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Victory at Sea.Indd

Victory at Sea.Indd

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Contents cant art and text herein cant art and text herein Contents Introduction The Turn Movement Phase Attack Phase End Phase Special Actions Special Traits Advanced Rules 2 19 Scenarios Historical Scenarios Campaigns 5 4 The Fleet Lists The Royal 7 The 10 11 The US Navy 12 13 The Italian Navy 26 The 39 Civilian Ships 46 47 59 76 66 84 88 95 1 at Victory

Cover Editor Author Ian Belcher Ian Ian Barstow Ian Producer Credits Nick Robinson Robinson Nick Playtesters Chris Quilliams Matthew Sprange Sprange Matthew Alexander Fennell Special Thanks Wulf Corbett, David Manley Corbett, David Wulf Publications Manager Miniature Gaming Manager and David Page of www.navyphotos.co.uk Page and David Peter Swarbrick of www.shipspictures.co.uk of www.shipspictures.co.uk Swarbrick Peter Richard L. Bax, Agis Neugebauer, Erik Nicely Erik Agis Neugebauer, L. Bax, Richard written permission. This material is copyrighted under the copyright laws of the UK. Printed in China. material is copyrighted under the copyright laws of the UK. Printed This written permission. Victory at Sea (C) 2006 Mongoose Publishing. All rights reserved. Reproduction of this work by any means by of this work All rights reserved. Reproduction Publishing. (C) 2006 Mongoose Victory at Sea All signifi forbidden. without the written permission of the publisher is expressly are copyrighted by Mongoose Publishing. No portion of this work may be reproduced in any form without portion may be reproduced of this work No Publishing. Mongoose copyrighted by are Introduction

Victory at Sea is the game of naval combat during the Second World War. Throughout 1939-45, the nations of the world duelled across the oceans of the world, only to discover the fundamental nature of changing in the face of developing technologies. Now these confrontations can be played out on the tabletop with entire fl eets drawn from the , the US Navy, Kriegsmarine or any one of the many other nations featured in Victory at Sea. From skirmishes involving single hunting down merchantmen to the clashing of Allied fl eets against implacable enemies, Victory at Sea is the ticket to exciting battles that take place on the oceans of World War II.

Victory at Sea This game is divided into several chapters each of which will seem to contain a lot of rules to remember. No need to worry, the game is far easier than it looks! The core rules of Victory at Sea are detailed in the following chapters:

The Turn: A short description of how players take turns moving and attacking with their ships Movement Phase: Describes how ships move on the ocean Attack Phase: Once a player’s ships have moved into positions of advantage, he will want to know how to target his enemies and sink them! Special Actions: Ships need not only manoeuvre and fi re – there are a whole range of Special Actions that players can choose from to enhance their tactics. Special Traits: Many ships and weapon systems have special rules that make them different from the norm – these are described in this chapter.

These chapters contain all the necessary information to begin playing Victory at Sea, though players need only consult Special Actions and Special Traits as references, rather than try to memorise them from the outset. Once players are familiar with the basics, they can proceed to the Advanced Rules and beyond to experience the full dynamics of naval combat in the Second World War.

What Players Will Need As well as this book, there are several other things required in order to play Victory at Sea properly. A minimum of two players are required, each with his own fl eet of ships (players can readily use the counters included with the book, though if the players have miniatures, keep on reading). Players will also need a fl at playing surface – the kitchen table will do, though the scenarios included in this book assume a playing surface of six feet by four feet in size. In addition to this, players will also need pens and scrap paper to jot down notes, a measuring device Introduction marked in inches and several six-sided dice. That is everything players need to begin fi ghting on the oceans of the Second World War.

Scale Though counters for many ships used in World War II have been provided with this book, veteran players may possess entire fl eets of miniatures. Regardless of the scale of players’ miniatures, they can be used freely in Victory at Sea. However, we have assumed that miniatures of 1/6000-1/2000 scale will be used for most of the battles featured in this game. All distances in Victory at Sea are measured from the very centre of a counter or ship miniature and are measured in inches.

Re-Rolls Some special situations may call for a player to re-roll a die. This simply means the player ignores the fi rst result he rolled and rolls again. The player must always accept the result of the second roll, even if it is worse than the fi rst – re-rolls can be used to get out of a tricky situation but they are never guaranteed! A player may only re-roll a die once, no matter what the circumstances.

Pre-Measuring A player is never allowed to pre-measure distances and ranges in Victory at Sea. Captains and admirals of the Second World War did not have sophisticated fi re computers tied into and satellite surveillance to rely upon, trusting instead to their own judgement – players will have to do the same when trying gauge just how far they can move or the range to the nearest enemy vessel.

Movement & Firing Every ship in Victory at Sea has a number of fi ring arcs, all of which are marked out on the Fire Arc Counter. These are the areas that various weapons can fi re into, as noted in their descriptions.

Fore Turrets (A and B) – Forward, Arcs Aft Turrets (X and Y) – Aft, Port and Starboard Arcs Q Turrets – Port and Starboard Arcs Secondary Weapons – All Round Anti-Aircraft Weapons – All Round Torpedoes – Port or Starboard Submersible Torpedoes - Forward or Aft

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Introduction a eet lists el with a it becomes ned in the it is crewed it is crewed ect especially ect ned by its Range, the ned by 0 4 — 1915 gure shows how far the Crew can be far the Crew how shows gure Battle nd plenty of information in the fl nd plenty of information re. Queen Elizabeth eets to meet in battle, as described in the Fleet eets to meet in battle, as described in the Fleet Aircraft 2, Belt eet lists, use a score of four by default for Crew Quality. default for Crew of four by eet lists, use a score 3 eet lists of this book and seen all the different ships available to play to play ships available all the different of this book and seen eet lists Class ects how quickly a ship can turn to come about on its enemies. ects how XP Dice: Aircraft: In Service: Command: Special Traits: Priority Level: ghters. Any aircraft carried standard will be noted here. carried standard ghters. Any aircraft eet lists. eet uence their effect in the game. icked through the fl through icked ned by its roster sheet, though players will also fi will also sheet, though players its roster ned by 1 5 ned in the Special Traits Chapter on page 12. Traits ned in the Special 4+ 5+ 34/11 47/15 gure here will be four, which denotes a military-grade crew and on board. This can vary to refl which denotes a military-grade and captain on board. crew will be four, here gure HMS Warspite gure shows how many points of damage a ship can withstand before being destroyed. The second marks the point at The second marks destroyed. being many points of damage a ship can withstand before how shows gure rst fi Every ship has a Priority Level ranking which is used to construct fl Level fair-sized ship has a Priority Every Many ships have special rules that allow them to perform actions impossible for others. The Warspite has the traits Aircraft has the traits Aircraft Warspite The them to perform special rules actions impossible for others. ships have that allow Many What a ship is called is up to the player, but it has been noted in our playtesting that ships with names always seem to last but it has been noted in our playtesting that ships with What a ship is called is up to the player, The average fi The year in which the ship came into service and thus when it can be used. This is importantfor campaign games and some in which the ship came into serviceThe year and thus when it can be used. Every will have multiple weapon systems, all of which will be detailed here. Every weapon is defi weapon Every systems, all of which will be detailed here. multiple weapon warship will have Every In the campaign game ships can improve over time. This is represented by XP dice, which are described in the Campaigns chapter XP dice, which are by This is represented time. over the campaign game ships can improve In The fi As described in the Movement Phase chapter, this refl this chapter, Phase As described in the Movement The higher the value here, the better armoured a ship will be to withstand incoming fi a ship will be to withstand incoming the better armoured here, The higher the value A few normally fi ships carry on board, aircraft Crew: Large or particularly cumbersome ships are much easier to hit than small nimble ones. This is the base number needed to score This is the base number needed to score much easier to hit than small nimble ones. Large or particularly cumbersome ships are Name: This is the maximum distance in inches a ship can usually move in a single turn. in inches a ship can usually move This is the maximum distance This is the actual type of ship, as shown in the fl as shown This is the actual type of ship, Speed: Target: Much the same as Damage, this shows how many Crew are on board the ship. The second fi the ship. on board are many Crew how this shows the same as Damage, Much Armour: Turning: Damage: Weapon (2 x 15 in)Turret A (2 x 15 in)Turret B (2 x 15 in)Turret X (2 x 15 in)Turret Y Secondary Armament 33AA 33 33 Range 33 14 2 2 AD 2 2 4 5 3 DD 3 3 3 1 Special AP 8 AP AP AP Weak — — Ship Name: Name: Ship to use names of ships that actually existed in history may prefer players but this is not a requirement. longer! Many Speed: Turning: renowned history dating back to the Great War. history back to the Great dating renowned No doubt new players have already breathlessly fl breathlessly already doubt new have players No in Victory at Sea. Every ship in the game is defi Every Victory at Sea. in covering its general statistics, history its general statistics, its use. in tactics involved and the covering and a vess Navy, stalwarts one of the of the Royal Warspite, is of HMS here – the example given looks like this roster A ship’s Special Traits: Special 2 and Torpedo Belt, which are defi which are Belt, Torpedo 2 and XP Dice: XP Dice: on page 42. Weapons: Lists chapter. Command: start players using the fl or very or elite crews, capable captains. Until green Service: In scenarios. Aircraft: Ships in Victory at Sea Ships in Target: hit on this ship. Armour: Damage: it to 11 overall, takes 23 points of damage, reducing Warspite once the the example above, In which the ship becomes Crippled. Crippled. Crew: it to 15 overall, reducing loses 32 Crew, Warspite once the the example above, In Crew. they become a Skeleton depleted before Crew. a Skeleton by Class: Priority Level: Priority number of Attack Dice it uses, and the Damage Dice dealt when a hit is scored. Some weapons also have Special Traits, as defi Traits, Special have also weapons Some a hit is scored. dealt when Dice it uses, and the Damage Dice number of Attack on page 12, which further Chapter infl Traits Special The Turn During each turn of Victory at Sea, players will make many tactical decisions and ships will move and then launch devastating attacks upon one another. Due to the huge range of options and strategies available, each turn is split into four distinct phases to make the process of naval combat a lot easier. Players will run through each phase together and, when each turn is complete, every ship on each player’s side will have had a chance to act and affect the outcome of the battle.

The four phases are played in order – Initiative Phase, Movement Phase, Attack Phase and End Phase. When the End Phase has been completed, the turn ends and the next one begins with the Initiative Phase.

Initiative Phase The Initiative Phase is used to resolve any actions that do not require players to make any choices and to decide who will have the initiative for the turn – in other words, who has gained a position of tactical advantage.

At the start of each turn, both players roll for initiative using 2d6. Any ties are re-rolled.

If a fl eet has any civilian shipping, it will suffer a –1 penalty to its initiative roll. If a fl eet is comprised entirely of civilian shipping, it will suffer a –2 penalty.

Movement Phase The player who wins the Initiative Phase by rolling higher than his opponent will decide whether to move a ship fi rst or his opponent to do so. Players then alternate moving their ships. First, a player nominates one of his ships and moves it, then his opponent nominates one of his own and moves that. This continues until all ships have been moved. Note that a particularly large fl eet may still have ships to move after its enemy’s ships have fi nished moving. In this case, the larger fl eet will carry on moving ships until they have all had a chance to move.

The Turn Attack Phase Once ships have been moved into position, they are allowed to fi re their weapons in an effort to destroy their enemies. Players then alternate fi ring their ships. The player who wins the Initiative Phase nominates one of his ships and then attacks with it, immediately resolving all damage dealt. His opponent then nominates one of his ships and attacks. This continues until all ships have attacked, or had a chance to attack. Note that it is not compulsory for a ship to attack, even if it has a viable target. The player may simply nominate it and choose not to fi re. However, he may not select it again within the same turn and choose to fi re – he must make the decision to attack then and there, and not back!

End Phase The End Phase is used to ‘tidy up’ the battlefi eld and make sure all players know what is happening. This is the time Damage Control and other book-keeping tasks are performed. Once the End Phase is complete, a new turn begins.

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Movement Phase of his rder to rder t means reduced reduced line. This carry them ft. to keep his turn to face . score, which score, nge of Special nge of Special rt or starboard rt or starboard ips. A ship may ect the relative freedom of freedom ect the relative re arcs. re 5

eet then does the same with its aircraft. This is done to refl eet then does the same with its aircraft.

eets involved in the battle have been moved, the player who won the initiative must then choose whether who won the initiative the player been moved, in the battle have eets involved rst or force his opponent to do so. Once this decision has been made, all counters of aircraft of the same type this decision has been made, all counters of aircraft Once his opponent to do so. rst or force ghters or torpedo bombers) operate in a slightly different initiative order. All ships are moved in initiative order order in initiative moved All ships are order. initiative operate in a slightly different ghters or torpedo bombers) Movement Phase Movement eet are moved at the same time. The opposing fl time. at the same moved eet are Fleets with aircraft (such as fi with aircraft Fleets counters fi his Aircraft to move Once a player’s ship is in motion, he will at some point want to change the direction of its movement. All ships have a Turning a ships have All its movement. of in motion, he will at some point want to change the direction ship is a player’s Once in a straight least half its Speed at and it can only do so when it has moved Phase A ship may only turn once in each Movement part) (front the may then move wishes to turn. He Counter next to his ship on the side he Turning should place the A player as well – it can turn at any lesser rate allows score Turning to turn the maximum number of points its required A ship is never a ra are there ships and begin attacking with them. However, to move in order all the rules will need to know players Those are to zero due to damage, it must move at least one inch. All movement must be in a forward straight line. at least one inch. All movement it must move due to damage, to zero quickly they can turn. rates how and despite having very heavy engines, inertia will extremely powerful are means no ship can simply turn on the spot – may opt to turn either left or right (po a player any point thereafter, At their immense bulk can be redirected. forward before to nautical types). points it can the more of a ship, score Turning higher the the Obviously, score. Turning equal to its ship a number of ‘points’ and so the tighter it can turn. of another ship. top’ ‘on end his movement may never A player stacked on top of one another. be may never Ships to cranking up the engines in o an enemy ship to surrender forcing from normally, attempt instead of moving can players Actions Actions. Special Chapter on page 11 for a list of these Actions the Special speed. See increase the ships of all fl as normal. Once in a fl When nominated to move, every ship must be moved a distance in inches up to its Speed score. Unless the ship has had its Speed the ship has had its Speed Unless score. a distance in inches up to its Speed every ship must be moved When nominated to move, The ability to manoeuvre a ship into a position of advantage is vital. By outwitting an opponent, a player will gain the chance an opponent, a player outwitting is vital. By of advantage a ship into a position The ability to manoeuvre fi dangerous most for their weaponryships at optimum range while keeping out of his opponents’ their sh to move take turns players turn (see last chapter), for the it has been determined who has the initiative Once if i to skip ships, even once in every not allowed are turn and every move only be nominated to ship must be nominated. Players huge warships and also keeps things quick and easy in battles featuring many aircra in battles involving have aircraft movement chapter. Rules can be found in the Advanced details on using aircraft Further they will have to move into a position of disadvantage! to move they will have Aircraft Moving Ships Figure 1: HMS is in a position to attack the Figure 2: Ajax moves forward half her move (three and a Scharnhorst. half inches for a Leander class ).

Figure 3: Using the Turning Counter Ajax then turns 2 points Figure 4: The Ajax moves forward fi nishing her move and to line her up on a parallel course to the Scharnhorst. allowing her to unleash her full armament, including her torpedoes. Movement Phase

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Attack Phase d the ciently apon is nge and at equals Dice (DD) Dice at equals or hip’s roster. A roster. hip’s s armour. vre suffi vre s a four or higher, in s a four or higher, re arc of the weapon that will be of the weapon arc re repower and reduce their opponent’s ships their opponent’s and reduce repower re arc and within range – players are not allowed not allowed are and within range – players arc re ed as follows. 7 re from his ship at the same time, before any attacks are made. In addition, made. In any attacks are his ship at the same time, before from re red re each weapon system once during every each weapon turn. re ring their ships, calculating all damage and resolving its effects before moving on to another moving before its effects ships, calculating all damage and resolving ring their re arc. If players are using miniatures, pick a point common to all ships (such as the bridge) and use pick using miniatures, are players If arc. re re, the player follows this process: follows the player re, Attack Phase Attack ring red. ring at it, as shown on the attacking ship’s roster. Second, it must be within the range of the weapon, as also shown on the s as also shown it must be within the range of the weapon, Second, roster. on the attacking ship’s ring at it, as shown Any roll of six may also cause a critical hit. If a player rolls a six, he must immediately roll the die again. If he then roll the die again. If immediately roll a six, he must rolls a player of six may also cause a critical hit. If Any roll to simply bounce off the target’ a natural ‘1’ is always considered to cause damage, whereas A natural ‘6’ is always considered or beats the Armour score, one point of damage is deducted from the target’s Damage score. Damage the target’s one point of damage is deducted from or beats the Armour score, below. given details on critical hits are a critical hit! More scored addition to causing damage as normal, he will also have Once a player has scored an amount of hits on a target, it is time to see what damage he has caused. Every weapon has a Damage has a Damage weapon an amount of hits on a target, it is time to see what damage he has caused. Every has scored a player Once When Attack Dice are rolled, the resulting number on each die is compared to the target’s Target score. For every Attack Die th every Die Attack For score. Target to the target’s number on each die is compared the resulting rolled, are Dice When Attack to be a hit. always considered a natural ‘6’ is not to be a miss. However, A ‘1’ is always considered th every Die Damage For Armour score. to the target’s number on each die is compared the resulting rolled, are Dice When Damage fi be modifi will Die each Attack However, scored. a hit has been score, Target beats the than 30 inches away) –2 Range (target is more Extreme than 20 inches away) –1 Long Range (target is more turn) –1 than 7 inches in the current more (target moved Target Moving Fast facing attacker) +1 (target has its Large Silhouette that successfully hit the target. for everyThis is the number of dice rolled Die Attack listed. score As described on Page 4, players alternate fi 4, players As described on Page a ship has been nominated to fi Once damage • Resolve may fi a player a ship has rules to the contrary, Unless everyThis is the number of dice rolled time the we listed. (AD) score Dice has an Attack roster listed on a ship’s Each weapon largest ever to sail the oceans, there are dozens of different ways in which a player can destroy his enemy. his can destroy a player ways in which different of dozens are to sail the oceans, there largest battleships ever very the initiative This, of course, can make gaining important some turns. in attacking ship. ranges fi • • Check • Resolve that will be fi targets for each weapon Nominate fi whether a target lies in an appropriate instead. point that as the centre enough time to manoeu is assumed that ships will have It Victory at Sea. do not block the line of sight of other ships in Ships to get a clear shot. For a target to be attacked successfully, two conditions must be met. First, it must lie in the appropriate fi it must lie in the appropriate must be met. First, two conditions a target to be attacked successfully, For fi indeed within the correct he checks whether they are all targets must be nominated before Players must always measure from the centre point of their ships to the centre point of their targets when checking for both ra point of their targets when checking for ships to the centre point of their the centre from must always measure Players Now that players have moved their ships, no doubt they will be wanting to unleash their raw fi their ships, no doubt they will be moved have that players Now main guns found on boar to the immensely powerful the torpedoes of fast attack boats burning metal! From into sinking chunks of fi must nominate a target for everyplayer he intends to fi weapon beforehand! to check or pre-measure Firing Eligible Targets Long and Extreme Ranges Weapons fi red at ranges of greater than 20 inches have a penalty applied to their Attack Dice, as described above, as faraway targets away are far more diffi cult to hit. However, shells fi red at these ranges do not travel in a straight line to their target – instead, they are fi red upwards and travel in an arc to dive down upon their target. This usually means shells fi red in this way do not strike the thick hull armour of a ship but tend to plough down towards its much weaker armour.

