43-IIIa "Oscar" 12/1944 1 3/6/8/11 7 –2 2x HMG; optionally 2x MB – Low Level Nakajima Ki.44-Ia Shoki 1941 1 3/6/8/11 7 –1 2x HMG, 2x LMG "Tojo" Nakajima Ki.44-Ib Shoki 1942 1 3/6/9/12 7 –1 4x HMG "Tojo" Nakajima Ki.44-IIb "Tojo" 11/1943 1 3/6/9/12 8 –1 4x HMG Nakajima Ki.44-IIc "Tojo" 5/1944 1 3/6/9/12 8 –1 4x 20 or 2x 40 plus 2x HMG Nakajima Ki.84-Ia Hayate 4/1944 1 3/7/10/13 8 –2 2x 20, 2x HMG; optionally 2x MB – Low Level "Frank" Nakajima Ki.84-Ib Hayate 4/1944 1 3/7/10/13 8 –2 4x 20; optionally 2x MB – Low Level "Frank" Nakajima Ki.84-Ic Hayate 8/1944 1 3/7/10/13 8 –2 2x 30, 2x 20; optionally 2x MB – Low Level "Frank" Yokosuka D4Y1-C "Judy" 5/1942 1 3/7/10/13 7 –1 2x LMG, 1x LMG* [180r]; 1x HB – Dive Bomber Yokosuka D4Y2a "Judy" 10/1944 1 3/7/10/13 7 –1 2x LMG, 1x HMG* [180r]; 1x HB – Dive Bomber Yokosuka D4Y3 "Judy" 11/1944 1 3/7/10/13 7 –2 2x LMG, 1x HMG* [180r]; 1x HB – Dive Bomber

Russia Chetverikov MDR-6A 1938 2 4/9/13/17 5 +0 1x LMG [270f], 1x HMG* [360]; 2x MB – Low Level or 2x TL, or 2x DC Ilyushin DB-3B 1937 2 5/9/14/18 5 +0 1x LMG [180f], 1x LMG* [360], 1x LMG [90r]; 4x HB or MB – Medium Level or 2x MB _+ Medium Level plus 1x TL Ilyushin Il-2 3/1941 2 4/9/13/17 5 +0 2x 20, 2x LMG; optionally 2x RS Ilyushin Il-2M 5/1942 2 4/9/13/17 5 +0 2x 23, 2x LMG; optionally 2x RS Ilyushin Il-2 Type 3M 1944 2 4/9/13/17 5 +0 2x 23, 2x LMG, 1x HMG [180r]; 2x HB or 2x MB – Low Level or 2x RS Ilyushin Il-4 8/1941 2 5/10/15/20 5 +0 1x HMG or LMG [180f], 1x HMG* or LMG* [360], 1x HMG or LMG [90r]; 4x HB or MB – Medium Level or 2x MB – Medium Level plus 1x TL Lavochkin La-5 7/1942 1 3/7/10/13 8 –1 2x 20 Lavochkin La-5FN 3/1943 1 3/7/10/13 8 –1 2x 23 or 2x 20; optionally 2x RS or 2x LB – Low Level Lavochkin La-7 5/1944 1 3/7/10/13 8 –2 2 or 3x 20; optionally 2x LB – Low Level Lavochkin LaGG-3 1941 1 3/7/10/13 7 –1 1x 20, 2x HMG; optionally 2x LB – Low Level or v2x RS Mikoyan-Gurevich MiG-3 1941 1 3/7/10/13 8 –1 1x HMG, 2x LMG; optionally 2x LB – Low Level or v2x RS Petlayakov Pe-2 1941 2 5/10/15/20 7 +0 2x LMG or 1x LMG plus 1x HMG, 1x LMG* or HMG* [180r], 1x LMG or HMG [90r]; 4x MB or 2x HB – Dive Bomber Polikarpov I-15 (2MG) 11/1934 1 2/4/6/8 5 –2 2 or 4x LMG; optionally 1x LB – Low Level Polikarpov I-16 Type 6 1/1936 1 2/5/7/9 6 –2 2 or 4x LMG Polikarpov I-16 Type 10 1/1936 1 2/5/7/9 6 –2 4x LMG. Some with 2x LMG, 2x 20 Polikarpov I-16 Type 17 1939 1 3/5/8/10 6 –1 2x 20, 2x LMG Polikarpov I-16 Type 18 1939 1 3/5/8/10 6 –1 4x LMG Polikarpov I-16 Type 24 1939 1 3/5/8/10 7 –2 2x 20, 2x LMG