Weapons fi red at long or extreme ranges gain a +1 bonus to their Damage Dice.

Weapons There are several types of weapons used in Victory at Sea, though not all ships will possess all of them.

Main Guns: These are the main turreted weapons that made battleships famous. They are noted in the ship descriptions as being mounted on turrets, though their actual names and types may vary. Main guns use the Fire Arc template in order to decide whether a target is in view. Secondary Weapons: These represent the multitude of smaller weaponry that ships commonly carry. They may be used to attack any target in range on any heading. Note that smaller ships may possess only secondary weapons and no main guns – while these smaller weapons may, technically, be the ship’s primary weapons, they are counted as secondary for the purposes of these rules. Anti-Aircraft Batteries: Also known as AA guns, these weapons are the only defence a ship has against aircraft. Anti-aircraft batteries may target any aircraft within range and fi re at the start of the Attack Phase before players get a chance to do anything else. The use of these weapons is described in the Advanced Rules chapter. Torpedoes: Mounted mainly by submersibles and fast attack craft, as well as some aircraft, torpedoes are designed to attack ships below the , where they are most vulnerable. Torpedoes are launched from the port or starboard of a vessel, or from the front if it is a submersible. Full details of torpedo use can be found in the Advanced Rules chapter. Depth Charges: The only weapons capable of attacking a submerged vessel, depth charges use the same fi re arc as rear-mounted turret guns. Full details of their use can be found in the Advanced Rules chapter. Bombs: Carried by aircraft, some bombs are capable of smashing right through armoured decks to explode within a ship’s most vulnerable areas.

Splitting Fire Only secondary and anti-aircraft weapons may split their fi re. Such weapons with multiple AD are allowed to split their dice between different targets. This is done when targets are being nominated. The amount of AD allocated to each target must

Attack Phase be declared before any fi ring takes place.

Damage If a ship’s Crew score is reduced to zero, it is considered to be Abandoned. The ship may not move for the rest of the game.

If a ship’s Damage score is reduced to zero, it is considered to be destroyed and sinking. It may be removed from the battlefi eld.

Crippled Ships and Skeleton Crews Both Damage and Crew scores have secondary fi gures, as noted on each ship’s roster. For example, the HMS Warspite has Damage 34/11. This means that it can take 34 points of total Damage, but when it has been reduced to 11 points, a threshold has been reached.

Crippled If the Damage score is brought to this threshold level, the ship is considered to be Crippled. Turning will be reduced to one point and Speed will be permanently reduced by half. In addition, the AD of the ship’s secondary and anti-aircraft weapons will be halved (rounded down). Roll a die for every main and every special trait the ship possesses. On a 4+ the turret or trait is destroyed.

A Submersible that has become Crippled must rise to the surface in its next turn. It may not submerge again for the rest of the battle.

Skeleton Crew If the Crew score is brought to this threshold level, the ship is considered to be running on Skeleton Crew. No Special Actions may be attempted and only one weapon system may be fi red in each turn. In addition, the ship will suffer a –2 penalty to all Damage Control checks.

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Attack Phase its are not its are of the props of the props –1 penalty to res start res re on a roll of 4+ on a roll re re starts re for 1d3 turns, 1D6 fi re res start res re starts re 9 res start res start res 56 Secondary Explosions Explosion Catastrophic +1d6 — +1d6 — 1d6 fi ship sinks to zero, score Damage d612 Area34 Hit Bridge Engineering Control Fire +0 Damage +2 Crew +2 +3 +1 Effect +4 +1 permitted Actions Special No +4 permitted Control Damage No permitted are turns No system may only fi Each weapon d61-23-4 Area5 DamagedWeapons Anti-Aircraft DamagedWeapons Secondary +1 Destroyed Turret +2 +1 +0 lose -1 AD AA weapons +3 Damage AD Secondary lose -1 weapons Crew Effect +4 fi destroyed, Random turret 6 Explosion Magazine +4 +6 can fi weapons No 6 Disabled Engines +3 +3 one by drops score Target allowed, Actions no Special to zero, Speed d61-23-4 Area5 Damaged Turbine Damaged Props +1 Ruptured Systems Fuel +2 +1 Damage +1 +2 Crew +1 -1 Speed Effect fi -3 Speed, -2 Speed d61-23-4 Area5 Fire6 Fires Multiple Breach Hull Explosions Multiple +0 +1d6 Damage +0 +2 Crew +2d6 +3 Effect fi 1d6 +2 +5 1d6 fi starts Fire — 2d623-56-89-11 Location Critical 12 Systems Vital Crew Engines Weapons Systems Vital Note that Vital Systems and destroyed turrets cannot be repaired through Damage Control (see page 10 for details). Control Damage through cannot be repaired turrets and destroyed Systems Vital that Note For example, if a ship suffers both the Turbine Damaged and Props Damaged critical hits, its speed will drop by –2 (the effect by hits, its speed will drop critical Damaged and Props Damaged Turbine a ship suffers both the example, if For descriptions in the tables below. as noted in their and Crew, hits often cause extra hits to Damage Critical Once the location of a critical hit has been determined, roll on the appropriate table below. The special effects of critical h The special effects of critical table below. the appropriate on determined, roll the location of a critical hit has been Once Control. separately during Damage as each must be repaired should note each critical hit scored, but players cumulative the ship will still suffer a repaired, are once the props that of the turbines). However, than severe more being damaged being will still be damaged and thus still in effect. speed, as the turbines Vital Systems Weapons Engines Crew If a critical hit is scored, roll 2d6 on the table below to determine exactly what has been hit. exactly what has to determine table below 2d6 on the roll hit is scored, a critical If Critical Hits Critical End Phase Once all players have moved and attacked with all their ships, the End Phase is played out to complete the turn. The End Phase is used to complete any bookkeeping needed for special rules, as well as a to provide a vital chance for players to repair any damage their ships have sustained from critical hits.

Damage Control During the End Phase, players can repair their ships through Damage Control. The player who won the initiative during the turn does this fi rst, for all of his ships that have been damaged.

Many critical hits have special effects that further debilitate a ship beyond the raw damage they cause. Weapons can be put out of commission, sections can be fl ooded and propellant fi res from burning magazines can cause terrible harm. These special effects are the only things Damage Control can repair – it cannot be used to restore Damage or Crew points. A player may only attempt to repair one critical hit on each of his ships in a turn.

To repair a critical hit by Damage Control, select one effect a ship is currently suffering from and roll 1d6, adding the ship’s Command score. On a roll of nine or more, the effect has been repaired and the ship can continue to operate normally. If less than nine is rolled, the effect persists until the End Phase of the next turn, when the player may try again to repair it.

Critical hits to Vital Systems may never be repaired.

Fire Lethal in the enclosed environment of a warship, uncontrolled fi res are capable of sweeping through decks rapidly, creating an inferno that is impossible to survive.

Certain critical hits will start fi res in addition to other damage they cause. In each End Phase, roll 1d6 for each fi re currently raging on a ship, adding the ship’s Command score. For every score of seven or more, one fi re will be extinguished.

End Phase For every fi re a player fails to extinguish on a ship, he will lose two Crew. The fi re will remain and the player will have another opportunity to extinguish it in the next End Phase.

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Special Actions ecial them , with d they k Dice k Dice l Action’s l Action’s require a require of half its tems made h like many ctions greatly ctions greatly de at all except de at all except rolled. However, However, rolled. Control er when attempting Damage 11 ection, the captain orders his ship to turn hard to gain a position of advantage. The ship position of advantage. to gain a his ship to turn hard orders ection, the captain Special Actions Special Automatic Nine Automatic Eight Nine Eight red from this ship suffer a –1 penalty. from red Straining the engines, the captain orders his crew to make best speed. The ship adds +50% to its Speed for this turn. All Attac The ship adds +50% to its Speed best speed. to make his crew the engines, the captain orders Straining In an effort to avoid detection, the captain of the submersible orders his engines to be throttled right back and all other sys his engines to be throttled an effort detection, the captain of the submersible orders to avoid In Burning oil, the ship begins to belch thick clouds of black smoke, cloaking the entire area. Place a Smoke Counter on the ship a Smoke Place area. oil, the ship begins to belch thick clouds of black smoke, cloaking the entire Burning it was predicte not being where to miss simply by causing weapons an attacker off-guard, the ship tries to throw hard, Turning The captain orders the entire engineering section to alert. engineering successful, the ship gains +1 modifi If the entire The captain orders to maximum defl the ship’s Pushing Rig for Silent Running! Flank Speed! Evasive! Create Smoke! Come About! All Hands on Deck! of weapons fi of weapons a maximum The submersible may only move attempting to detect the submersible suffer a –1 penalty for this turn. Vessels silent. and may not make any attacks. full Speed Effect: Effect: Command Check: Effect: Command Check: Command Check: and can attempt to repair any number of critical hits in this End Phase. any number of critical hits in this End and can attempt to repair Command Check: Effect: this counter may be ma attacks that draw a line through No point so it trails behind the vessel. its leading edge on the centre This Sp Phase. in the End Counter is removed The Smoke Chapter). Rules the Advanced for ships equipped with Radar (see Radar in Weather. may not be performed in Bad Action Effect: Command Check: Command Check: Effect: Effect: this turn. for score Turning adds +1 to its When a ship is nominated to move, a player can also choose to perform a Special Action. Some of these are automatic, while some automatic, while of these are Some Action. perform can also choose to a player a Special to move, When a ship is nominated in the Specia the total matches that listed If Command score. and adding the ship’s 1d6 performedA Command check is rolling by below. described that may be attempted are Actions The range of Special Special Actions are a vital part of Victory at Sea, as they permit players and their ships to do some extraordinary muc things, players as they permit Victory part a vital at Sea, of are Actions Special A Special torpedoes, to evade against inevitable attacks or attempting Whether it is bracing for impact life. did in real crews for all players. the tactical options available increase in every any number of ships may attempt Action turn, though Each ship may only attempt one Special Command check for success. to move. the ship begins must be chosen and attempted before Action every turn. A Special as normal. is failed, the ship moves the check is successful. If description, the action and torpedoes) which hit the ship in this turn must be re- aircraft successful, all attacks (including those from would hit. If successful must also be re-rolled. ship makes which are all attacks the evading Performing Special Actions Performing Special Special Traits In Victory at Sea, Special Traits are applied to both ships and weapons. Special Traits are special abilities that in some way alter the core rules of the game. For example, an Agile ship will prove very nimble at sea, able to literally run rings around clumsier vessels. In the same way, there are weapons that are exceptionally powerful compared to others and those that are markedly less effective. Special Ships Ships with Special Traits can affect the game in all kinds of ways, including movement, fi ring and the ability to resist damage, as well as wholly new effects that can take place outside of normal combat. Special Traits are one of the ways that vessels from different fl eets distanced themselves in the ongoing technological race throughout the Second World War.

Agile: Some ships are very manoeuvrable, either by virtue of speed and size or advanced rudder systems. An Agile ship may turn twice during its movement. The fi rst turn must take place once the ship has moved half of its Speed in a straight line. The second turn must take place at the end of the ship’s movement once the ship has moved its full Speed. Aircraft X: Though not proper carriers in the true sense, many ships carry a small number of aircraft that are launched from short catapults or slings, to be used as observation and reconnaissance craft. These observation aircraft are detailed in the Advanced Rules chapter. Armoured Deck: The ship has reinforced armour lining its deck. Attackers fi ring upon this ship do not get the +1 bonus to their Damage Dice at long and extreme ranges. In addition, aircraft dropping bombs on the ship suffer a –1 penalty to their Damage Dice. Carrier: The ship is an and serves as a mobile airbase. It may launch or collect two fl ights per turn so long as it does not perform any Special Actions. See the Advanced Rules chapter for more details. Radar: The ship is fi tted with a surface radar system that allows it to operate effectively at long ranges and at night. See the advanced rules for the use of radar. Silent: This submersible is exceptionally quiet, making it hard for surface ships to detect. A roll of fi ve is required to locate this vessel while submerged, rather than a four. Sub-Hunter: A few ships have upgraded ASDIC/ systems that allow them to hunt submersibles with great effect. The ship gains a +1 bonus when attempting to detect a Submersible. The ship may also engage in Long-Ranged Detection (see page 17). Submersible: Submersibles have the ability to render themselves all but invisible to their enemies when submerged. A ship with this trait may use the Submersible rules detailed in the Advanced Rules chapter. Torpedo Belt: A thick reinforced layer of armour, often supplemented with sections of gas or water, lays beneath the waterline of this ship. This layer is capable of minimising the effects of a torpedo hit. Any Damage Dice from a torpedo that affects this ship may be re-rolled, at

Special Traits the discretion of the player who’s ship has been hit. Special Weapons The Special Traits used for weapon systems typically revolve around the capabilities of the weapon itself and what it can do in battle. Some weapons are made vastly more superior by these traits, while others have their effectiveness reduced.

AP: These armour-piercing weapons are adept at blasting through the thick armoured hulls of warships to do great damage to the decks below. Add +1 to the rolls of all Damage Dice made for these weapons. One-Shot: This trait normally is only possessed by weapons carried on aircraft. Ammunition or payload is limited for these weapons and so once they are used, they may not be used again for the rest of the game. Slow-Loading: Some weapons take an inordinate amount of time reload. These weapons may only fi re every other turn. Super AP: Among the most powerful weapons found in Victory at Sea, these will literally shred the armour of warships. Add +2 to the rolls of all Damage Dice made for these weapons. Twin-Linked: These weapons are mounted in pairs or even quads, concentrating the available fi repower. The hail of fi re these weapon systems can unleash is awesome to behold and very diffi cult to avoid. Any Attack Dice for these weapons that do not successfully strike their target may be re-rolled. Weak: Due to small shell size or design, some weapons are simply not as powerful as others. All Damage Dice rolled for these weapons suffer a –1 penalty and cannot cause critical hits.

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Advanced Rules eet ights eet. cult to cult r. Only Only r. ights in ffi rier, a fl rier, far from the far from ponry and the to include the may have in the may have range of Second range of Second eet. They may be eet. ights of the same type ight counter models are placed in the forward placed in the ight counter models are ights may be placed anywhere in the deployment in the deployment ights may be placed anywhere tasked with defending the fl ghters are elds, or it may possess its own aircraft carrier. If any fl If carrier. aircraft elds, or it may possess its own ecting the relative manoeuvrability even the slowest bomber has bomber has the slowest manoeuvrability even relative ecting the 13 rst. use speed and height to gain the world, dive-bombers across favour nding elds will, of course, start the game in the air. An aircraft carrier may always An aircraft elds will, of course, start game in the air. the rst. ghting (see below) are made at the same time in a turn. A player may nominate made at the same time in a turn. A player are ghting (see below) ight can be moved later in the same turn, when all other fl ight can be moved this to happen, the ship must ights every For turn, as long as the ship is not crippled. eet lists (that is, they did not come free with an aircraft carrier), they are considered to be considered carrier), they are with an aircraft free eet lists (that is, they did not come ights. ight in the air, regardless of the scenario rules. These fl of the scenario rules. regardless ight in the air, ights. ights of the Fighter type. ights of the Fighter ights of the Fighter type. ights of the Fighter the . spelled the doom of ghters, aircraft eet’ could compose of nothing but aircraft (and battles of this nature certainly took place in the Second World War). War). World certainly took place in the Second (and battles of this nature compose of nothing but aircraft could eet’ Advanced Rules Advanced Perfected by submersibles, it was inevitable that these destructive weapons would also be mounted on aircraft. However, However, would also be mounted on aircraft. submersibles, it was inevitable that these destructive weapons by Perfected First fully exploited by the but quickly fi the Luftwaffe fully exploited by First ight is represented by an Aircraft counter of the appropriate type. As described in the Movement Phase chapter, all fl chapter, Phase type. As described in the Movement of the appropriate counter an Aircraft by ight is represented Covering a multitude of aircraft from attack planes to full-blown heavy bombers, these aircraft pose a great threat to any fl threat pose a great heavy bombers, these aircraft attack planes to full-blown from a multitude of aircraft Covering Dedicated to gaining air superiority by annihilating an enemy’s air force, fi force, air enemy’s annihilating an to gaining air superiority by Dedicated ights (of any type) may attack a single ship in the same turn. rst player moves all other fl moves rst player ight can move in any direction, taking as many turns as it wishes, refl in any direction, move ight can eet may have supporting aircraft directed to its position from land-based airfi from to its position supporting directed eet may have aircraft eet are moved at the same time, after all ships on the table have been moved, as shown below. as shown been moved, after all ships on the table have at the same time, moved eet are are moved. are Attacking with Aircraft Aircraft Types Aircraft Flights Only aircraft armed with bombs or torpedoes may attack ships. Rules for using torpedo-bombers can be found later in this chapte armed with bombs or torpedoes may attack ships. Rules aircraft Only Many types of aircraft were used at sea in the Second World War, but the following types are used in Victory at Sea. used in types are but the following War, World used at sea in the Second were types of aircraft Many Fighter: gained the ability to strike at targets hundreds of miles away with relative impunity. Despite the advance of anti-aircraft wea of anti-aircraft the advance Despite impunity. of miles away with relative at targets hundreds gained the ability to strike of defending fi presence the fl bought individually from are of aircraft carrier another aircraft from been launched of these rules,land-based for the purposes have also conceivably though they could battle. ‘fl an entire theory, In carriers present many aircraft and also how can use land-based aircraft players Each scenario in this book will detail whether land-based airfi air at the start used from of the game. All aircraft ignored. and so are Victorycapable of carrying at Sea much effect in loads, but these will be too small to have bomb Bomber: fl three torpedo or dogfi bomb, be it by aircraft, All attacks made by Phase. to attack instead of a ship at any point in the Attack all his aircraft A fl An aircraft’s fl An aircraft’s start the game with at least one fl all ships. alternate in moving Players fi his aircraft chooses who moves who wins the initiative The player The appearance of aircraft changed the face of warfare forever and nowhere was this more true than at sea. With an aircraft car an aircraft With true at sea. than this more was and nowhere forever of warfare changed the face The appearance of aircraft ship fi a who moves chooses who wins the Initiative The player Once players have got the rules in the previous chapters under their belts, it is time to expand for them to expand their games their belts, it is time to expand for them chapters under got the rules have in the previous players Once to simulate the full players and allow Victoryat Sea depth to These rules will add a lot more rulesadvanced in this chapter. on their tabletops. engagements War World zone. a fl all fl chosen moves The player all fl opponent(s) move(s) His The fi A fl to a surface-bound ship. compared two fl with the Carrier trait may launch or recover Ships The two fl Actions. in a straight line without turning and may not choose any Special move The fl touching the ship counter or model. of the ship, arc His opponent(s) move(s) all other fl opponent(s) move(s) His Aircraft Dive-Bomber: use effectively. use effectively. phenomenal accuracy as well as impart enough kinetic energy to their bombs so they are capable of piercing armoured decks. armoured piercing capable of as impartphenomenal accuracy as well enough kinetic energy to their bombs so they are Torpedo-Bomber: notoriously di catching up to the task and air-launched torpedo attacks were had trouble War World the technology of the Second Figure 1: Th ree fl ights of Japanese aircraft encounter an American Figure 2: The Japanese player has initiative so moves his fl ight picket, a Clemson class with two fl ights of P-39s on of Zero fi ghters into contact with one of the American fi ghters, Combat Air Patrol. Th e destroyer has already moved. engaging it in a dogfi ght.

Figure 3: The American player can now only move his second Figure 4: With only one of the Kate fl ights being able fl ight of fi ghters and does so, choosing to attack one of the dive to be moved the Japanese player uses it to attack the American bomber fl ights. destroyer, placing it adjacent to the ship’s counter. Now that every aircraft fl ight has been moved all combat (both dogfi ghts and the dive bomber attack on the destroyer) will be resolved simultaneously. Advanced Rules

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Advanced Rules ght bonus olve the olve er for anti- ocean. Any rocess takes rocess are in range, are ght and may aircraft instead aircraft ship. not stack. ights’ ights’ Dogfi ed. Aircraft have have ed. Aircraft re any weaponry re et being attacked. late. Ships at extreme at extreme late. Ships ght effectively. Many Many ght effectively. ight. ght. ghting in Good Weather. However, However, Weather. ghting in Good All periods. ers. A –1 penalty is also applied to all ers. A into a dogfi re In Service: In ight is hit by an AA weapon, it may try an AA weapon, ight is hit by to dodge ghting. Neither may move until its enemy has been may move Neither ghting. ght. le. No weapons are carried. are weapons le. No ights are left in place. They are locked in the dogfi locked in They are left in place. ights are 15 ight. ghting. Both players roll one die each and add their fl roll ghting. Both players ghts with other aircraft. If a fl If ghts with other aircraft. ring platforms. platforms. ring ight must engage in dogfi bombs or torpedoes. ghting may not drop Will be destroyed automatically in a dogfi be destroyed Will One ship or else ditches in the sea and has to be winched back on board. oats next to its parent 4+ 4+ re among multiple targets if necessary, but they may never fi never but they may if necessary, among multiple targets re ght: ned as either Good or Bad. Up to now, the rules will be fi assume players to now, Up or Bad. ned as either Good Dogfi Dodge: Damage: red automatically at the beginning of the Attack Phase before anything else happens. This happens outside of the anything else happens. before Phase at the beginning of the Attack automatically red ight that is dogfi ers to Attack Dice are not used for aircraft. Instead, if an aircraft is noted as being a bomber, a -1 penalty is applied to a -1 penalty is applied as being a bomber, is noted an aircraft if Instead, aircraft. not used for are Dice ers to Attack eet with at least one observation in the air at the start aircraft of a turn will gain a +1 bonus to Initiative. ight, all observation aircraft in Victory at Sea use the following profi use the following Victory at Sea ight, all observation in aircraft ghting roll is a draw or if the enemy survivesghting roll the attack, both fl re to track and so any anti-aircraft attack made against a dive-bombing aircraft attacking a ship in the same turn gains a +1 a ship in the same attacking aircraft a dive-bombing attack made against so any anti-aircraft to track and re Seven inches Seven 5+ ight in contact with an enemy fl ight in contact with an enemy Special Special to its Attack Dice. to its Attack Observation Aircraft Dogfighting Shooting Down Aircraft if a scenario calls for Bad Weather, the following changes are made. changes are the following Weather, if a scenario calls for Bad suffer a –1 penalty to hit, in addition to other modifi both ships and aircraft All attacks made by on the surface, they will be unable to fi if they are bad weather additionally affected by are Command checks. very unstable fi other than their torpedoes as they were giving rise to the possibility that a ship will not spot an enemy until it is too affects visibility, Weather addition, Bad In they can be attacked. before Those at long range must be Spotted Weather. range may not be attacked at all in Bad admirals have lamented not having control of the weather. lamented not having control admirals have is defi weather Victory at Sea, In Churning , heavy rain and high winds will all cause a problem for warships, greatly reducing their ability to fi reducing for warships, greatly Churning seas, heavy rain and high winds will all cause a problem vessel with the Aircraft X trait will carry with the Aircraft indicated in its roster. vessel a number of aircraft a battle – the p during 13 but cannot be recovered launched in the same way as described on page These observation are aircraft too long, as the plane either lands on fl main guns so long as it is within 6 inches of the targ of the ship’s Dice a +1 bonus to the Attack Observation provide aircraft the observationThis bonus only applies to the ship that launches and the effects of multiple observation do aircraft aircraft Ships often carried small numbers of observation and reconnaissance aircraft to effectively extend their eyes and ears over an and ears over extend their eyes to effectively often carried small numbers of observation aircraft and reconnaissance Ships Once one Aircraft counter moves into contact with another, they are said to be dogfi they are into contact with another, counter moves one Aircraft Once Aircraft may only be attacked with AA weapons or in dogfi may only be attacked with AA weapons Aircraft the attack by rolling one die equal or greater than its Dodge score for each hit. If successful, the attack is completely ignor successful, the attack is completely for each hit. If score than its Dodge one die equal or greater rolling the attack by a fl from a point of Damage hit will automatically remove and so any successful however, far less armour than ships, enemy aircraft If their rosters. as listed on AA weaponry, in the form of form of defence against aircraft some ships have Most fi are AA weapons a ship’s fi split their may freely AA weapons with an enemy. and it is no longer in contact destroyed fl Every To use bombs, an Aircraft counter must be moved into contact with the . Roll Attack and Damage Dice as normal to res as normal to Dice Damage and Attack Roll target ship. into contact with the must be moved counter an Aircraft use bombs, To normal turn sequence because the ship’s crew are expecting battle and aircraft will rarely have an easy time trying an easy time have will rarely to attack a aircraft expecting battle and are crew because the ship’s normal turn sequence attack. The usual modifi much easi are this penalty, while avoiding Dive-bombers, of such attacks. inaccuracy the inherent representing Dice, its Attack fi aircraft not move next turn. A fl not move Bad Weather In addition, a fl In just one very similar and as they represent many were used in this capacity, types of aircraft many different were While there fl of an entire Type: Speed: Target: scores. the enemy fl from deducts a point of Damage The winner of this roll the dogfi If Once an enemy ship is within long range of a friendly vessel, make a Command Check (as described on page 11) with a target number of eight. Success means the enemy ship has been spotted and may be attacked normally by any friendly ship within long range, as its location will be communicated to allies. Once a ship has been spotted, it will remain so until it moves to extreme range once more.

Ships that fi re turret guns will automatically be spotted.

Command By default, all ships are considered to have Military-Grade crew (Command 4) on board. However, players may like to try variant Command scores in order to refl ect a force of green recruits being thrown into the fi re of war, or a ship of battle-hardened veterans able to take on several other vessels with ease. Variant Command scores are used most often in campaign games but are summarised below.

Crew Crew Quality Score Elite 6 Veteran 5 Military-Grade 4 Conscript 3 Green 2 Multiplayer Games When players begin creating their own scenarios, it may cross their minds to have more than one fl eet present in the same battle. Perhaps the Royal Navy, Italian Navy and Kriegsmarine are all fi ghting over the same Mediterranean island. Maybe the Kriegsmarine decided to aid the Japanese against an American attack. Whatever the reason, players may fi nd it exciting to try a game with three or more players.

In order to introduce additional players, very few changes are required to the standard rules. During the Initiative Phase, players roll for initiative as normal, re-rolling any ties. Play can then begin in this order, with multiple players simply taking their turns.

For example, suppose in an Initiative Phase the US Navy player scored seven for initiative, the Kriegsmarine player six and the Royal Navy player nine. The Royal Navy player has the choice of whether to move fi rst or wait his turn. If he declines the fi rst move, the same choice is presented to the US Navy player. If he too declines the fi rst move, the Kriegsmarine player will be forced to move fi rst, followed by the US Navy and fi nally the Royal Navy. Each moves one ship after the other, before it is the Kriegsmarine player’s turn to nominate another ship to move.

Play continues in this pattern. In the example above, the Royal Navy player would nominate a ship to attack fi rst, and the US Navy player and the Kriegsmarine would do the same before the Royal Navy player would get to choose a second ship to attack.

Advanced Rules Players will fi nd it much easier to create multiplayer scenarios if they either have very strongly defi ned objectives for each fl eet or if fl eets are allied into two separate , with the fl eets on each side pursuing the same objective. In this way, players will avoid the natural inclination to instantly ’gang up’ on a single fl eet and thus remove it from the game quickly.

Night Battles The time and place of a battle is not always suited to an admiral’s best wishes and many duels at sea have taken place at night. Far from land, it can be diffi cult to appreciate just how dark the night at sea is or the effect of darkness on battles.

If a scenario is set at night, the following changes are made:

All attacks made by both ships and aircraft suffer a –1 penalty to hit, in addition to other modifi ers, such as for range and Bad Weather.

In addition, ships at extreme and long ranges may not be attacked at all at night. Those at closer ranges must be Spotted before they can be attacked.

Once an enemy ship is within 20 inches or less of a friendly vessel, make a Command Check (as described on page 11) with a target number of eight. Success means the enemy ship has been spotted and may be attacked normally by any friendly ship within 20 inches, as its location will be communicated to allies. Once a ship has been spotted, it will remain so until it moves more than 20 inches away.

Ships that fi re turret guns will automatically be spotted.

Radar A new development for World War II, the use of radar quickly spread to the sea where it was used to locate enemy ships at great ranges and direct the fi re of turret guns, enhancing their accuracy. Radar also made fi ghting battles at night or in bad weather a little easier.

A ship with the Radar trait will detect any enemy ship placed on the table on a roll of three or more. Once detected, an enemy ship will remain so.

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Scenarios ding during laced in s treated s treated quadron, quadron, re, rather re, ciently as ron, unless ron, ot take any to bring an tead of as a beneath the moves into moves re at it – all re effi tire squadron squadron tire selecting the mal maximum, mal maximum, in this formation d to –1. and allow repower surface.eet is submerged or on the Players nd it more advantageous not to. Instead, divide the table Instead, not to. advantageous nd it more nd, some ships complement each other better than others, nd, some ships complement 17 playing huge battles a good way of nd combining ships into squadrons may fi eet, but players ect their role on the oceans of the Second World War. All vessels capable of using these capable of using All vessels War. World on the oceans of the Second ect their role re at the same time. In effect, a player nominates the entire squadron to move or fi to move squadron nominates the entire effect, a player time. In at the same re rst is used while the vessel is travelling on the surface, a is travelling the second while it is submerged. Place rst is used while the vessel eets were deployed during the First World War, but it was during the Second World War that they truly War World but it was during the Second War, World during the First deployed eets were nd that submersibles on the surface of the ocean usually move much quicker and can use any weapon they possess but those much quicker and can use any weapon nd that submersibles on the surface of the ocean usually move to concentrate fi in order in the same squadron ships together several eet engagements, admirals will often place cer will be issuing all sorts of orders and ‘suggestions’ to his lesser captains in an effort to his lesser operate as to make the squadron and ‘suggestions’ cer will be issuing all sorts of orders possible. Movement Phase Deployment Once a submersible has been revealed, the player may decided whether each submersible in his fl the player a submersible has been revealed, Once came into their own. From midget submarines to the roving Wolf Packs of the Atlantic, the proliferation of submersibles served of the proliferation Atlantic, of the Packs Wolf to the roving midget submarines From came into their own. of a fl as normal with the rest may be deployed Submersibles Submarines began to affect the way fl Submarines use of aircraft. as did the widespread end to the dominance of the battleship as much some new rules refl to properly require Submersibles described on page 12. trait, as rules the Submersible will have each submersible is within (any number of submersibles may be p which square record of 24 x 24 inches. Secretly up into squares will quickly fi to attack. for surface and aircraft vessels far harder submerged are to the surface a submersible, he may choose to either bring a submerged vessel or push a surfaced vessel moves a player Before during the same turn. Actions A submersible performingwaves. either of these actions may not attack or choose any Special The fi scores. two Speed have Submersibles of its position. as a reminder counter next to any submersible beneath the waves Submerged In larger fl In regardless of visibility conditions for Smoke, Bad Weather or Night. If an enemy has been detected by radar in Good Weather and Weather radar in Good by enemy has been detected an If or Night. Weather Bad for Smoke, of visibility conditions regardless is reduce ranges it at extreme penalty for attacking while the is ignored, it at long ranges the penalty for attacking the day, it as soon as it the ship that detected be spotted by will automatically Weather or during Bad is detected at Night A ship that spotting range. them to fi other ships to allow radar may not pass this information along to a ship that detects an enemy ship with that Note they may attack. before for themselves ships must detect the enemy offi one square). may n He he wishes within its square. placing it anywhere Phase, a submersible at the start of any Movement may reveal A player action with the submersible until it is revealed. If an enemy ship has been detected by radar, the ship that detected it may launch attacks against it at any range up to its nor at any range up to its attacks against it that detected it may launch the ship radar, by ship has been detected an enemy If tactical objectives to be decided with greater speed. Players may also fi Players speed. to be decided with greater tactical objectives vessels. of dozens involving s to six ships may be placed in a a scenario begins. Up ships into them before must organise any used, players are squadrons If will quickly fi as players all be of the same type. However, though they need not to experiment! so be prepared inches of at least one other ship in the squad within four they must always remain been placed into a squadron, ships have Once and i out of the squadron happen, the ship automatically drops of these events either If destroyed. or are they become Crippled ins the ships independently apart moving may also choose to split the squadron at any time, simply by Players as a single ship. whole squadron. and fi moved all ships are While in a squadron, or target the same enemy ships with the en Orders to use the same Special under no restrictions are Players than just one ship. four inches of each other at all times and make every kept within is that all ships are effort to mainta – the only requirement rather than weapons, the same token, enemy ships will still choose one ship as a target for their By split up. ever if they are as a whole. squadron is assumed the highest ranking comman It for all purposes. squadron of all ships within the use the highest Command score Ships Submersibles Squadrons Attack Phase While a submersible is on the surface, it is treated as a normal ship in all respects. While submerged, a submersible may only attack using its torpedoes. However, other ships may only attack it with depth charges and then only once the submersible has been detected.

In order to detect a submerged submersible, a ship must be within eight inches of it. A single die is rolled before the ship declares its attacks. If the die rolls a four or higher, the submersible has been successfully detected and any friendly ship with depth charges may attack it freely. Players may place a Detected counter next to the submerged vessel as a reminder, though this must be removed during the End Phase – players will have to detect the submersible once more in order to attack it next turn.

Depth Charges The only weapon that may be used to attack a submerged vessel is the . By the same token, a depth charge may only be used to attack a submerged vessel.

Depth charges use the same fi re arc as a ship’s rear main guns but, as will become apparent, their range is much shorter. Attacks are performed in the same way as for any other weapon but Attack Dice are never modifi ed by any bonuses or penalties.

Long-Ranged Detection Ships with the Sub-Hunter trait may try to detect any submersibles that have not yet been revealed. Whenever a Sub-Hunter ship moves into a new square on the table, roll a die. On a six, all submersibles within that square will automatically be revealed. The submersible player will place the submersible anywhere within the square as normal.

Crash Dive A submersible can try to fi ll its ballast tanks quickly if an enemy approaches, in an effort to hide under the waves. If an enemy ship or aircraft approaches within 10 inches of a submersible while it is on the surface, it may try to crash dive. Make a Command check with a target score of nine – if it is successful, the submersible immediately submerges.

Tactical Withdrawals Any ship may choose to retreat from the battleground by simply moving off a table edge. By doing so, the ship escapes safely but the opposing player will receive one quarter of its normal Victory Points at the end of the game. Note that some scenarios may have restrictions on which table edges may be exited safely. If one of these edges is not chosen, the ship that goes over it will count as destroyed and thus give up it full Victory Points.

Torpedoes

Scenarios Used as unguided underwater missiles, torpedoes are unusual weapons in that they are fi red in salvoes and operate a little differently from other attacks. However, their effects upon a ship can be devastating.

A torpedo attack is declared in the same way as any other. When a torpedo attack is made, place a Torpedo Spread counter in contact with a single target vessel that is within 10 inches and in the attacker’s torpedo arc, as appropriate. The counter should be placed along the target’s beam (against the side of the ship) only if the vessel making the torpedo attack would normally be making beam attacks against it.

In the End Phase, roll Attack Dice for the torpedo spread. These Attack Dice do not use the normal modifi ers detailed on page 7. Instead, a +1 bonus is granted if the Torpedo Spread counter is placed on the target’s beam.

Damage Dice are then rolled as normal and the effects of the hit are worked out accordingly.

Air-Launched Torpedoes Aircraft noted as being Torpedo Bombers use torpedoes in the same way as described above. However, using torpedoes from the air is notoriously diffi cult. The torpedo will only have a range of four inches. In addition, aircraft intending to make a torpedo attack must declare this after they have moved. AA weapons attacking an aircraft that is using air-launched torpedoes will gain a +1 bonus to their Attack Dice.

Critical Hits If a torpedo attack scores a successful critical hit, the attacking player may choose to re-roll one of the 2d6 rolled to determine what has been affected.