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Christopher Cook (Order #11074310) 52

Type Date Class Hit Points Speed Hit Mod Armament Russia (continued) Polikarpov I-152 1/1937 1 2/5/7/9 5 –1 4x LMG; optionally 1x LB – Low Level or 2x RS Polikarpov I-153 1939 1 3/5/8/10 5 – 2 4x LMG; optionally 1x LB – Low Level or 2x RS Tupolev ANT 61 1944 2 6/12/18/24 7 +1 2x 20, 1x HMG* [90r], 1x HMG* [90r], 1x HMG [90r]; 6x HB or 6x MB – Medium Level Yakovlev Yak-9D 6/1943 1 4/7/11/14 7 –1 1x 20, 1x HMG Yakovlev Yak-9T 2/1943 1 4/7/11/14 7 –1 1x 37, 1x HMG Yakovlev Yak-9U 10/1944 1 3/7/10/13 8 – 1 1x 23, 2x HMG

United States Bell P-39D or K Airacobra 2/1941 1 3/7/10/13 7 –1 1x37, 2x HMG, 2x LMG; optionally 1x MB – Low Level Bell P-39N Airacobra 1941 1 4/7/11/14 8 –1 1x37, 2x HMG, 2x LMG; optionally 1x MB – Low Level Bell P-39Q Airacobra 1942 1 3/7/10/13 8 –1 1x37, 4x HMG; optionally 1x MB – Low Level Brewster F2A/B-339 Buffalo 6/1940 1 3/6/9/12 6 –1 2x HMG, 2x LMG; optionally 1x LB – Low Level Consolidated B-24D Liberator 1/1942 3 8/16/23/31 6 +2 2x HMG [90f], 2x HMG* [360], 2x HMG [360], 2x HMG [90r], 1x HMG [90p], 1x HMG [90s]; 8x HB or MB – Medium Level or 8x DC Consolidated PBY-5 Catalina 11/1936 3 6/12/17/23 4 +0 1x HMG [270f], 1x LMG [90p], 1x LMG [90s]; 4x DC or 2x TL, or 4x MB or HB – Low Level Curtiss P-40D Warhawk 4/1942 1 4/7/11/14 7 –1 4x HMG; optional 1x MB – Low Level (Kittyhawk Mk I) Curtiss P-40E Warhawk 4/1942 1 4/7/11/14 7 –1 6x HMG; optional 1x MB – Low Level (Kittyhawk Mk IA) Also P-40F Warhawk (Kittyhawk Mk II), P-40L/M Warhawk (Tomahawk III) and P-40N Warhawk (Kittyhawk Mk IV) Curtiss SB2C-1C Helldiver 12/1942 2 5/9/14/18 6 +0 2x 20, 2x LMG [180r]; 1x HB – Dive Bomber Curtiss SB2C-3 Helldiver 1944 2 5/9/14/18 6 +0 2x 20, 2x LMG [180r]; 1x HB optionally plus 2x MB – Dive Bomber Curtiss SB2C-4 Helldiver 11/1943 2 5/9/14/18 5 +0 2x 20, 2x LMG [180r]; 1x HB optionally plus 2x MB – Dive Bomber, 2x MB could be replaced by 2x RS Douglas SBD-1 Dauntless 4/1939 2 3/7/10/13 5 –1 2x HMG, 2x LMG* [180r]; 1x HB – Dive Bomber Douglas SBD-2 Dauntless 11/1940 2 3/7/10/13 5 –1 1x HMG, 2x LMG* [180r]; 1x HB plus 2x LB – Dive Bomber Douglas SBD-3 or 5 Dauntless 6/1941 2 4/7/11/14 5 +0 2x HMG, 2x LMG* [180r]; 1x HB plus 2x LB – Dive Bomber Douglas TBD-1 Devastator 6/1937 2 3/7/10/13 4 +0 1x LMG, 1x HMG* [180r]; 1x TL Grumman F4F-3 Wildcat 12/1940 1 3/7/10/13 7 –1 4x HMG; optionally 2x VLB – Low Level (Martlet Mk I to III) Grumman F4F-4 Wildcat 11/1941 1 3/7/10/13 6 –1 6x HMG; optionally 2x VLB – Low Level (Martlet Mk IV) Grumman F6F-3 or 5 Hellcat 1/1943 2 4/9/13/17 8 –1 6x HMG; optionally 2x MB or HB – Low Level or 2x RS Grumman TBF-1 Avenger 1/1942 2 5/9/14/18 5 +0 1x LMG, 1x HMG* [270r], 1x LMG [90r]; 1x TL or 1x HB or 2x MB – Low Level Grumman TBF-1C Avenger 5/1942 2 5/9/14/18 5 +0 2x HMG, 1x HMG* [270r], 1x LMG [90r]; 1x TL or 1x HB or 2x (Avenger TR.Mk II) MB – Low Level Lockheed P-38D Lightning 8/1941 2 5/10/14/19 8 +1 1x 37, 4x HMG Lockheed P-38F or G 6/1942 2 5/10/14/19 8 +1 1x 20, 4x HMG; optionally 2x HB or MB – Low Level Lightning Lockheed P-38J Lightning 8/1943 2 5/10/15/20 8 +1 1x 20, 4x HMG; optionally 2x HB or MB – Low Level or 2x RS North American B-25B/C/D 1941 2 6/13/19/25 6 +2 2x HMG [90f], 2x HMG* [360], 2x HMG [360]; 6x MB – Mitchell (Mitchell Mk I/II/III) Medium Level North American B-25H/J 1943 2 6/13/19/25 6 +2 1x 75, 8x HMG, 1x HMG [90p], 1x HMG [90s], 2x HMG* [360], Mitchell 2x MG [90r]; 6x MB [Low Level] or 1x TL