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Scenarios imply ple it, w. It is It w. eld and complishes eets have a eets have mprehensive mprehensive them to gain of a war or a een themselves een themselves e Priority Level Level e Priority c to each scenario ghting as quickly as possible with balanced ghting as quickly as possible cally, Victory Points (VP) earned for the are Victory Points cally, eet. Specifi Gain VP equal to half of the ship’s value on the Victory Points Victory Points on the value VP equal to half of the ship’s Gain 19 Difference in Priority Level of Ship and Scenario of Ship Level in Priority Difference Victory Points as scenario Level is same Priority Ship higher than scenario Level is one Priority Ship higher than scenario Levels is two Priority Ship than scenario lower Level is one Priority Ship 25 than scenario lower Levels is two Priority Ship 50 16 than scenario lower Levels Priority is three Ship 8 than scenario lower Levels is four Priority Ship 4 2 1 Victory Points eets in a battle. For example, one scenario may require that fl example, one scenario may require eets in a battle. For Gain VP equal to one quarter of the ship’s value on the Victory Point Table, Table, Victory Point on the value VP equal to one quarterof the ship’s Gain Scenarios Gain VP equal to the value shown on the Victory Point Table Victory Point on the shown VP equal to the value Gain This entry covers everything players need to do before play begins, including how to set up the battlefi play begins, including how everythingThis entry need to do before players covers ve Fleet Allocation Points with which to choose their forces (though some scenarios may offer one side fewer points, (though choose their forces with which to Allocation Points Fleet ve es game length. While most games will continue until one side gains victory, some scenarios have strict time limits. strict time have some scenarios While most games will continue until one side gains victory, es game length. Lists the conditions required for players to win the scenario. for players Lists the conditions required nes some very special scenarios that may have unique rules not covered elsewhere in these rules. elsewhere nes some very unique rules special scenarios that may have not covered Defi eets happen to meet on the ocean and begin taking pot shots at one another. More likely, each will have its own tactical its own will have each likely, More one another. taking pot shots at on the ocean and begin eets happen to meet rst time players try the Victory at Sea scenario. This is designed to get players fi This is designed to get players scenario. tryVictory rst time players at Sea the Specifi Lists whether the battle uses the Bad Weather or Night Battle rules. Battle or Night Weather Lists whether the battle uses the Bad nes what role aircraft can play in battle. aircraft nes what role Defi eets should be deployed. All scenarios in this book assume the game will be conducted on a standard six by four foot table. by six All scenarios in this book assume the game will be conducted on a standard eets should be deployed. Some scenarios may impose limitations on one or both fl Some 1d6123 Scenario 45 All Costs At 6 Blockade Carrier Clash Duty Ships Supply Victory at Sea Victory and Defeat: who is who, they should roll one die each, re-rolling ties. The highest scoring player will be the attacker. The highest scoring player ties. one die each, re-rolling who is who, they should roll Many scenarios require the players to decide who is the attacker and who is the defender. If players do not want to decide betw players If to decide who is the attacker and who is the defender. the players scenarios require Many Scenario Type Many scenarios use Victory Points in order to determine who has won. Victory Points can be earned in many ways specifi can be earned Victory Points to determine who has won. in order Victory Points use scenarios Many but, unless otherwisegained for damaging an opposing fl always stated, they are following. an enemy ship: Destroying up rounding Crew: to a Skeleton or reduced each enemy ship that is Crippled For up table, rounding and then Crip Crew an enemy ship to a Skeleton reduces a player an enemy ship once. If VP from can only gain that a player Note VP once, not twice. he will gain half For each enemy ship that executes a Tactical Withdrawal: Withdrawal: Tactical a each enemy ship that executes For These objectives are represented in the game by playing scenarios. Each scenario detailed over the next few pages provides a co few the next provides pages Each scenario detailed over playing scenarios. in the game by represented are These objectives Rarely do two fl do Rarely at the start it is an initial clash of patrols Whether to claim victory. must meet in order that each player list of objectives they will manoeuvre ships they will use and how about which carefully to think will have players desperate attack on a convoy, victory. on the table belo for one randomly may roll scenario listed in this book, or they to play any selected agree may simply Players suggested that fi or strategic objective to meet, handed down from its High Command. Fighting a battle in Victory at Sea is about far more than s is about far more Victory at Sea a battle in Command. Fighting its High from to meet, handed down or strategic objective annihilating the enemy. Players have to be cunning, cautious and able to keep their own objectives in mind even as the enemy ac even in mind objectives cautious and able to keep their own to be cunning, have Players annihilating the enemy. his. that use as many or as few rules wish. forces advanced as players fi generally have Players all players. by upon of a particular (see page 40) or can simply be chosen and agreed scenario is either determined randomly below. covered These entries are it. should approach players how Each scenario has a number of entries that describe Fleets: or restrict one or both sides in how these are spent). The use of Fleet Allocation Points is described in detail on page 45. Th is described in detail on page 45. Allocation Points The use of Fleet spent). these are sides in how one or both or restrict certain Fleet Allocation Points value, while another may require a player to take certain a player types of ships. require while another may value, Points Allocation certain Fleet Preparation: Pre-Battle fl where Length: Game Aircraft: Aircraft: Scenario Rules: Conditions: Attacking and Defending Victory Points Using Scenarios At All Costs For those safe in the headquarters of High Command, wars at sea are slow, studied affairs, a far cry from the terror and unleashing of mighty guns that make up the typical battle. There have been times in history, however, when the raw emotion of the fi ght has worked its way up to the highest levels. During these times of total war, it is not enough that a strategically important objective be taken. Nothing less than the total and utter destruction of the enemy will do, to wipe their fl eets from the map and annihilate their ports with mass bombing. Fleets: Players are free to decide on a points value for the battle and choose their fl eets freely. Roll one die – on a roll of a four or more, land-based aircraft may be used by either fl eet. Pre-Battle Preparation: Roll for Initiative as normal – the losing fl eet will be forced to set up fi rst. The fl eets are deployed anywhere in their own deployment zones as shown on the scenario map. Aircraft: Carriers may start with up to half their fl ights in the air at the start of the game. Land-based aircraft, if present, may be used as normal. Conditions: Roll a die. On a fi ve or more, the battle takes place using the Bad Weather rules. Roll a second die. On a six, the battle takes place using the Night Battle rules. Scenario Rules: None Game Length: The game continues until the victory conditions have been met Victory and Defeat: For the fl eets involved in this battle, damage sustained by their own ships is of little importance so long as the enemy suffers more. This battle will continue until all ships on one side have been destroyed. The winner is the fl eet with at least one ship remaining on the table. Scenarios

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e e and eet will have the chance of destroying its its of destroying the chance will have eet re, take Special Actions or perform Damage Actions take Special re, eet will often simply blockade a portoften simply blockade eet will or other rst turn, initiative is rolled normally. is rolled rst turn, initiative 21 rst. For every the places, he must go through he ship or squadron rst. For eet fi nal position. This must be done for all ships and squadrons and, when must be done for all ships and squadrons This nal position. may ights in the air at the start if present, of the game. Land-based aircraft, Blockade ve Fleet Allocation Points but may not use land-based aircraft. The defender aircraft. but may not use land-based Points Allocation Fleet ve rst turn. rst eet may do nothing – its ships may not move, fi eet may do nothing – its ships may not move, ve or more, the battle takes place using the Bad Weather rules. Roll a second die. On a six, the second die. On a rules. Roll Weather the battle takes place using the Bad or more, ve full-scale battle. eet in a The blockader deploys his fl blockader deploys The This scenario uses Victory Points to determine who wins. The blockading player scores Victory Points Victory Points scores The blockading player to determine who wins. Victory Points This scenario uses The blockade runner has one ‘free’ turn at the beginning of the battle. In effect, he may move and attack with his effect, he may move of the battle. In turn at the beginning The blockade runner has one ‘free’ The game continues until the blockade runner has either been destroyed or has left the table the blockade runnerThe game continues until has either been destroyed Roll a die. On a fi a die. On Roll Carriers may start with up to two of their fl The attacking player (blockader) has fi The attacking player Conditions: be used as normal. Scenario Rules: ships normally but the blockading fl battle takes place using the Night Battle rules. Battle battle takes place using the Night gains long table edge. He ships off the blockader’s for moving Victory Points The blockade runner only scores player normally. long table edg The blockader’s of its condition. regardless off the table in this way, of everythe full point value ship moved Pre-Battle Preparation: Pre-Battle strategically important target. Forcing the enemy to run the the fl this blockade, through importantstrategically target. Forcing their part, the blockade runners making their way through chance of defeating the blockade and the have enemy piecemeal. For larger fl without engaging the Fleets: one point may be used on land-based aircraft. than of which no more Allocation Points (blockade runner) has two Fleet may the right this many inches. He to moved The ship must be 12 inches. by multiplies the result one die and then rolls He of this fi within six inches the ship anywhere deploy anywher from all his ships and aircraft The blockade runner will move be facing in the same direction. complete, all ships must fi along the opposite long table edge in the Aircraft: turn. After this fi They must simply take any damage dealt during this Control. Length: Game Victory and Defeat: The opposite long tactical withdrawal. to belong to the blockader for the purposes of considered the two short table edges are to belong to the blockade runner. table edge is considered Rather than take the time and trouble to bring the enemy to battle, a large fl to bring the enemy trouble take the time and Rather than following system: He places the ship anywhere on his left hand short his long table edge. up to 24 inches away from table edge, anywhere places the ship system: He following Carrier Clash Costing millions of dollars, aircraft carriers became some of the most valued components in a fl eet during the Second World War. Forming carrier groups with several escorting vessels, their captains were expected to be able to win entire battles by themselves. To become the captain of a carrier is to gain a position of immeasurable trust and responsibility and only the most tactically astute can ever hope to be rewarded in this way. When two carrier groups meet in battle, observers will be treated to some of the most exciting action possible in naval combat. Fleets: Players have fi ve Fleet Allocation Points. Both fl eets must have at least one aircraft carrier as defi ned in the fl eet lists. All other ships in the fl eet must be of equal or lower Priority Level than the scenario. Neither fl eet may use land-based aircraft. Pre-Battle Preparation: Roll for Initiative as normal – the losing fl eet will be forced to set up fi rst. The fl eets are deployed anywhere in their own deployment zones as shown on the scenario map. Aircraft: Carriers may start with all of their fl ights in the air at the start of the game. Conditions: Roll a dice. On a fi ve or more, the battle takes place using the Bad Weather rules. Scenario Rules: None Game Length: 10 turns Victory and Defeat: This scenario uses Victory Points to determine who wins. The short table edges are considered to belong to the player who has his deployment zone there for the purposes of tactical withdrawal. The long table edges are considered to be neutral. Scenarios

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be ve starteets may game the ve point bonus for everyve 23 ights in the air at the start of the game. Convoy Duty Convoy eet would therefore have 20 civilian ship points in the convoy. The attacker has three attacker has three The civilian ship points in the convoy. 20 have therefore eet would eet is placed in the deployment area marked on the map. The attacker does not startThe attacker does not on on the map. marked area eet is placed in the deployment ve Fleet Allocation Points. In a Priority Level: Patrol game, he will also have four civilian ship he will also have game, Patrol Level: a Priority In Points. Allocation Fleet ve eet may use land-based aircraft. ve or more, the battle takes place using the Bad Weather rules. Roll a second die. On a six, the a second die. On rules. Roll Weather the battle takes place using the Bad or more, ve ll a captain with dread, for he is likely to look forward to nothing more than days or even weeks of weeks than days or even forward for he is likely to look to nothing more with dread, ll a captain The defending fl

This scenario uses Victory Points in order to determine who wins. However, the attacker will gain a fi to determine who wins. However, in order Victory Points This scenario uses

DEFENDER’S EXIT EDGE EXIT DEFENDER’S E G D E T I X E S ’ R E D N E F E None D The game continues until all the civilian convoy ships have either been destroyed or have left the table. or have been destroyed either ships have all the civilian convoy The game continues until Roll a die. On a fi a die. On Roll Carriers may start with up to two of their fl The defending player has fi The defending player the table. Instead, he may move his ships on from either long table edge during any turn he chooses. He is not required to move is not required any turn he chooses. He either long table edge during his ships on from he may move the table. Instead, Fleets: Fleets: Aircraft: imperative to the overall effort. to the overall imperative another four he receives Patrol, above Level every in Priority increase For chapter. the Civilian Shipping points chosen from fl War Level: A Priority civilian ship points. fl Neither Allocation Points. Fleet them all on in the same turn. Both fl to move is he required the same table edge, nor all his ships on from counters in the air. than four aircraft with no more Conditions: Scenario Rules: These two words can often fi words These two vital are civilian ships However, the ocean. across merchantmen moving of slow a shepherding boredom, mind-numbing may and their safe arrival battle zones, used to carry between troops they are during war time, for even and supplies, weapons Preparation: Pre-Battle rules. Battle battle takes place using the Night Length: Game Victory and Defeat: point bonus for every civilian ship point he manages to completely destroy. The defender gains a fi The defender point bonus for every to completely destroy. civilian ship point he manages withdrawal, the short the purposes of tactical For on the map. off the exit edge marked civilian ship point he manages to move to the defender while the long table edges belong to the attacker. to belong considered edges are Supply Ships Supplies and logistics win wars, not superior tactics and fi repower, as anyone in High Command knows. The protection of supply ships is therefore of the utmost importance in any war and the destruction of an entire supply fl eet is considered a great coup. Fleets: Players have fi ve Fleet Allocation Points and choose their fl eets freely. In a Priority Level: Patrol game, the defender will also choose fi ve civilian ship points from the Civilian Shipping chapter. For every increase in Priority Level above Patrol, he receives another fi ve civilian ship points. A Priority Level: War fl eet would therefore have 25 civilian ship points. The attacker has three Fleet Allocation Points. The defending fl eet may use land-based aircraft; the attacker may not. Pre-Battle Preparation: The defending player deploys his entire fl eet. The attacker then deploys his entire fl eet in the surrounding area. Aircraft: Carriers in the attacker’s fl eet may start with all of their fl ights in the air at the start of the game. Carriers in the defending fl eet may start with only one of their fl ights in the air at the start of the game. Land-based aircraft, if present, may be used as normal. Conditions: Roll a die. On a fi ve or more, the battle takes place using the Bad Weather rules. Roll a second die. On a six, the battle takes place using the Night Battle rules. Scenario Rules: None Game Length: 10 turns. Victory and Defeat: This scenario uses Victory Points to determine who wins. The attacking player gains a fi ve point bonus for every civilian ship point he destroys. The defending player gains a fi ve point bonus for every civilian ship point that survives the battle. If the civilian ships make a tactical withdrawal, they are considered to be destroyed with regards to Victory Points – if the attacker manages to force the ships out of the area, he will have done a great deal of damage to the defending player’s logistics in that region of the globe. Scenarios

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Scenarios eets are deployed anywhere in anywhere deployed eets are rst. The rst. fl eets have been put on high alert and hostilities are put on high alert been eets have are and hostilities eets freely. However, players might like to experiment might like to players However, eets freely. 25 eet will be forced to set up fi eet will be forced ights in the air at the start of the game. Land-based aircraft, if present, may ights in the air at the start if present, Land-based aircraft, of the game. Victory at Sea Victory red. At sea, this often happens when two fl this often happens sea, At red. ve Fleet Allocation Points and choose their fl Points Allocation Fleet ve Roll for Initiative – the losing fl for Initiative Roll This scenario uses Victory Points to determine who wins. Victory Points This scenario uses rst shots fi None 10 turns Carriers may start half their fl with up to Both players have fi have Both players Game Length: Game Victory and Defeat: Fleets: Preparation: Pre-Battle Aircraft: Scenario Rules: expected. Many patrols are sent out to gain intelligence on the enemy and when two opposing patrols meet, though neither are though neither are patrols meet, and when two opposing on the enemy sent out to gain intelligence are patrols expected. Many ships. begins with the small clash of these patrolling The war likely to ask questions. be used. may Land-based aircraft scenario. battle’ ‘general in this forces with far larger or smaller on the scenario map. as shown zones deployment their own be used as normal. Every war has its fi Every Historical Scenarios

Once players have played a few of the scenarios in the previous chapter, perhaps matching up enemies that never met in real life, they will be dying to try the historical scenarios presented here. These will give players a chance to fi ght in some of the most famous naval battles in history and perhaps prove that they could have been better captains or admirals! From early battles such as that which took place at the River Plate to later engagements like Leyte Gulf which sealed the fate of whole nations, players can take part in these engagements and gain a small measure of appreciation of the tactics and capabilities of the involved.

Each of the scenarios presented here is laid out in much the same way as those of the previous chapters. The main changes are that players will have set fl eets of specifi c ships and, often, will start in set positions on the battlefi eld. However, once players have played through an historical scenario they may choose to alter it slightly and play out a number of ‘what-if’ scenarios. For example, players might like to play around with the Sink the Bismarck scenario. How would things have changed if the Royal Navy had different ships at its disposal? How would the Kriegsmarine have fared if the Scharnhorst had been present instead of the Bismarck? Or, in a really fanciful scenario, how would the Yamato have performed were it in the Bismarck’s position? There are many different possibilities to be played out, even if they could never have really happened in history. At the end of the day, the whole point of playing Victory at Sea is to have fun! Historical Scenarios

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s eet that caused the most points of total eld as shown on the map below. The Admiral Graf Spee is Spee Graf The Admiral on the map below. eld as shown 27 eet has withdrawn or been destroyed. Alternatively, the game ends when the Alternatively, eet has withdrawn or been destroyed. eets are positioned on the battlefi eets are Battle of the River Plate of the Battle eet manages to destroy the other or force a tactical withdrawal, it will gain victory. If the Admiral the Admiral If a tactical withdrawal, it will gain victory. the other or force eet manages to destroy The two fl The eet’s ships. eet’s If one fl If The Graf Spee managed to escape the British and reached Montevideo. Both the Exeter and the Ajax Both the Exeter Montevideo. cruisers and reached managed to escape the British Spee The Graf The Royal Navy may use aircraft in this scenario, but the Kriegsmarine may not. in this scenario, but the Kriegsmarine aircraft may use Navy Royal The the game continues until either fl The Kriegsmarine player starts with one Deutschland-class pocket battleship (the Admiral Graf Spee). The Royal Navy Navy The Royal Spee). Graf starts (the Admiral pocket battleship The Kriegsmarine player with one Deutschland-class rst major naval engagement of the war, the Admiral Graf Spee had been successfully raiding merchant ships in the South the South ships in raiding merchant had been successfully Spee Graf Admiral the of the war, engagement naval rst major Game Length: Game Scenario Rules: placed in the centre of the table, 24 inches away from the nearest short edge. The Ajax and Achilles are placed within 18 inche placed are The Ajax and Achilles short edge. the nearest 24 inches away from of the table, placed in the centre short edge. the nearest inches from than six more to the other fl Damage Note: Historical the neutral port, told that he must leave scuttled his ship rather than face inevitable heavily damaged but Langsdorff, were destruction him at sea. awaited against a superior enemy he mistakenly believed Pre-Battle Preparation: Pre-Battle The fi Fleets: (HMS Exeter). York-class and one cruisers begins with two Leander-class player (HMS Ajax and HMS Achilles) Atlantic but the Royal Navy’s South American Division was closing in. On December 13th, 1939, three British cruisers engaged British three 13th, 1939, December in. On was closing Division American South Navy’s Royal but the Atlantic came to believe captain, Langsdorff, German the hopelessly outgunned. However, they were – on paper, the pocket battleship for port and ran close by at Montevideo. force British greater was a far there Victory and Defeat: Admiral Graf Spee leaves the table from the opposite short edge from which it started, as shown on the map. short the opposite which it started, the table from edge from as shown leaves Spee Graf Admiral the opposite short from the table edge, victory table leaves will go to the fl Spee Graf of one long table edge and the Exeter is placed within 18 inches of the other long table edge. No Royal Navy ship may be placed Navy Royal other long table edge. No is placed within 18 inches of the and the Exeter of one long table edge Battle of the Denmark Strait In May of 1941, the Bismarck and the escorting Prinz Eugen fi nally broke out into the Atlantic and were free to begin their commerce raiding cruise. Just two ships of the Royal Navy stood in their way. The resulting battle would prove to be disastrous to the Royal Navy and lead to one of the most greatest confrontations at sea the world had seen.

Fleets: The Kriegsmarine player starts with one Bismarck-class battleship (the Bismarck) and one Admiral Hipper-class (the Prinz Eugen). The Royal Navy player begins with one Hood-class battlecruiser (HMS Hood) and one King -class battleship (HMS Prince of ).

Pre-Battle Preparation: The two fl eets are positioned on the battlefi eld as shown on the map below.

Scenario Rules: The Royal Navy player has the Initiative in the fi rst turn. No aircraft are used.

Game Length: The game continues until either fl eet has withdrawn or been destroyed.

Optional Rules: The HMS Prince of Wales was a new ship with civilian technicians still on board when she engaged the Bismarck. If a 1 is rolled on an AD for the main 14” armament, roll a 2nd d6. If a second 1 results, a gun has failed in that particular turret. Reduce the turret AD by 1. The gun may not be repaired during the course of the scenario.

Victory and Defeat: If one fl eet manages to destroy the other or force a tactical withdrawal, it will gain victory.

Historical Note: Eleven minutes into the battle, a from the Bismarck penetrated the Hood’s armour and caused a massive explosion. Splitting in two, the Hood sank, taking all but three crewmen with her. The Prince of Wales was badly damaged before the Bismarck and Prinz Eugen managed to shake her off, ending the battle. Historical Scenarios

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Historical Scenarios to eld as shown on the map below. on the map below. as shown eld rst turn. No aircraft are used. The Bismarck has a maximum The Bismarck used. are aircraft rst turn. No 29 eet has withdrawn or been destroyed. eet has withdrawn or been destroyed. the Führer.’ to the last shell. Long live ght The Final Battle The battlefi positioned on the eets are sh launched by the Ark Royal. Their attack, miraculously, managed to score a lucky hit that managed to score attack, miraculously, Their Royal. the Ark sh launched by eet manages to destroy the other or force a tactical withdrawal, it will gain victory. it will gain victory. a tactical withdrawal, the other or force eet manages to destroy The two fl The If one fl If This battle was a foregone conclusion before it began. The Bismarck was, inevitably, sunk but its crew fought sunk but its crew was, inevitably, The Bismarck it began. conclusion before This battle was a foregone The Royal Navy player has the Initiative in the fi has the Initiative player Navy The Royal The game continues until either fl The game continues until The Kriegsmarine player starts with one Bismarck-class battleship (the Bismarck). The Royal Navy player begins with player Navy The Royal battleship (the Bismarck). startsThe Kriegsmarine player with one Bismarck-class Game Length: Game speed of one inch and may only make turns to the left. The HMS Norfolk will join the battle at the position indicated on the The HMS Norfolk to the left. speed of one inch and may only make turns on turn three. will make an appearance map on turn two and the HMS Dorsetshire Victory and Defeat: Note: Historical succumbed. vessel their own best ships before Navy’s against the Royal valiantly seriously damaged the Bismarck’s rudder, effectively immobilising it. As the British approached, Lutjens gave one last address one last address gave Lutjens approached, it. As the British immobilising effectively rudder, Bismarck’s seriously damaged the will fi We unable to manoeuvre. ‘Ship his crew: Fleets: Preparation: Pre-Battle Scenario Rules: one Nelson-class battleship (HMS Rodney) and one King George V-class battleship (HMS King George V). addition, two In (HMS King George battleship V-class and one King George battleship (HMS Rodney) one Nelson-class appear during the battle. will and HMS Norfolk) cruisers (HMS Dorsetshire Norfolk-class Having destroyed the HMS Hood, for twenty years the pride of the Royal Navy, the Bismarck could not be permitted to survive not be permitted could the Bismarck Navy, the pride of the Royal years for twenty the HMS Hood, destroyed Having Admiral commander, the Bismarck’s Though her down. dispatched to hunt was and every the area that could reach warship had left his ship and Eugen the Prinz Navy, of the Royal enough to shake the radar-assisted pursuit had been cunning Lutjens, Swordfi he could not outrun Fairey Clash of the Giants On their fi rst sorties, the German Scharnhorst and Gneisenau achieved little except the destruction of the Armed Merchant Cruiser Rawalpindi. In April 1940 they put to sea again, this time as part of the naval force covering the invasion of Denmark and . After parting company with the rest of the force, the two battlecruisers headed northward to the Arctic Circle. Conditions were poor, with heavy seas making life diffi cult for smaller ships. During a brief break in the weather, the battlecruisers were sighted by HMS Renown, which closed the range and opened fi re as soon as she was able. In the ensuing action, gunnery radar aboard the German ships conferred an advantage which was countered by the bigger guns of the British battlecruiser. The German force was not inclined nor required by its mission to fi ght a British heavy warship, and after an exchange of fi re in which Gneisenau was damaged, increased speed to escape under cover of the heavy weather. So bad were conditions that the battlecruisers suffered fl ooding of the forward turrets and some hull damage in their fl ight. Fleets: The Kriegsmarine player starts with two Scharnhorst-class battlecruisers (the Scharnhorst and Gneisenau). The Royal Navy player begins with one Renown-class battlecruiser (HMS Renown). Pre-Battle Preparation: The two fl eets are positioned on the battlefi eld as shown on the map below. Scenario Rules: The Royal Navy player has the Initiative in the fi rst turn. German ships are caught unawares and may not return fi re until turn two. No aircraft are used. The battle takes place in bad weather. Game Length: The game continues until either fl eet has withdrawn or been destroyed. Victory and Defeat: If one fl eet manages to destroy the other, or the German player manages to withdraw off the indicated map edge, that side will gain victory. If either German ship is Crippled, the Royal Navy player may claim a partial victory. Historical Note: The battlecruisers were able to make their escape and continue their mission, albeit with some damage. Historical Scenarios

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Historical Scenarios ough re. re. Caught ve destroyers destroyers ve eld), which opened fi eld) and one Norfolk-class cruiser eld) and one Norfolk-class eld as shown on the map below. on the map below. eld as shown rst turn. German ship is caught unawares and may not return and may not return ship is caught unawares rst turn. German 31 eet has withdrawn or been destroyed. eet has withdrawn or been destroyed. Arctic Skirmish Arctic positioned on the battlefi eets are eet manages to destroy the other, that side will gain victory. If the Scharnhorst makes a tactical If that side will gain victory. the other, eet manages to destroy The two fl If one fl If Although hit and damaged, the German battlecruiser Although hit and damaged, the German was able to make her escape and continue the mission. The Royal Navy player has the Initiative in the fi has the Initiative player Navy The Royal The game continues until either fl The game continues until The Kriegsmarine player starts with one Scharnhorst-class battlecruiser (the Scharnhorst). The Royal Navy player begins player Navy The Royal startsThe Kriegsmarine player with one Scharnhorst-class battlecruiser (the Scharnhorst). re until turn two. No aircraft are used. This battle takes place at night and in bad weather. used. are aircraft No until turn two. re Fleets: Fleets: Preparation: Pre-Battle Note: Historical unawares, the battlecruiser attempted, by steering south-east and using her excellent speed, to evade the Royal Navy. Navy. Royal the speed, to evade battlecruiser the and using her excellent steering south-east attempted, by unawares, cruiser Sheffi (HMS cruiser one Southampton-class with one Edinburgh-class (HMS Belfast), (HMS Norfolk). Scenario Rules: fi Length: Game Victory and Defeat: withdrawal, the game is a draw. and her ultimate demise. forces This led to a second encounter with heavier Making a sortie into the Arctic to disrupt the Allied convoys to Russia, Scharnhorst was initially accompanied by fi accompanied by Scharnhorst was initially to Russia, a sortie to disrupt into the Arctic convoys the Allied Making the . Although damaged several times and suffering from various defects in her machinery, Scharnhorst was defects in her machinery, various times and suffering from damaged several Channel. Although the English 1943. Day luck ran out on Christmas Her lucky and happy ship. a considered for the convoy, While searching part almost no played conditions the forthcoming in weather which due to heavy events. and HMS Sheffi cruisers HMS Norfolk (HMS Belfast, British three Scharnhorst encountered After their brush with HMS Renown, the German battlecruisers Scharnhorst and Gneisenau had various adventures including including adventures had various battlecruisers the German Scharnhorst and Gneisenau brushAfter their HMS Renown, with for safety thr cheeky dash and an incredibly Atlantic a raid into the carrier HMS Glorious, aircraft of the British the sinking Death of a Giant After escaping a British cruiser group the German battlecruiser Scharnhorst continued her mission to harass Allied convoys to Russia. However, alerted by reports from the cruisers, a heavy British force centred on the battleship Duke of York was on its way to intercept. Meanwhile, the cruisers had astutely placed themselves between Scharnhorst and the convoy they were protecting. The action re-opened just after noon, when HMS Belfast detected Scharnhorst on radar and opened fi re soon after. Although it scored some hits on the British cruisers, Scharnhorst again attempted to break contact. This move brought her into range of the British force’s heavy guns. Caught between two enemy forces, Scharnhorst fl ed eastward with the British in pursuit. As the range gradually opened, it seemed that Scharnhorst might again be lucky and escape. Fleets: The Kriegsmarine player starts with one Scharnhorst-class battlecruiser (the Scharnhorst), which does not have access to radar in this battle. The Royal Navy player begins with a force of one Edinburgh-class cruiser (HMS Belfast), one Southampton- class cruiser (HMS Sheffi eld) and one Norfolk-class cruiser (HMS Norfolk) and a second force of one King George V-class battleship (HMS Duke of York) and one Fiji-class cruiser (HMS Jamaica). Historically, several British destroyers were present but these played little part in the action until the very end, at which point Scharnhorst’s fate was sealed. Pre-Battle Preparation: The German ship and both British forces are positioned on the battlefi eld as shown on the map below. Scenario Rules: The Royal Navy player has the Initiative in the fi rst turn. The Scharnhorst may not change course until turn two. No aircraft are used. This battle takes place at night and in bad weather. Game Length: The game continues until either fl eet has withdrawn or been destroyed. Victory and Defeat: If one fl eet manages to destroy the other, that side will gain victory. If the Kriegsmarine player manages to withdraw off the indicated exit point without suffering any speed loss, he will win. Historical Note: Desperately outnumbered and outgunned, Scharnhorst fought back valiantly and was able to draw away from pursuit for a time. Eventually she was slowed and crippled by damage, at which point she was fi nished off by torpedoes from the British cruisers and destroyers. Historical Scenarios

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s d ng rce rce eld as shown on the map below. on the map below. eld as shown eeing British. eeing on the fl ring 33 eeing westward and the British in pursuit. and the British eeing westward rst turn. rst eet manages to destroy the other, that side may claim victory. If the British player has any ships has any ships player the British If victory. that side may claim the other, eet manages to destroy The Italian and British forces are positioned on the battlefi positioned on are forces and British The Italian Prelude to Matapan: Part One to Matapan: Prelude If one fl If The Italian force, despite its advantage in gunpower, was reluctant to close to decisive range. Eventually the range. Eventually to close to decisive was reluctant in gunpower, despite its advantage force, The Italian The Italian player has the Initiative in the fi has the Initiative player The Italian Six turns Six The Italian player starts with a force of three Trento-class cruisers (, Bolzano and Trento) and three destroyers. destroyers. and three Trento) Bolzano and cruisers (Trieste, Trento-class starts of three player with a force Italian The ght. The result was the battle of Cape Matapan. was The result ght. oat after six turns and has sunk at least as many ships as he has lost, he is assumed to have reached the support of the main as he has lost, he is assumed to have reached oat after six turns and has sunk at least as many ships four destroyers, and the cruiser Trieste which was a little behind the rest of the Italian formation. The main British force wa force The main British formation. of the Italian which was a little behind the rest Trieste and the cruiser four destroyers, The main action was preceded by two smaller clashes. First contact was made between part of the British force, four cruisers force, an part contact was made between of the British two smaller clashes. First by preceded The main action was The Italian Navy was powerful and equipped with modern warships, but lacked aggressiveness and resolve. At Hitler’s insistent Hitler’s At resolve. and aggressiveness warships, but lacked with modern and equipped powerful was Navy The Italian a one battleship and comprising a force 1941 by of undertaken was in March the eastern Mediterranean into urging, a sweep was at sea and looking Navy Royal that something was afoot, the intelligence sources naval by Warned heavy cruiser squadron. for a fi A chase then developed as the faster Italian cruiserschase, fi gave as the faster Italian A stern chase then developed supposed to be in close support but had been delayed. Nevertheless, the British cruisers increased speed to close the range and speed to close the cruisers increased the British supportsupposed to be in close Nevertheless, but had been delayed. into a trap. certain the Italians in the hope of drawing withdrew they had been sighted, then, when they were Fleets: Other Italian forces were in the area but were not involved in this stage of the action. The Royal Navy player begins with a fo player Navy The Royal action. in this stage of the not involved were but in the area were forces Italian Other Pre-Battle Preparation: Preparation: Pre-Battle of two Leander-class cruisers (HMS Ajax and HMS Orion), one Perth-class cruiser (HMAS Perth) and one Gloucester-class and one Gloucester-class cruiser (HMAS Perth) of two Leander-class cruisers one Perth-class Orion), (HMS Ajax and HMS cruiser plus four J, K and N-class destroyers. (HMS Gloucester), Scenario Rules: Historical Note: Historical Game Length: Game Victory and Defeat: afl and escaped. force the gun range of the supporti his cruisers entered before course reversed admiral became uneasy about the situation and Italian fl with the Italians The situation was then reversed, force. British Prelude to Matapan: Part Two After pursuing the fl eeing British cruiser squadron for a time, though without achieving a decisive exchange, the Italian cruiser force fell back on the support of the battleship Vittoro Veneto and began to withdraw. Unaware of the presence of a , the British gave chase. Everything seemed to be going well for the British until the Italian battleship appeared on the horizon and 15-inch shells burst around the pursuing vessels. Fleets: The Italian player starts with a force of three Trento-class cruisers (Trieste, Bolzano and Trento) and three destroyers, plus a separate force of one Littorio-class battleship (Vittorio Veneto) and four destroyers. A third force of fi ve cruisers and six destroyers was in the vicinity but took no part in this stage of the battle. The Royal Navy player begins with a force of two Leander-class cruisers (HMS Ajax and HMS Orion), one Perth-class cruiser (HMAS Perth) and one Gloucester-class cruiser (HMS Gloucester), plus four J, K and N-class destroyers. Pre-Battle Preparation: The Italian and British forces are positioned on the battlefi eld as shown on the map below. Scenario Rules: The Italian player has the Initiative in the fi rst turn. Game Length: Eight turns Victory and Defeat: If one fl eet manages to destroy the other, that side may claim victory. If the British player can survive for eight turns, he may claim a partial victory if he has sunk or damaged at least as many ships as he has lost. Historical Note: The British cruisers made smoke and fl ed rapidly southwards with the Italians in pursuit. The Italian admiral was unwilling to press his pursuit and broke off, at which point the British cruisers rejoined the main force and began advancing once again. Historical Scenarios

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rs nd icting some every much faster and had eet was ght back with torpedoes, but were ght back with torpedoes, but were eld as shown on the map below. on the map below. eld as shown nal attack. The cruiser Pola was hit and brought to a stop. to a stop. hit and brought was The cruiser Pola attack. nal 35 rst turn. The Italian cruiser Pola has damaged engines and cannot has damaged cruiser Pola The Italian rst turn. eet has withdrawn or been destroyed. eet has withdrawn or been destroyed. ying out of Greece and Albacore torpedo bombers from HMS Formidable infl HMS Formidable torpedo bombers from and Albacore ying out of Greece Battle of Cape Matapan of Cape Battle eet manages to destroy the other, that side may claim victory. If the Italian player can get any ship player the Italian If that side may claim victory. the other, eet manages to destroy The Italian and British forces are positioned on the battlefi are forces and British The Italian eet withdrew northwards with the British force in pursuit. The Italian fl The Italian in pursuit. force with the British northwards eet withdrew If one fl If Although the Italian battleship had escaped, this part of the action was a total success for the British. Caught battleship had escaped, this part a total success for the British. of the action was Although the Italian The British player has the Initiative in the fi has the Initiative player The British The game continues until either fl The Italian player starts with three Zara-class cruisers (Fiume, Pola and Zara) plus four destroyers. The Royal Navy player player Navy Royal The four destroyers. plus and Zara) Pola cruisers Zara-class starts (Fiume, player with three The Italian red a shot before being wrecked or sunk. The Italian destroyers made a gallant attempt to fi made destroyers The Italian or sunk. being wrecked a shot before red fi their opposite numbers. met by Game Length: Game move at all. This battle takes place at night. The Valiant has been equipped with the Special Trait: Radar. Radar. Trait: has been equipped with the Special Valiant The battle takes place at night. This at all. move unawares, the Italian cruisers were engaged at almost point-blank range by a force of capital ships. None of the Italian cruise of the Italian of capital ships. None a force point-blank range by engaged at almost cruisers were the Italian unawares, Despite air attacks by Blenheims fl Blenheims air attacks by Despite Note: Historical chance to escape. However, the British were able to slow the Italian force with an air strike. force the Italian able to slow were the British chance to escape. However, bringing the enemy to As the daylight (along with any hope of would escape. force as though the Italian minor damage it looked a fi made Formidable HMS from Albacores action) was fading, six admiral left the cruisers the morning, the Italian in air cover Luftwaffe far away and expecting were Thinking that the British Scenario Rules: Victory and Defeat: off his exit edge, he may claim a partial victory a truly something from appalling situation. for salvaging After a certain amount of to-and-fro skirmishing, which proved entirely without result despite the disparity in vessel power power in vessel despite the disparity without result entirely After a certain which proved skirmishing, to-and-fro amount of fl the Italian involved, Pre-Battle Preparation: Pre-Battle Fleets: Fleets: cruiser A British plus nine destroyers. Warspite) and Barham Valiant, battleships (HMS Elizabeth-class Queen begins with three but took no part was nearby in the action. group Fiume and Zara to stand by Pola, taking the rest of his force homeward. The pursuing British made contact with the Pola and made contact with the Pola British The pursuing homeward. of his force taking the rest Pola, to stand by and Zara Fiume a the battleships group, main Italian continued to pursue the retreating force partWhile of the British her consorts radar. by in to the attack. moved their escorting destroyers Cruiser Action off As the fi ghting on Guadalcanal dragged on, Japanese ships made nightly supply runs into the island through the ‘The Slot,’ a narrow passage between Savo Island and Cape Esperance. Along the way Japanese destroyers bombarded American positions on Guadalcanal. Determined to put an end to the so-called ‘Tokyo Express,’ the Navy put to sea in October 1942 with a force of cruisers and destroyers. By coincidence, the Imperial Japanese Navy was also at sea in force. US and Japanese forces did not detect one another until they were very close. US spotter aircraft found the Japanese fi rst, but both sides were surprised and some confusion reigned. The battle was short and savage, with the Japanese force mauled and forced to fl ee back up the Slot.