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Type Date Class Hit Points Speed Hit Mod Armament

United States (continued)

North American Mustang Mk I 7/1942 1 4/7/11/14 8 –1 4x HMG, 4x LMG. Mk IA has 4x 20, P-51A has 4x HMG

North American P-51B 12/1943 1 4/7/11/14 9 –2 4x HMG; optionally 2x HB or MB – Low Level Mustang (Mustang Mk III)

North American P-51C 12/1943 1 4/8/11/15 9 –2 4x HMG; optionally 2x HB or MB – Low Level Mustang (Mustang Mk III)

North American P-51D 3/1944 1 4/8/11/15 9 –2 6x HMG; optionally 2x HB or MB – Low Level or 2x RS Mustang (Mustang Mk IV)

North American P-51H 1945 1 4/7/11/14 10 –2 6x HMG; optionally 2x HB or MB – Low Level or 2x RS Mustang

Republic P-47B/C Thunderbolt 6/1942 2 4/9/13/17 9 –1 8x HMG. P-47C can carry 2x MB or HB – Low Level

Republic P-47D Thunderbolt 6/1943 2 4/9/13/17 9 –1 8x HMG; optionally 2x MB or HB – Low Level or 2x RS

Republic P-47M Thunderbolt 1944 2 5/9/14/18 9 –1 8x HMG; optionally 2x MB or HB – Low Level or 2x RS

Vought F4U-1A/B Corsair 9/1942 2 4/8/12/16 8 –1 6x HMG (Corsair Mk II)

Vought F4U-1C Corsair 10/1944 2 4/9/13/17 9 –2 4x 20

Vought F4U-1D Corsair 4/1944 2 4/8/12/16 9 –2 6x HMG; optionally 2x MB or HB – Low Level

Vought F4U-4 Corsair (FB) 10/1944 2 4/9/13/17 9 –2 6x HMG; optionally 2x MB or HB – Low Level

REFERENCES Technical Historical Lambert & Ross ‘Allied Coastal Forces of World War 2, Volume 1’ and Bryan Cooper, ‘The E Boat Threat’ and ‘Battle of the Torpedo Boats’ ‘...Volume 2’, Conway Maritime Press L C Reynolds, OBE, DSC, ‘Gunboat 658’, New English Library, ‘Conways All The Worlds Fighting Ships 1906-1921’ and ‘...1922-1946’, ‘Dog Boats at War’ and ‘Mediterranean MTBs at War’, Sutton Conway Maritime Press Publishing / Imperial War Museum Campbell ‘Naval Weapons of World War 2’, Conway Maritime Press Sir Peter Scott, ‘Battle of the Narrow Seas’, Country Life Adrian Rance, ‘Fast Boats and Flying Boats’, Ensign Dudley Pope, ‘Flag 4’ Chatham Publishing Hodges ‘Royal Navy Camouflage 1939-1945’, Almark Harold Pickles, ‘Untold Stories of Small Boats at War’, Pentland Press Paul Beaver, ‘German Destroyers and Escorts’, and ‘E Boats and Coastal Alan Rowe, ‘Air Sea Rescue in World War Two’, Alan Sutton Publishing Craft’, PSL Robert Hitchens ‘We Fought Them In Gunboats’, Michael Joseph M J Whitley, ‘German Coastal Forces of WW2’, Arms and Armour Press Peter Smith, ‘Destroyer Leader’, New English Library Harald Fock, ‘Fast Fighting Boats’, Nautical Publishing William Donald, ‘Stand By For Action’, New English Library Ewart Brooks, ‘Destroyer’, Arrow Peter Dickens, ‘Night Action’, Corgi C E Lucas Phillips, ‘The Greatest Raid of All’, Pan Searle, ‘At Sea Level’, The Book Guild