Fleets: The Japanese player begins with a force of two Aoba-class cruiser (Aoba and Kinugasa), one Furutaka-class cruiser (Furutaka) and two Fubuki-class destroyers. The US player begins with a force of one New Orleans class cruiser (USS San Francisco), one Pensacola-class cruiser (USS Salt Lake City), two Brooklyn-class cruisers (USS Helena and Boise) and fi ve Fletcher-class destroyers. Pre-Battle Preparation: The Japanese and US forces are positioned on the battlefi eld as shown on the map below. Scenario Rules: The US player has the Initiative in the fi rst turn. This battle takes place at night. Game Length: The game continues until either fl eet has withdrawn or been destroyed. Victory and Defeat: If one fl eet manages to destroy the other, that side may claim victory. Historical Note: Although both sides were surprised, the Americans were less so and managed to open fi re fi rst. One Japanese cruiser, Furutaka, and the leading destroyer were sunk. US forces accidentally fi red on one another, resulting in the loss of a destroyer, while Boise was badly mauled by Furutaka before she was sunk. Historical Scenarios

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, ed on one another upon red icted serious damage under other icted serious damage under other eld as shown on the map below. on the map below. eld as shown 37 rst turn. This battle takes place at night. rst turn. eet has withdrawn or been destroyed. eet has withdrawn or been destroyed. eet manages to destroy the other, that side may claim victory. the other, eet manages to destroy Bombardment of Guadalcanal Bombardment ying out of Henderson Field on Guadalcanal before she could reach safety. she could reach before on Guadalcanal Field of Henderson ying out The Japanese and US forces are positioned on the battlefi positioned on are and US forces The Japanese If one fl If In the resulting melee, the US force was roughly handled by the Japanese battlecruisers and their escorting the Japanese handled by was roughly force melee, the US the resulting In The Japanese player has the Initiative in the fi has the Initiative player The Japanese ve Kagero-class destroyers and six Fubuki-class destroyers. The US player begins with a force of one New Orleans Orleans of one New begins with a force The US player destroyers. Fubuki-class and six destroyers Kagero-class ve The game continues until either fl The game continues until The Japanese player begins with a force of two Kongo-class battlecruisers (Hiei and Kirishima), one Nagara-class cruiser Kirishima), one Nagara-class and battlecruisers (Hiei of two Kongo-class a force begins with player The Japanese Game Length: Game Victory and Defeat: Note: Historical the was torpedoed. However, the surviving US cruisers their retreat, ran afoul of a and Juneau During destroyers. was heavily damaged. she her well 80 shells, and although her armour protected over was hit by Hiei as well. suffered Japanese bombers fl was sunk by She Led by two heavy cruisers, the US force moved to intercept the Japanese and might have infl and might have the Japanese to intercept cruisers, two heavy moved Led by the US force Fleets: and , fi (Nagara) Preparation: Pre-Battle a large force aboard eleven transport ships was assembled, for the ground campaign, Japanese High Command assigned two Command High transport Japanese campaign, eleven for the ground ships was assembled, aboard a large force intelligence sources by Warned US positions. battlecruisers, to escort a bombard them and and fourteen destroyers of miles out of positi some hundreds still were The heavy US forces in the process. of their destroyers the target, losing some the hands of a cruiser leaving the defence of the islands in force. Slot, The reached when the Japanese them. Action upon bearing down the US forces of radio intercepts through became aware the Japanese However, circumstances. ships fi US the chaotic action that followed, range of just two miles, and in was opened at the point-blank as the enemy. as well and two cruisers Helena) (USS one Brooklyn-class cruiser (USS Portland), one Portland-class Francisco), class cruiser San (USS destroyers. in company with eight Fletcher-class cruisers and Juneau) -class (USS Atlanta Scenario Rules: As the situation on Guadalcanal worsened for the Japanese, it was decided that drastic action must be taken. In November, 1942, November, be taken. In that drastic action must it was decided for the Japanese, worsened on Guadalcanal As the situation In the event, nothing went according to plan for either side. The Japanese forces became lost in bad visibility and almost miss became lost in bad visibility forces The Japanese to plan for either side. according nothing went the event, In the US Navy planned to intercept this force with a battle group centred on two powerful new and another containing battleships on two powerful centred battle group with a this force planned to intercept the US Navy carrier. an aircraft Guadalcanal Finale After suffering at the hands of the Imperial Japanese Navy off Guadalcanal, the US Navy was determined to reverse its fortunes. Two powerful new battleships were moved into the battle area, and when the Japanese came back for another attempt they were intercepted and brought to battle.

Even now, fortune was against the US. One of the two battleships, South Dakota, suffered an electrical failure that rendered her unable to shoot just as the action opened. She regained power after a time and was able to join the action.

Fleets: The Japanese player begins with a force of one Kongo-class battlecruiser (Kirishima), two Takao-class cruisers (Takao and Atago) one Nagara-class cruiser (Nagara), one Sendai-class cruiser (Sendai) and , eight Fubuki-class destroyers and one Kagero- class destroyer. The US player begins with a force of one North Carolina class battleship (Washington), one South Dakota class battleship (South Dakota), and four Fletcher-class destroyers.

Pre-Battle Preparation: The Japanese and US forces are positioned on the battlefi eld as shown on the map below.

Scenario Rules: The US player has the Initiative in the fi rst turn. This battle takes place at night.

Game Length: The game continues until either fl eet has withdrawn or been destroyed.

Optional Rules: Each time the South Dakota rolls an Attack Dice for her primary armament or attempts to use her Radar (makes a Detection roll), on a roll of a 1, roll a second d6. If another 1 is rolled, the South Dakota suffers a massive electrical failure. Her Radar may not be used and her primary and secondary armaments suffer a -1 to their Attack Dice for the remainder of the battle.

Victory and Defeat: If one fl eet manages to destroy the other, that side may claim victory.

Historical Note: Although South Dakota was hit hard and damaged, US forces had the advantage of radar and were ultimately able to drive off the Japanese force after a hard-fought action at close range. Kirishima was wrecked and had to be scuttled. Historical Scenarios

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Campaigns will th of have their their have However, lacing their iority Level: iority Level: n theory, the n theory, g the Second g the Second presented in presented ategic Targets, ategic Targets, ers will have a ers will have efeat and have efeat and have on of the world, ng to see what the eet, using 10 Fleet eet, using 10 Fleet eets. However, once However, eets. eets are required, though the required, eets are eets ready and the campaign map eets ready eets. However, we suggest players go suggest players we eets. However, nd it far more engaging than a single engaging than nd it far more to add to their games. eets for players eet movement, with each Strategic Target linked to one Target with each Strategic eet movement, 39 eet list. Once the players are gathered, the fl gathered, are the players eet list. Once cers. To this end, players must randomly roll for the Command score of every for the Command score ship must randomly roll this end, players To cers. eets. In this rulebook, we present two campaign maps, one covering the Mediterranean the Mediterranean two campaign maps, one covering this rulebook, present we eets. In Campaigns ghting for, so the campaign maps presented in this rulebookserve should so the campaign maps presented visual aids to what is as valuable ghting for, eet roster (one is available to download at www.mongoosepublishing.com) and generates a fl at www.mongoosepublishing.com) to download (one is available eet roster c, though players are welcome to create their own covering other regions of the world. In addition, new campaign of the world. In other regions covering their own to create welcome are c, though players eet should be different, so the Royal Navy, Kriegsmarine, IJN and so on may be represented, but it is okay to have the it is okay to have but Kriegsmarine, IJN and so on may be represented, Navy, so the Royal eet should be different, agships. Other than this, players are stuck with the crew they roll for, though they will have a chance to improve during a chance to improve though they will have for, they roll stuck with the crew are than this, players agships. Other eet on differing sides, with one representing a rogue faction of their government, perhaps. faction of their government, a rogue eet on differing sides, with one representing eet on the table below. and offi eets is not in their ships but in their crews ag on the map. They will also get the feeling that they have accomplished something with each target they acquire in battle. something with each target they acquire accomplished have They will also get the feeling that they ag on the map. 2d623-45-89-1011-12 Crew Green Conscript Military-Grade Veteran Elite Command Score 4 3 2 5 6 chosen, it is time to start the campaign. regard as their fl regard ships. Land-based aircraft as their parent scores Quality the same Crew counters have the campaign. All carrier-borne aircraft the fl from purchased for each wing rolled Command scores Players are allowed to swap Command scores between two of their ships – this allows them to have a decent crew on whatever they on whatever a decent crew them to have two of their ships – this allows between to swap Command scores allowed are Players Every player creates a fl creates player Every Players can limit things, of course, by grouping the players into teams and assigning them the same fl the players grouping can limit things, of course, by Players It should be noted that by using these campaign rules ‘as is,’ players may run happened durin is,’ players into situations that simply never using these campaign rules should be noted that by ‘as It fl Navy and Royal choose Italian campaign map may well using the Mediterranean example, two players For War. World ships may enter the campaign as well. and Japanese up to join in, American, French show players more if’ahead and play ‘what is always one!) who is just dyi (and there in the group a player especially if they have type battles, made of! ship) is really (or whatever Yamoto Before beginning a campaign, players need to do several things. First off, at least two players with complete fl at least two players off, First things. need to do several campaign, players beginning a Before By now, players should be familiar with all the rules used in Victory at Sea and will have played through many of the scenarios through played and will have Victory rules be familiar with all the should at Sea players used in now, By regi war for an entire campaign, a set of scenarios that depict the on an entire to embark be ready now will this book. Players crews. own among players’ created can be every and heroes effect upon the next, a profound where have battle can will fi campaign. Players an entire than playing through Victory Sea at in exciting is little more There addition, play In the road. could spell disaster down game that a defeat in their current be aware scenario as they will always victories out of the jaws of utter d experience, yank desperate with battle-hardened grow and crews chance to watch their ships their enemy clean out of the sea! the satisfaction of booting campaign! in a world-sweeping club can involved – an entire can supportmany more campaign system here at Pr chosen worth of ships (whether using counters or miniatures) Allocation Points at least 10 Fleet should have player Every every fl Ideally, Battle. fl important the invading by considered which are and the other the Pacifi along with new rules, and fl ships & Portents, maps will also appear in our magazine, Signs does not use a map for fl Victory at Sea other games, the campaign system in Unlike I within the region. strike almost anywhere the ability to time, have highly manoeuvrable and, given are others. Fleets or more elaborate. more campaign using nothing playing an entire be listed on a scrap piece of paper, could Targets Strategic available fi like to see what they are players for example, when they win the island, p , enemies name from off their crossing will enjoy happening in the games. Players own fl same type of fl number of Str These comprise a attempting to control. are all the players the area then choose the campaign map showing Players Starting Fleets A Note on Authenticity Beginning the Campaign Beginning the Allocation Points worth of ships chosen at Priority Level: Battle. Battle. Level: worth of ships chosen at Priority Allocation Points Command and the wor the High from vessels exactly what he is getting when he requisitions be sure an admiral can never However, in their fl many fl Campaigns

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Campaigns uring ght and challenge fi ght a newght out before out before ic Target and ic Target mes more than than mes more ght! fi longs to another h players move to move h players ’s initiative roll for roll initiative ’s eet dedicate a certain exible in responding to exible in responding eet roster may only take eet roster the fl ts but also requires ght multiple battles in the same turn if the other players all ght multiple battles in the same turn eet. 41 nd himself having to fi ght, the player who nominated the Strategic Target to be fought over must roll on the must roll to be fought over Target who nominated the Strategic ght, the player ghting a battle with that player’s fl ghting a battle with that player’s in the initiative chooses not to occupy a target, the choice falls to the next player the second player ght a battle. If eet lacks a suitable aircraft carrier, re-roll this scenario. re-roll carrier, eet lacks a suitable aircraft 1d6123456 Scenario All costs At Blockade Clash * Carrier Duty Convoy Ships Supply Victory Sea at with what. the same turn. This means as the campaign draws on and casualties increase, players will have to be very about who they will have players careful increase, This means as the campaign draws on and casualties the same turn. Once it has been decided what the player who won the initiative is doing, the next player in initiative order chooses a Strateg order in initiative is doing, the next player who won the initiative it has been decided what the player Once in a turn. player been nominated by a previous that has already Target may not choose a Strategic He the same process. follows and do not Targets Strategic spare may be fairly light in combat if most players choose to occupy Turn a Campaign this way, In may fi the other hand, a player one another much. On targets he possesses! Strategic turn against him and launch attacks on several ship on a fl is one golden rule to bear in mind. Every there however, planning an ocean-spanning offensive, Before it may not be used in another d ship has been used it in one engagement Once Turn. part in one engagement during every Campaign * If either fl * If table below to determine which scenario will be played. During this scenario, he will be regarded as the attacker. as the this scenario, he will be regarded During to determine which scenario will be played. table below order, and so on. If the attacking player is not challenged in this way, he gains the Strategic Target automatically without a Target he gains the Strategic is not challenged in this way, the attacking player and so on. If order, been determined that two players will fi it has Once player, he moves to the next phase, fi he moves player, it, in which case, bot may also decide to occupy order in the initiative unoccupied, the next player the target is currently If to fi the next phase in order The player who wins the Initiative phase selects any one Strategic Target that he does not currently possess. If this target be possess. If that he does not currently Target Strategic phase selects any one who wins the Initiative The player As with the main game, initiative is rolled for by using 2d6, re-rolling all ties. However, a –1 penalty is applied to a player a –1 penalty is applied to all ties. However, using 2d6, re-rolling for by is rolled As with the main game, initiative the next can begin. By the end of each campaign turn, it is quite possible that every turn, it is quite possible end of each campaign the battle (someti fought a have would begin. By the next can player changed hands. likely to have are Targets Strategic one!) and several phases. of the following consists Turn Each Campaign Targets 1. Initiative Scenario 2. Select Engagement 3. Generate Experience 4. Fight 5. Ship 6. fi to ready with players begins, Turn phase, a new Campaign every and Reinforcements performedOnce has player the Repairs and Reinforcements Repairs the campaign map. of battles in an attempt to dominate round brings all sorts of benefi Target a Strategic holds. Possessing he currently Target every Strategic Just as with normal games in Victory at Sea, campaigns have turns that are divided up into phases, each of which must be played up into phases, each of divided turns that are have campaigns Victory at Sea, in as with normal games Just Generate Scenario Select Targets Initiative The Campaign Turn The Campaign portion of its resources to maintaining patrols and security watches on the facilities, which in turn makes it less fl and security watches on the facilities, which patrols to maintaining portion of its resources the actions of the enemy. The Priority Level of the scenario is also randomly decided, using the table below. However, both players may infl uence the result of this roll if they wish. Before rolling, each may secretly mark down a modifi er from –3 to +3 on a scrap piece of paper. Once the die is rolled, both players reveal their modifi ers and apply them to the die roll for a fi nal result.

2d6 Priority Level 4 or less Patrol 5-6 Skirmish 7-8 Raid 9-10 Battle 11 or more War As usual, each player has fi ve Fleet Allocation Points to spend, though the specifi c scenario may force alternate points values. Players choose ships from their fl eet rosters to use in the scenario but may not take a fl eet that has a greater value than that rolled for.

Players should also be warned that if they are fi ghting multiple battles in a turn or have a battered fl eet after several losses, they may not be able to fi eld a large enough force to use all their Fleet Allocation Points. In this case, a smaller fl eet will be taken to the battle and will have to fi ght that much harder! Players are never required to fi eld a fl eet that uses all their Fleet Allocation Points, even if their opponent does. One player should roll a die – on a fi ve or more, the scenario will be fought using the Bad Weather rules. This roll cannot be modifi ed in any way, as players do not have control of the weather!

However, they can infl uence when the battle is fought. If one player wishes to fi ght at night but the other does not, both roll a die. If the one hoping for night rolls higher, then the Night Battle rules are used. If both players wish for a Night Battle, it occurs automatically.

Fight Engagement Once it has been decided who is fi ghting whom and which scenarios are being used, it is time to hit the tabletop and begin playing Victory at Sea. If players fi nd that they are waiting for a battle because their opponent is currently fi ghting someone else, take the opportunity for a break and a quick snack or, alternatively, start heckling the others as they play! Every player will get to fi ght soon enough. . .

The victor of the battle will either retain or gain the Strategic Target over which he and his opponent were fi ghting. This is immediately added to his fl eet roster and may be used in later phases of the same turn. If a battle ends in a draw, the Strategic Target remains in the possession of the player who possessed it originally (or remains unoccupied if no player had it on his fl eet roster).

Any ships destroyed during the battle are crossed off the fl eet roster. All existing damage (including effects of critical hits) are also noted on the fl eet roster. Campaigns Players should collaborate to form a strong narrative for the campaign – it is all very well rolling up scenarios and Strategic Targets randomly but it is much more fun devising reasons why fl eets are fi ghting at any one particular time. For example, a Kriegsmarine fl eet may have decided to attack a Royal Navy-held harbour at . Generating a scenario results in a Raid level Blockade. After a brief discussion, the two players may decide the Kriegsmarine are attempting to stop all supplies to the main fl eet in Gibraltar and it is vital that several Royal Navy warships, loaded with food and ammunition, break through the blockade to enable the rest of the fl eet to continue fi ghting. If they fail, the rest of the fl eet will go be forced to conserve food and ammunition and the harbour will have to be relinquished to the Kriegsmarine as an alternative supply post must be found. Once players get into the swing of the campaign, they will fi nd it relatively easy to continually come up with reasons for fl eets to fi ght, no matter what scenarios are generated.

Once all battles have been fought and won, it is time for the victor to enjoy the spoils and for the loser to count the cost.

Ship Experience Battle is a crucible through which crews learn or die and the greenest crew may become battle-hardened veterans before the campaign is through.

During every battle, ships will acquire Experience Point (XP) Dice for various actions they successfully perform. These actions are summarised in the table below.

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Campaigns an the it full- his and number ship on that directly that directly o happen. own its t from for one ship to e token, to gain 43 red by or at the ship), a Damage roll, a Command check – anything that may directly a Command check – anything that may directly roll, or at the ship), a Damage by red ve. This is how many Damage points can be recovered on the ship. Note a ship’s Damage points Damage a ship’s Note on the ship. points can be recovered many Damage This is how ve. eet rosters. eet Action Level Priority ship of lower enemy Destroys Levelship of same Priority enemy Destroys one higher Level ship of Priority enemy Destroys two higher Level ship of Priority enemy Destroys higher three Level enemy ship of Priority Destroys four higher Level enemy ship of Priority Destroys enemy ship an Crippling Crew ship to a Skeleton an enemy Reducing on the winning side in the battleBeing 1 3 battle on the losing or drawing side in the Being 2 4 CrewSkeleton to a reduced Being 5 6 down) it (round for destroying XP Dice Half 1 2 Gained XP Dice down) it (round for destroying XP Dice Half Quality) -2 (and lose one point of Crew destroying the enemy ship. In this case, only the XP Dice for destroying the ship are gained. However, it is perfectly possible gained. However, the ship are for destroying this case, only the XP Dice In the enemy ship. destroying it in a later attack. for destroying reward and another gain the full XP Dice for crippling an enemy ship, gain XP Dice XP Dice. to less than zero be reduced A ship may never A ship may only benefi below. or they may be spent immediately as shown Turns Campaign for future may be saved XP Dice be applied to another ship. and the effects may never XP Dice XP Dice for crippling an enemy ship or reducing it to a Skeleton crew, a ship must have delivered the attack that caused this t the attack delivered have a ship must crew, it to a Skeleton an enemy ship or reducing for crippling XP Dice for both t earn XP Dice may not It Crew. it to a Skeleton for both crippling an enemy ship and reducing A ship may earn XP Dice To destroy an enemy ship, a ship must deliver the killing blow – the attack that actually destroys the enemy vessel. By the sam By enemy vessel. the the attack that actually destroys – the killing blow a ship must deliver ship, an enemy destroy To Any number of XP Dice may be kept aside, ready for use in future battles. Each XP Die spent allows a player to re-roll one die to re-roll a player spent allows Die battles. Each XP for use in future may be kept aside, ready Any number of XP Dice player’s current Command score, it will be raised by one point. Players may only attempt this once every Campaign Turn for each Turn may only attempt this once every one point. Players Campaign by it will be raised Command score, current player’s any Roll making it battle worthy may be expended trying once more. to a ship, Any number of XP Dice apply makeshift repairs to (either fi Die This may be an Attack affects the ship. may be found on page 2. re-rolls The rules governing affect the ship expending XP Dice. Players may spend one XP Dice in an attempt to improve the Command score of a ship. Roll the XP Dice. If the score is higher th is higher the score If the XP Dice. Roll of a ship. the Command score to improve in an attempt may spend one XP Dice Players their fl fi by and multiply the result of XP Dice in this way and must awa may not use XP Dice been Crippled which have Ships their original number. to above cannot be increased scale repairs, as detailed below. as detailed scale repairs, Tactical Judgement Increase Command Refitting An experienced crew instinctively knows how to get the best performance out of their ship, how to requisition the best materials and how to improve upon a basic design. For every two XP Dice a player expends, he may roll once on the table below. This may be done any number of times, so long as the player has enough XP Dice. Effects are not cumulative (for example, a +2 bonus cannot be applied to Command checks by getting Superior Rudder Control twice). If any results cannot be applied to a ship for any reason, re-roll them.

1d6 Refi t 1 Reinforced Superstructure: The ship gains an additional point of Damage for every 10 points of Damage (round down) it already possesses. 2 Radar: The ship gains the Radar Special Trait. see the Radar rules in the Advanced Rules chapter. (German ships who receive this advantage that already have Radar are no longer limited by the German Special Rules for Radar.) 3 Improved Anti-Aircraft Batteries: The ship’s Anti-Aircraft weapons gain an additional one AD. 4 Additional Weapons Fitted: The ship’s Secondary Weapons gain an additional one AD. 5 Superior Rudder Control: Add a +1 bonus to any Command checks made during a Come About! action. 6 Auxiliary Hanger: The ship immediately gains Aircraft one (or +1 if it already possesses the trait). Other Duties An experienced crew can usually be assured of getting the best missions when not in direct battle – ‘sweet’ or ‘plum’ assignments, they are called. For every two XP Dice expended, player may roll once on the table below. This may be done any number of times, so long as the player has enough XP Dice. Effects are not cumulative (for example, a New Captain cannot twice gain more than two Special Actions in a turn). If any results cannot be applied to a ship for any reason, re-roll them.

1d6 Other Duty 1 New Captain: A new Captain takes command of the vessel – a highly decorated, even legendary Captain. Once per battle, the ship may attempt to take two Special Actions in the same turn. 2 Now You See Me. . .: This ship has been conducting scouting exercises all over the region, forcing other fl eets to chase it as it gathers crucial information. Player gains a +2 bonus to his Initiative for the next Campaign Turn. 3 Commerce Raid: A successful strike at an enemy’s supply convoy nets good results. Choose one enemy fl eet. He immediately loses 1d6 RR points. 4 Diverting Strike: Launching a lightning attack, the ship strikes at the heart of an enemy’s territory, causing him to draw ships away from his main force. Choose another player’s fl eet. In its next battle, it has one less Fleet Allocation Point available.

Campaigns 5 Elite Engineers: The elite engineering offi cers of another ship have been assigned to serve aboard this vessel. Add a +1 bonus to any Command checks made during Damage Control. 6 Assistance Rendered: A timely rescue mission to an Allied ship in distress is well rewarded. Player may immediately add any one ship of his choice of Raid level or less to his fl eet roster. This ship may be drawn from a fl eet list other than his own, either Axis or Allies, as appropriate. Repairs and Reinforcements Even after just one battle, players are likely to have several badly damaged, maybe even crippled warships in their fl eets. After a few more campaign turns, a fl eet is going to begin looking more like a fl oating junkyard!

This, of course, will never do and players will be interested in keeping their ships as battle worthy as possible. They will also look to reinforce their positions in the campaign by bringing in entirely new ships and, potentially, expanding their fl eets beyond their original size.

During this phase, every player will automatically receive 10 Repair and Reinforcement (RR) points, which will be used to repair damaged ships, replace lost crew and call for reinforcements from the High Command. The total number of RR points each player will receive is modifi ed by the events listed below.

Event RR Points Player captures a new Strategic Target this turn +10 Player loses a Strategic Target this turn -15 For every Strategic Target the player possesses +10 These RR points may be spent in the following ways. It is not compulsory for a player to spend all his RR points every turn, and they may be saved for spending in future turns.

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Campaigns ey have ey have The ship eet roster ite impossible eet to bring in core permanently core eet but instead use eet roster is destroyed. We We is destroyed. eet roster ve or more for the player who player for the or more ve eet roster as normal, fully repaired as normal, fully repaired eet roster that a carrier need not be with ecting an must have ship that has been Crippled eet. A rst. He can lord it over his fellow players and boast players his fellow it over can lord rst. He eet. sh from the HMS Ark Royal, for example, as a Patrol level choice, level a Patrol for example, as Royal, the HMS Ark sh from all others. eet to claim victory over 45 eet has been completely destroyed. ights from a player’s purchases must be kept ‘spare’ until he suffers more losses until he suffers more must be kept ‘spare’ purchases a player’s ights from ights of Swordfi ight was only damaged and/or driven away. It can be re-added to its fl can be re-added It away. and/or driven ight was only damaged eet at the beginning of the game and represents, if not its actual homeland, its main base of if of the game and represents, eet at the beginning ve lost Damage points from any ship in the fl any ship points from lost Damage ve eet roster by spending an amount of RR points shown on the table below. Players may only Players on the table below. amount of RR points shown spending an by eet roster been lost. will have cers and ratings ights based on aircraft carriers as land-based aircraft where allowed, refl allowed, where carriers as land-based aircraft on aircraft ights based eet list that was originally selected. ight was destroyed), the fl ight was destroyed), eet that holds this Strategic Target will earn a bonus 1d6 RR points in the Repairs and Reinforcements phase phase and Reinforcements will earn a bonus 1d6 RR points in the Repairs Target eet that holds this Strategic ights as normal in order to replace losses their aircraft carriers might suffer. A carrier may never take on more take on more A carrier may never carriers might suffer. losses their aircraft to replace ights as normal in order eet that possesses them. When creating personalised campaign maps, players may place similar Strategic Targets Targets personalised campaign maps, players may place similar Strategic When creating eet that possesses them. This Strategic Target forms a vital link to the wider world outside the campaign map, allowing the possessing fl allowing forms a vital link to the wider world outside the campaign map, Target This Strategic This port belongs to the listed fl ights of aircraft lost in battle and roll a die for each one. On the roll of a four or more (fi of a four or more the roll a die for each one. On and roll lost in battle ights of aircraft ve RR points spent on it before any repairs may be performed. may any repairs spent on it before RR points ve eet in order to support it with aircraft – it can be many miles away. Players need not take the aircraft carrier itself in a fl need not take the aircraft Players to support – it can be many miles away. it with aircraft eet in order Priority Level of Ship/Wing Level Priority Patrol RR Points SkirmishRaidBattleWar 5 10 15 20 25 ights than it started the campaign with, and so any ‘spare’ fl ights than it started the campaign with, and so any ‘spare’ ights of aircraft as if they were land-based, taking three fl land-based, taking three as if they were ights of aircraft additional fi negate. cost one RR point to critical hits will systems. Other critical hits to vital any be spent repairing RR points may Two no matter what its condition. for complete repairs, Command back to the High send a ship may voluntarily addition, a player In to its fl it will be returned but after this period, Turns for a two full Campaign will be out of commission of any damage. or create new ones with their own special rules. new ones with their own or create Port: Home some greater value to the fl value some greater and can use them. can use fl a player Furthermore, fi Targets Strategic all available who can capture The winner of the campaign is the player on our two example campaign maps have special properties. Rather than being simple harbours or ports, th Targets Strategic Some fl been fought and won, it will be time for one fl After many battles have lost the battle in which the fl immediately. fl may also purchase Players automatically loses the campaign if every in the next campaign. A player that he will do twice as well ship on his fl suggest he just slink away and hope no one notices him. . . Gather all fl Gather purchase ships from the same fl ships from purchase A player may purchase new may purchase ships for his fl A player Each RR point may be expended to replace 10 lost Crew points from any ship in the fl any ship in the from points 10 lost Crew expended to replace Each RR point may be If a ship has been reduced to a Skeleton Crew, the player may recruit crew for it as normal but it will have its Crew Quality s Quality its Crew for it as normal but it will have crew may recruit the player Crew, to a Skeleton a ship has been reduced If many experienced offi one, as by reduced Each RR point may be expended to replace fi to replace may be expended Each RR point Special Strategic Targets Victory and Defeat Aircraft Reinforcements Recruiting Repairs a fl fl choice. carrier as a Raid level rather than the entire This port by thousands of soldiers, making it qu defended and is likely to be garrisoned is extensively operations in the area. during the time frame of the campaign. to capture unless his fl player the owning be taken from may never Port A Home Supply Line: Supply supplies far more easily. The fl easily. supplies far more of every campaign turn. The Fleet Lists This book details all the ships available to the various fl eets of the world, as well as the fl eet lists by which players can pick fair and balanced forces for the scenarios in this book. Though players are not restricted to using these fl eet lists for their own games (they may want to re- enact a battle from history, for example), when using them they can be reasonably certain that every fl eet in a game has a reasonable chance of defeating any other. Priority Levels Every ship detailed in this book has a Priority Level, which is derived from how powerful the ship is in game terms and for what engagements the vessel is commonly used. Ships with heavier armour, greater speed and more weapons have a correspondingly higher Priority Level. In the Royal Navy fl eet list, for example, a Queen Elizabeth-class battleship is Priority Level: Battle while a Southampton-class cruiser is Priority Level: Raid. This means that, all else being equal, a Queen Elizabeth is twice as capable as a single Southampton. When playing a scenario, such as those detailed in this book, players will need to decide on a set number of Fleet Allocation Points that every fl eet is allowed to spend. Players may buy ships at their listed cost but their total may never exceed this fi xed value. The default number of Fleet Allocation Points given in this book is fi ve, though players are free to experiment with larger or smaller forces in their games. In addition, the type of engagement can have a profound effect on the types of ships available. After all, no navy will send a huge battleship on routine patrols around home waters. Such vessels are expensive to construct and run, and will never go to battle unless supported by a fl eet of escorts. The chance of losing such a mighty ship to a freak accident or attack is just too great. There are fi ve Priority Levels in Victory at Sea. They are, in ascending order, Patrol, Skirmish, Raid, Battle and War. Each Fleet Allocation Point will buy one ship of the same Priority Level as chosen for the scenario. However, players may also purchase ships of a higher Priority Level (though they will have fewer of them) or ships of a lower Priority Level (and thus have more), or any mix of the above. The Fleet Allocation table demonstrates how many Fleet Allocation Points may be spent on purchasing ships of different Priority Levels to the scenario being played. A ship more than two Priority Levels higher than the scenario being played can never be purchased. Fleet Allocation Difference in Priority Level Points Cost Ship is same Priority Level as scenario One per ship/squadron Ship is one Priority Level higher than scenario Two per ship/squadron Ship is two Priority Levels higher than scenario Four per ship/squadron The Fleet Lists Ship is one Priority Level lower than scenario One point buys two ships/squadrons Ship is two Priority Levels lower than scenario One point buys three ships/squadrons Ship is three Priority Levels lower than scenario One point buys four ships/squadrons Ship is four Priority Levels lower than scenario One point buys six ships/squadrons The Fleet Lists Once the Priority Level of the scenario has been decided, players can start choosing ships from the relevant sections of their fl eet lists. When choosing ships, players should make sure they can represent each one properly on the tabletop, whether they are using counters or miniatures. There is nothing worse than a player fi nding out that the Kirisima he was about to attack is, in fact, supposed to be the Yamoto. Command The fl eet lists included in this book assume that all ships have a Military-Grade crew – that is, a Command score of four. However, players might like to experiment with random Command scores, as detailed in the Campaigns chapter. This will lead to far more realistic battles and should be the natural choice of all advanced players. In Service Dates Every ship within the fl eet lists has an In Service Date, a range of years during which the ship can be used. As an optional rule, players might like to decide on a specifi c year for each scenario or campaign. Squadrons Once players have chosen their fl eets for the upcoming scenario, they are free to organise two or more of their ships into squadrons. Using squadrons allows players to move large numbers of ships quickly and tends to concentrate fi repower in specifi c parts of the battlefi eld. The full rules for using squadrons are covered in the Advanced Rules chapter.

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The Royal Navy

, ) g d

ver, ver, World World steadily eliminated as the ciencies were ghting hard in all theatres. Many actions Many in all theatres. ghting hard 47 re control radar. These defi radar. control re rst-line modern naval force, but they did perform force, sterling servicerst-line modern naval in

c in an ill-fated attempt to stem the Japanese advance. Cruisers and destroyer forces forces Cruisers and destroyer advance. c in an ill-fated attempt to stem the Japanese

otillas on the English Channel. Task forces were assigned to many distant areas, often in response to often in response assigned to many distant areas, were forces Task Channel. otillas on the English ung empire. As a result of the Treaty of Washington, which restricted the size and numbers of new-built the size which restricted Washington, of Treaty of the As a result ung empire. The Royal Navy Royal The Not counting Commonwealth units, the Royal Navy deployed over 3,300 ships of all types during World War II. The main II. War World 3,300 ships of all types during over deployed Navy units, the Royal counting Commonwealth Not further with lighter forces south and stron and , home waters, mainly at was kept concentrated in battle force In addition to the battleship forces, the Royal Navy maintained a handful of fast battlecruisers maintained a handful – some of them quite old – and Navy the Royal addition to the battleship forces, In in targets rather than with some success, mainly against naval deployed and were fairly strong, were submarine forces British perform submarines would and the expectation that British War World First the experiences of the raiding. Despite commerce inadequate at the start of the war. sterling service were anti-submarine forces the Second, in years went by. by. went years motor torpedo boats (MTBs including destroyers, cruiser and light forces a strong force by backed These were carriers. aircraft and motor (MGBs). and MTB/MGB fl destroyer raids or a crisis in the region, but the Royal Navy could not be strong everywhere. Lone cruisers and small destroyer squadrons everywhere. Lone cruisers could not be strong small destroyer and Navy but the Royal raids or a crisis in the region, These old and slow ships were not up to combat against a fi not up to combat against ships were These old and slow during discovered possible, updated its ships to eliminate weaknesses had, where Navy the Royal budget restrictions Despite armament was somewhat Anti-Aircraft and communications technology. in propulsion I and to incorporate advances War World ships lacked fi of hostilities, and British lacking at the outbreak do!’ ethos, fi traditional ‘can up to its lived Navy the Royal Although badly stretched, against raiders, in the Mediterranean commerce against German and the Atlantic capital ships saw action in the Arctic British into the Pacifi and ventured forces Italian World War II Britain had far more battleships than most other nations, but they generally had smaller guns than those built to battleships than most had far more II Britain War World also somewhat slow. ships were design. Many the most recent surface German Since convoys. sometimes included in the escort for Atlantic force example, old battleships were For some areas. the that could seriously harm them, i.e. a battleship, a vessel including not to engage any convoy raiders had standing orders otherwise from attacks. devastating many convoys saved of these aging warriors may have presence many areas. to cover available all that were were forces, or Commonwealth affairs for These were routes. such as the endless antisubmarine operations of the convoy critical but less than glorious, were that the Second it was here , not the stuff of glorious legend – yet escort trawlers, and are armed carriers and even of war. in all theatres the big guns of the battleships and cruisers a vital role played kind and larger vessels. but also in surfacefought worldwide, mainly against submarines and aircraft actions against their own Since the Royal Navy already possessed many powerful units, construction most modern designs was very of the many powerful possessed already limited, and Navy the Royal Since of this meant that at the outbreak to soldier on. Among other things, required not possible for all those vessels upgrades were on all ships; howe improved steadily important, and air defences were carriers became increasingly on, aircraft As the war went capital ships, Britain went to war with mainly -vintage vessels, plus those subsequently curtailed by the Washington curtailed plus those subsequently the vessels, I-vintage by War World to war with mainly went capital ships, Britain was little money for new ships. there the wake of the treaty to ruin. In been lost. have might well War The Royal Navy of Great Britain was the world’s greatest navy at the outbreak of World War II, as might be expected from an II, as might be expected from War World of navy at the outbreak greatest was the world’s Britain of Great Navy The Royal with a far-fl island power With interests in every part of the world, Britain needed large numbers of ships to cover her trade routes and her foreign and her foreign her trade routes in every of ships to cover needed large numbers interests partWith Britain of the world, lea would eventually assets that spending on naval was to curb the increasing treaty Washington for the reason territories. One Treaty built in the post-war naval race. naval built in the post-war Treaty The great fl eet actions planned for and desired by the architects of the Royal Navy did not materialise during World War II, but the Royal Navy adapted well to the war it was destined to fi ght, and emerged with great honour.

The Royal Navy Fleet List The following forms the entire fl eet and aircraft list for the Royal Navy:

Priority Level: Patrol Priority Level: Raid J, K and N-class destroyer Ark Royal-class aircraft carrier S-class submersible Edinburgh-class cruiser Tribal-class destroyer Fiji-class cruiser squadron (three fl ights) Gloucester-class cruiser Fairey Swordfi sh squadrons (four fl ights) Norfolk-class cruiser Grumman Martlet (three fl ights – use Wildcat on page 74) Southampton-class cruiser Hawker Hurricane squadron (two fl ights) Supermarine Seafi re squadron (two fl ights) Priority Level: Battle Queen Elizabeth-class battleship Priority Level: Skirmish Renown-class battlecruiser Leander-class cruiser Perth-class cruiser Priority Level: War T-class submersible Hood-class battlecruiser York-class cruiser King George V-class battleship Bristol Beaufi ghter squadron (three fl ights) Nelson-class battleship Illustrious-class aircraft carrier

Ark Royal-class Aircraft Carrier

Ships of this class: Ark Royal

One of the most famous carriers of the war, the Ark Royal

The Royal Navy received many battle honours in its service. The fi rst enemy aircraft shot down by the was with one of her Blackburn Skuas, while her bombers sank the German cruiser Konigsberg, the fi rst example of a capital ship being sunk by an attack from the air. Better remembered is the Ark Royal’s role in the sinking of the Bismarck, where her Fairey Swordfi sh launched a torpedo attack that damaged its rudder, leaving it vulnerable to the rest of the fl eet. In 1941 she was struck by a torpedo and sank while under tow.