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Christopher Cook (Order #11074310) 54

11.7 – First World War Aircraft

Type Date Class Hit Points Speed Hit Mod Armament Germany WW1 Albatros C.V 2/1916 2 3/5/8/10 4 +0 1x LMG, 1x LMG* [180r]; 2x LB – Low Level Albatros C.VII 11/1916 2 3/5/8/10 4 +0 1x LMG, 1x LMG* [180r] Albatros C.XII 2/1918 2 3/5/8/10 4 +0 1x LMG, 1x LMG* [180r]; 2x LB – Low Level Albatros D.I 9/1916 1 2/4/6/8 4 –1 2x LMG Albatros D.II 12/1916 1 2/4/6/8 4 –1 2x LMG Albatros D.III 1/1917 1 2/4/6/8 4 –1 2x LMG Albatros D.IV/Va 6/1917 1 2/4/6/8 5 –1 2x LMG Albatros W.4 9/1916 2 2/4/6/8 4 –1 2x LMG Fokker D.VII 4/1918 1 2/4/6/8 5 –1 2x LMG Fokker Dr.1 11/1917 1 2/3/5/6 4 –2 2x LMG Friedrichshafen FF33J 1/1917 2 3/6/8/11 3 +1 1x LMG* [180r] Hansa-Brandenburg CC 2/1917 2 2/4/6/8 4 –1 1 or 2x LMG Hansa-Brandenburg KDW 9/1916 2 2/4/6/8 4 –1 1x LMG Hansa-Brandenburg W.12 4/1917 2 3/5/8/10 4 +0 1 or 2x LMG, 1x LMG* [180r] Hansa-Brandenburg W.19 1/1918 2 3/5/8/10 4 +0 2x LMG, 1x LMG* [180r] Hansa-Brandenburg W.33 6/1918 2 3/5/8/10 4 +0 2x LMG, 1x LMG* [180r] Sablatnig SF.5 1/1917 3 3/6/8/11 3 +1 1x LMG* [180r]

Great Britain WW1 Airco D.H.4 3/1917 2 3/5/8/10 5 +0 2x LMG, 1x LMG* [180r]; 2x LB – Low Level Bristol F.2B 7/1917 2 2/5/7/9 5 –1 2x LMG, 1 or 2x LMG* [180r] Fairey F.17 Campania 11/17 3 3/7/10/13 3 +2 1x LMG* [180r]; 2x VLB – Low Level Felixstowe F.2A 11/1917 3 5/9/14/18 4 +2 1 or 2x LMG [180f], 1 or 2x LMG [90p], 1 or 2x LMG [90s], 1 or 2x LMG [180r]; 2x LB – Low Level Royal Aircraft Factory S.E.5a 6/1917 1 2/4/6/8 5 –1 2x LMG Short Bomber 2/1916 3 4/7/11/14 3 +2 1x LMG* [180r]; 4x LB – Low Level Sopwith 1½ Strutter 4/1916 2 2/4/6/8 4 –1 1x LMG, 1x LMG* [180R]; 2x VLB – Low Level Sopwith Baby 1/1917 1 2/4/5/7 4 –1 1x LMG Sopwith Cuckoo 9/1918 2 3/5/8/10 4 +0 1x TL Sopwith F.1 Camel 7/1917 1 2/4/5/7 5 –1 2x LMG Sopwith Pup 8/1916 1 2/3/5/6 4 –1 1x LMG

United States Curtiss H.12 1/1917 3 4/8/12/16 3 +2 2x LMG [180f], 1x LMG* [180r]; 2x LB – Low Level

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FIRING AND FIXED TORPEDO ARC INDICATORS

F Align the pointers with the Turn the Turn with pointers the Align Marks on the sides of the base base of the sides on the Marks S

P Firing Arc Indicator Marks on the sides of the base Align the pointers with the Turn

A

10°

Torpedo Fire Template (for Fixed Tubes)

A PDF including the templates on this page can be downloaded from our website at www.aandagames.co.uk.

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TURN TEMPLATES

1 2 3 1 0 cm 4 5 6 7 Class 3 Turn Template (22½°) 8 9 H turns at 6, M turns at 8, L turns at 10 1 ½ speed or less turn at 3, 4 or 5 0

1 2 3 1 4 0 c m 5 6 7 Class 2 Turn Template (30°) 8 9 H turns at 6, M turns at 8, L turns at 10 10 ½ speed or less turn at 3, 4 or 5

1

2

3

4 10 cm

5

6

7

8 Class 1 Turn Template (45°) 9 H turns at 6, M turns at 8, L turns at 10 10 ½ speed or less turn at 3, 4 or 5

A PDF including the templates on this page can be downloaded from our website at www.aandagames.co.uk.

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GAME MARKERS

SURPRISED SURPRISED SURPRISED SURPRISED SURPRISED SURPRISED

ACTIVATED ACTIVATED ACTIVATED ACTIVATED ACTIVATED ACTIVATED

ACTIVATED ACTIVATED ACTIVATED ACTIVATED ACTIVATED ACTIVATED

DRIFTING DRIFTING DRIFTING DRIFTING DRIFTING DRIFTING

SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED

SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED SUPPRESSED

ILLUMINATED ILLUMINATED ILLUMINATED ILLUMINATED ILLUMINATED ILLUMINATED

STEERING STEERING STEERING STEERING STEERING STEERING DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE No turns to No turns to No turns to No turns to No turns to No turns to Starboard Starboard Starboard Starboard Starboard Starboard STEERING STEERING STEERING STEERING STEERING STEERING DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE No turns to No turns to No turns to No turns to No turns to No turns to Port Port Port Port Port Port STEERING STEERING STEERING STEERING STEERING STEERING DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE No turns to No turns to No turns to No turns to No turns to No turns to Port or Starboard Port or Starboard Port or Starboard Port or Starboard Port or Starboard Port or Starboard MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE MVR Reduced to Low MVR Reduced to Low MVR Reduced to Low MVR Reduced to Low MVR Reduced to Low MVR Reduced to Low

MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE MVR Reduced to Medium MVR Reduced to Medium MVR Reduced to Medium MVR Reduced to Medium MVR Reduced to Medium MVR Reduced to Medium

MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE MANOEUVRE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE Crew Test required to turn Crew Test required to turn Crew Test required to turn Crew Test required to turn Crew Test required to turn Crew Test required to turn

LOW LOW LOW LOW LOW LOW AA: All permitted AA: All permitted AA: All permitted AA: All permitted AA: All permitted AA: All permitted

MEDIUM MEDIUM MEDIUM MEDIUM MEDIUM MEDIUM AA: 37mm & over AA: 37mm & over AA: 37mm & over AA: 37mm & over AA: 37mm & over AA: 37mm & over

HIGH HIGH HIGH HIGH HIGH HIGH AA: 3”/75mm & over AA: 3”/75mm & over AA: 3”/75mm & over AA: 3”/75mm & over AA: 3”/75mm & over AA: 3”/75mm & over

DC RELOADING DC RELOADING DC RELOADING DC RELOADING DC RELOADING DC RELOADING

ATW RELOADING ATW RELOADING ATW RELOADING ATW RELOADING ATW RELOADING ATW RELOADING

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SHIP RECORD SHEET

Name: Weapons Class: Crew: #: Weapon: # Dice: Arc: 1 Speed: 2 3 MVR: H (6) M (8) L (10) CT 4 5 Notes: 6 7 Hull: 1/3rd: 8 Damage: 9 10 Other: 11 12

Name: Weapons Class: Crew: #: Weapon: # Dice: Arc: 1 Speed: 2 3 MVR: H (6) M (8) L (10) CT 4 5 bedownloaded fromour website at www.aandagames.co.uk. Notes: 6 7 Hull: 1/3rd: 8 Damage: 9 10 Other: 11 12

Name: Weapons Class: Crew: #: Weapon: # Dice: Arc: 1 Speed: 2 3 MVR: H (6) M (8) L (10) CT 4

5 A PDF including Record the Ship this page can Sheet on Notes: 6 7 Hull: 1/3rd: 8 Damage: 9 10 Other: 11 12

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Christopher Cook (Order #11074310)