Speed: 6 in. Armour: 3+ Special Traits: Carrier Turning: 1 Damage: 29/9 In Service: 1938 Target: 4+ Crew: 63/21 Aircraft: Six fl ights of Fairey Swordfi sh and four fl ights of Fairey Fulmars

Weapon Range AD DD Special Secondary Armament 14 4 1 Weak AA 5 10 — —

Length: 800 ft. : 28,143 tons Speed: 31 kts. Crew: 1,580

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The Royal Navy ret ret 980 850 Crew: Crew: Crew: 31.5 kts. 32.5 kts. 49 Speed: Speed: Speed: Speed: Aircraft 2, Radar Aircraft Aircraft 3, Radar Aircraft 1940 1939 10,450 tons 10,450 tons 12,675 tons 12,675 tons Special Traits: Traits: Special Service: In In Service: In Special Traits: Traits: Special 11/3 3+ 13/4 Displacement: Displacement: Displacement: Displacement: 3+ 39/13 34/11 Damage: Damage: Crew: Crew: Armour: Armour: Damage: 2 2 538 ft. 579 ft. 5+ 7 in. 5+ 6 in. giving the ships an unusual appearance. raised, were The aft turrets cations. Weapon (3 x 6 in)Turret A (3 x 6 in)Turret B (3 x 6 in)Turret X (3 x 6 in)Turret Y Secondary Armament 26AA 26 TorpedoesPort Range 26 TorpedoesStarboard 26 14 1 10 AD 10 1 1 1 2 5 1 DD 2 1 2 1 1 1 Special Weak Twin-Linked, 3Weak Twin-Linked, Weak Twin-Linked, 4 4Weak Twin-Linked, Weak — One-Shot AP, One-Shot AP, — Weapon (3 x 6 in)Turret A (3 x 6 in)Turret B (3 x 6 in)Turret X (3 x 6 in)Turret Y Secondary Armament 26AA 26 TorpedoesPort Range 26 TorpedoesStarboard 26 14 1 10 AD 10 1 1 1 3 5 1 DD 2 1 2 1 1 1 Special Weak Twin-Linked, 5Weak Twin-Linked, Weak Twin-Linked, 4 4Weak Twin-Linked, Weak — One-Shot AP, One-Shot AP, — Length: Of compact design, Fiji class cruisers were considered to be the way forward for light cruisers in the early 1940s. The ‘X’ to be the way forward tur for light cruisers considered 1940s. in the early cruisers class were compact design, Fiji Of Ships of this class: , Ceylon, Fiji, Gambia, Jamaica, Kenya, Mauritius, Newfoundland, Nigeria, Trinidad, Trinidad, Nigeria, Newfoundland, Mauritius, Kenya, Jamaica, Gambia, Ceylon, Fiji, of this class: Bermuda, Ships Uganda Length: Turning: Turning: Target: Speed: Target: survived 1944. HMS Fiji all by late 1941 and from some ships in was deleted from is Trinidad bombs. HMS later by being torpedoed but was sunk some months though she survived this. Both HMS famous for managing to torpedo herself, though survived and HMS Uganda, being torpedoed and Newfoundland Kenya managed to make port after a guided bomb than a year, out of action for more her aft engine room. wrecked Speed: Speed: Designed to displace 10,000 tons standard, these ships exceeded their original their original ships exceeded these standard, 10,000 tons to displace Designed specifi 1942 due 1939 to October of service was out HMS Belfast November from submarine- by was seriously damaged HMS Edinburgh to mine damage while of the damage), but survived off as a result (her stern broke launched torpedoes one sinking days later, three destroyers by an attack long enough to repulse sustained in this action, of damage had to be scuttled as a result of them. She however. Ships of this class: Belfast, Edinburgh of this class: Ships Turning: Fiji-class Cruiser Edinburgh-class Cruiser Edinburgh-class Gloucester-class Cruiser Ships of this class: Gloucester, Liverpool, Manchester Enlarged versions of the Southampton class, these ships were designed to have better protection for the main armament in particular and better armour in general. HMS Gloucester was lost after being hit by several (probably four) large bombs and HMS Manchester was put out of action for nine months by a torpedo hit and returned to service only to be hit again. The second time she had to be scuttled. HMS Liverpool’s bow was blown off by an internal explosion after being hit by a torpedo but she survived this and another torpedo hit in 1942 which put her out of action until the very end of the war. Speed: 7 in. Armour: 3+ Special Traits: Aircraft 3 Turning: 2 Damage: 12/4 In Service: 1938 Target: 5+ Crew: 35/11

Weapon Range AD DD Special A Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak B Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak X Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak Y Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak Secondary Armament 14 2 1 Weak AA 5 4 — — Port Torpedoes 10 2 4 AP, One-Shot Starboard Torpedoes 10 2 4 AP, One-Shot Length: 558 ft. Displacement: 11,650 tons Speed: 32.5 kts. Crew: 883 Hood-class Battlecruiser Ships of this class: Hood At one time, the HMS Hood was possibly the most famous ship in the entire world. It was certainly the largest afl oat and

The Royal Navy represented supreme British seapower. With 15-inch main guns, she also remained one of the fastest warships on the sea though this came at the expense of armour. During the Second World War the Hood remained attached to the Home Fleet and also took part in the sinking of the French fl eet at Oran. She was sunk by the Bismarck in May 1941 during one of the more controversial naval engagements of the war. Accurate shelling from the German ship caused a massive explosion on the Hood, which sank within minutes, leaving only three survivors. Theories continue to be explored as to why this happened but many believe a high-trajectory shot from the Bismarck pierced the thin deck armour of the Hood to explode its magazines. In any event, it was certainly one of the more spectacular deaths of any capital ship. Speed: 6 in. Armour: 5+ Special Traits: Torpedo Belt Turning: 1 Damage: 41/13 In Service: 1920 Target: 4+ Crew: 59/19

Weapon Range AD DD Special A Turret (2 x 15 in) 33 2 3 AP B Turret (2 x 15 in) 33 2 3 AP X Turret (2 x 15 in) 33 2 3 AP Y Turret (2 x 15 in) 33 2 3 AP Secondary Armament 14 4 1 Weak AA 5 7 — — Port Torpedoes 10 2 4 AP, One-Shot Starboard Torpedoes 10 2 4 AP, One-Shot Length: 860 ft. Displacement: 46,680 tons Speed: 31 kts. Crew: 1,477

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The Royal Navy ights of 183 1,250 Crew: Crew: Crew: Crew: ight of Fairey Fulmars and three fl and three Fulmars ight of Fairey sh, one fl one sh, 30 kts. 36 kts. eet at eet 51 Speed: Speed: Speed: c Fleet. With ights of Fairey Swordfi ights of Fairey Armoured Deck, Carrier Deck, Armoured Agile 1938 1940 Three fl Three 28,661 tons 28,661 tons 1,690 tons Special Traits: Special Service: In In Service: In Aircraft: Special Traits: Traits: Special with great sh disabled or sunk their targets long- eet is to keep pace with other 3/1 2+ 29/9 Displacement: Displacement: Displacement: 3+ 50/16 7/2 otillas or groups, eight each of ships with eight otillas or groups, Crew: Damage: Damage: Armour: Armour: Crew: Crew: Armour: Damage: 2 1 357 ft. 753 ft. 6+ 7 in. 4+ 6 in. WeaponSecondary ArmamentAA Torpedoes Port/Starboard ChargesDepth 12 10 Range 3 1 4 5 AD 4 1 4 DD 1 Weak Special One-Shot AP, 2 — Slow-Loading — WeaponSecondary ArmamentAA 14 Range 1 5 AD 1 DD 11 Weak Special — — Target: Target: Length: Turning: Turning: ranged warships and provide them with an effective screen against against screen them with an effective ranged warships and provide a class of The J, K and N class was small, short-ranged attackers. a They were launched in 1938. Navy of the Royal 24 destroyers with a heavier torpedo armament, after to a smaller vessel, return The ships torpedoes. guns over class that emphasized Tribal the fl built in three were The role of the destroyer in a fl of the destroyer The role Speed: Length: names beginning with J-, K- and N-. , where her Fairey Swordfi her Fairey where Taranto, Martlets) (called Target: Wildcats Designed as the next generation of advanced carriers, the Illustrious-class Illustrious-class carriers, the of advanced next generation as the Designed a similar amount. Greater but displaced shorter Royal than the Ark were could be carried. and so less aircraft however, hanger, armour meant a small fl for her part attack on the Italian in the best known is The Illustrious Ships of this class: Formidable, Illustrious, Victorious Illustrious, Formidable, of this class: Ships was the Illustrious servicesuccess. After celebrated Mediterranean, in the later to see service and then the Pacifi with the Eastern Fleet Speed: the cessation of hostilities, she took partthe cessation of hostilities, in the initial deck-landing trials for jet aircraft. Turning: J, K and N-class Destroyer Illustrious-class Aircraft Carrier Aircraft Illustrious-class King George V-class Battleship Ships of this class: Anson, Duke of York, Howe, King George V, Prince of Wales

Built to defend Britain in the war that was clearly coming, the King George V-class of battleships compromised only with their main armaments, which were reduced to 14-inch guns to fulfi l treaty obligations. However, by mounting 10 of them, the King George V could pack a fearsome punch. They were also very fast for such well armoured ships. The King George V served successfully in many campaigns, including the invasions of and Italy and fi nished the war in the Pacifi c fl eet. The Prince of Wales was deployed with the Repulse along the Malayan Coast where she was sunk by Japanese aircraft in what has widely become known as one of the heights of Imperial British arrogance.

Speed: 5 in. Armour: 6+ Special Traits: Aircraft 2, Armoured Deck, Radar, Torpedo Belt Turning: 1 Damage: 39/13 In Service: 1939 Target: 4+ Crew: 76/25

Weapon Range AD DD Special A Turret (4 x 14 in) 39 4 2 AP B Turret (2 x 14 in) 39 2 2 AP Y Turret (4 x 14 in) 39 4 2 AP Secondary Armament 16 5 1 Weak AA 5 12 — — Length: 745 ft. Displacement: 44,650 tons Speed: 27.5 kts. Crew: 1,900

Leander-class Cruiser Ships of this class: Achilles, Ajax, Leander, Neptune, Orion

With an Empire and trade commitments that spanned the entire globe, the Royal Navy had a clear need for small, light cruisers The Royal Navy that could be produced in large numbers. Though displacing more than their intended 6,500 tons, the Leander-class fulfi lled this requirement admirably. Perhaps the most famous examples of this class were the Ajax and Achilles which, together with another cruiser, out-manoeuvred the Admiral Graf Spee during the Battle of the River Plate. Despite it being a victory won more by bluff and guile rather than effective gunnery, the scuttling of the Graf Spee was welcome news.

Speed: 7 in. Armour: 3+ Special Traits: Agile, Aircraft 1 Turning: 2 Damage: 10/3 In Service: 1931 Target: 5+ Crew: 27/9

Weapon Range AD DD Special A Turret (2 x 6 in) 26 1 1 Weak B Turret (2 x 6 in) 26 1 1 Weak X Turret (2 x 6 in) 26 1 1 Weak Y Turret (2 x 6 in) 26 1 1 Weak Secondary Armament 14 2 1 Weak AA 5 3 — — Port Torpedoes 10 2 4 AP, One-Shot Starboard Torpedoes 10 2 4 AP, One-Shot Length: 554 ft. Displacement: 9,144 tons Speed: 32.5 kts. Crew: 680

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The Royal Navy 950 1,640 Crew: Crew: 32.5 kts. 23 kts. rst ship to make 53 Speed: Speed: Speed: Speed: Aircraft 1, Radar Aircraft Torpedo Belt Torpedo 1931 1925 37,780 tons 37,780 tons 14,600 tons 14,600 tons this was only possible nal destruction of the Bismarck, In Service: In Special Traits: Traits: Special Special Traits: Traits: Special Service: In 35/11 15/5 Displacement: Displacement: Displacement: 3+ 5+ 38/12 66/22 Crew: Damage: Armour: Damage: Damage: Crew: Armour: re aft, having nine of these massive weapons to the fore negated any tactical to the fore weapons aft, having nine of these massive re 2 1 633 ft. 710 ft. 5 in. 5+ 4+ 7 in. guration of turrets to the fore in front of the bridge structure and no rearward facing main facing and no rearward of the bridge structure in front to the fore guration of turrets Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret X (2 x 8 in)Turret Y Secondary Armament 31AA 31 TorpedoesPort Range 31 TorpedoesStarboard 31 14 1 10 AD 10 1 1 1 2 5 1 DD 2 1 2 1 1 1 Special 4 4 4 Weak — One-Shot AP, One-Shot AP, — Weapon (3 x 16 in)Turret A (3 x 16 in)Turret B (3 x 16 in)Turret Q Secondary ArmamentAA 40 TorpedoesForward 40 40 Range 18 10 3 3 AD 3 4 5 1 3 DD 3 3 1 5 Special AP AP 4 AP Weak Slow-Loading AP, — — Target: Turning: Turning: Length: Speed: visual contact with the Bismarck after the destruction of HMS Hood and aided in her and after the destruction of HMS Hood visual contact with the Bismarck destruction the same day. The HMS Norfolk spent almost the entire war serving as a convoy escort in the North war serving escort in the North spent almost the entire as a convoy The HMS Norfolk and Scharnhorst, she participated for the Gneisenau in the search However, Atlantic. was the fi The Norfolk with radar. and helped track the Bismarck Ships of this class: Devonshire, Dorsetshire, Norfolk, Sussex Norfolk, Dorsetshire, of this class: Devonshire, Ships Length: Turning: Turning: Target: Speed: Speed: guns. They were also the only British battleship to be armed with 16-inch guns and though battleship to be armed with also the only British They were guns. they could not fi the 16-inch speed and though slow the ship’s was painful disadvantage A more disadvantage. a part played in the fi guns of the Rodney survived Both ships to manoeuvre. ship had lost her ability the Second because the German to be solid ungainly in appearance, they proved and though they always seemed War World warships. Oddities among other capital ships of the Royal Navy, the Nelson-class ships had a triple ships had a triple the Nelson-class Navy, of the Royal other capital ships among Oddities confi Ships of this class: Nelson, Rodney of this class: Nelson, Ships Norfolk-class Cruiser Nelson-class Battleship Nelson-class Perth-class Cruiser Ships of this class: Hobart, Perth, Sydney

Somewhat similar to the Leander class, the Perth class cruiser featured two self-contained machinery rooms, giving greater survivability. These ships were built for or transferred to the Royal Australian Navy. Perth was lost in action in the Sunda Strait against a vastly superior Japanese force, while Sydney’s loss is somewhat controversial; she engaged in a point-blank gun and torpedo duel with the German raider Kormoran and was last seen on fi re and listing badly. Hobart survived a torpedo hit in 1943 but was under repair for the next year and a half.

Speed: 7 in. Armour: 3+ Special Traits: Aircraft 1, Agile Turning: 2 Damage: 10/3 In Service: 1934 Target: 5+ Crew: 27/9

Weapon Range AD DD Special A Turret (2 x 6 in) 26 1 1 Weak B Turret (2 x 6 in) 26 1 1 Weak X Turret (2 x 6 in) 26 1 1 Weak Y Turret (2 x 6 in) 26 1 1 Weak Secondary Armament 14 2 1 Weak AA 5 3 — — Port Torpedoes 10 2 4 AP, One-Shot Starboard Torpedoes 10 2 4 AP, One-Shot Length: 522 ft. Displacement: 9,275 tons Speed: 32.5 kts. Crew: 680

Queen Elizabeth-class Battleship Ships of this class: Barham, Malaya, Queen Elizabeth, Valiant, Warspite Designed for battle in World War I, the Queen Elizabeth class of battleships were described as ‘the most perfect example of the

The Royal Navy naval constructor’s art put afl oat.’ They were the fi rst fast battleships to mount 15-inch guns and, at the time, were among the most advanced warships in the world. Despite numerous refi ts, the remaining ships were beginning to show their age in World War II but still they achieved distinguished service. Perhaps the most famous was HMS Warspite, which saw action during the battle of Jutland and was deployed in the Mediterranean against the Italian fl eet, where she gained the record for the longest ranged hit against a moving target – over 14 miles! The Warspite was hit by German fi ghter-bombers during the evacuation of Crete and, after repairs, was seriously damaged by radio-controlled bombs during the Allied landings at Salerno in Italy. Limping home, the Warspite was repaired once more and served in the , though she hit a mine soon afterwards. Within two months, she was back in action. Speed: 5 in. Armour: 5+ Special Traits: Aircraft 2, Torpedo Belt Turning: 1 Damage: 34/11 In Service: 1915 Target: 4+ Crew: 47/15

Weapon Range AD DD Special A Turret (2 x 15 in) 33 2 3 AP B Turret (2 x 15 in) 33 2 3 AP X Turret (2 x 15 in) 33 2 3 AP Y Turret (2 x 15 in) 33 2 3 AP Secondary Armament 14 4 1 Weak AA 5 8 — — Length: 645 ft. Displacement: 36,821 tons Speed: 24 kts. Crew: 1,184

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The Royal Navy 1,205 48 Crew: Crew: Crew: 31.5 kts. 14/10 kts. 55 Speed: Speed: Speed: Agile, 1942 Aircraft 2, Torpedo Belt Torpedo 2, Aircraft 1916 In Service: In Special Traits: Traits: Special 990 tons 36,750 tons 36,750 tons 2+ 3/1 Special Traits: Special Service: In 3/1 34/11 4+ Damage: Crew: Displacement: Displacement: Displacement: Armour: 48/16 Crew: Armour: Armour: Damage: Damage: 1 re on the part of the Royal Navy. The Renown later saw action in the The Renown Navy. on the part of the Royal re 3 217 ft. 794 ft. 3 in./2 in. 6 in. 6+ 4+ WeaponSecondary ArmamentAA TorpedoesForward 7 10 Range 1 1 AD 3 1 DD 1 4 Special Slow-Loading Weak, Slow-Loading AP, — — Weapon (2 x 15 in)Turret A (2 x 15 in)Turret B (2 x 15 in)Turret Y Secondary ArmamentAA 33 TorpedoesPort 33 TorpedoesStarboard 33 Range 14 10 2 10 2 AD 2 3 5 3 2 DD 2 3 3 1 4 Special AP AP 4 AP 4 Weak — One-Shot AP, One-Shot AP, — Submersible Turning: Length: Speed: Speed: Target: Designed for use in the North Atlantic and Mediterranean waters, S- and Mediterranean Atlantic for use in the North Designed manoeuvrable with a noted ability to crash dive class submersibles were of torpedoes, this was a with a large salvo Combined quickly. extremely that was soon updated and put back years successful design of pre-war into production. Ships of this class: Sealion, Seawolf, Sea Rover, Seraph, Sirdar Seraph, Rover, Sea Seawolf, of this class: Sealion, Ships Length: Target: Speed: Speed: Mediterranean and the before being scrapped in 1948. being scrapped East before and the Far Mediterranean Turning: These ships joined the Royal Navy after the Battle of Jutland in 1916 and were were in 1916 and of Jutland after the Battle Navy joined the Royal These ships to serve for combat completely re-modernised again in time for the Second added and, weaponry and additional anti-aircraft Radar were War. World 1940, the In retained. ships, the torpedo tubes were uncommon among capital but battle the Scharnhorst and Gneisenau fought an engagement with Renown despite able to pull away, battlecruisers as the two German were was inconclusive accurate fi Ships of this class: Renown, Repulse Renown, of this class: Ships S-class Submersible Renown-class Battlecruiser Renown-class Southampton-class Cruiser

Ships of this class: Birmingham, , Newcastle, Sheffi eld, Southampton

The fi ve ships of the Southampton class were fi tted with slightly different AA armament at various times in their careers but, overall, they were regarded as tough ships. HMS Southampton was disabled by two or three 550lb bombs and had to be abandoned, while HMS Glasgow, Newcastle and Birmingham were all torpedoed and HMS Sheffi eld was damaged by a mine. All survived – Glasgow’s back was broken and she took nine months to repair, but was able to make 16 knots even with her damage.

Speed: 6 in. Armour: 3+ Special Traits: Aircraft 2, Radar Turning: 2 Damage: 12/4 In Service: 1937 Target: 5+ Crew: 33/11

Weapon Range AD DD Special A Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak B Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak X Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak Y Turret (3 x 6 in) 26 1 1 Twin-Linked, Weak Secondary Armament 14 2 1 Weak AA 5 3 — — Port Torpedoes 10 2 4 AP, One-Shot Starboard Torpedoes 10 2 4 AP, One-Shot

Length: 558 ft. Displacement: 11,350 tons Speed: 32 kts. Crew: 833

The Royal Navy T-class Submersible

Ships of this class: Tabard, Taurus, Thorough, Tiptoe, Tapir

Constantly improved throughout the war, the T-class had a very powerful torpedo armament and were designed for long-ranged patrols. Their relatively small size was due to pre-war treaty obligations but these vessels still carried an impressive fuel load which was supplemented with external tanks when operating in the Pacifi c.

Speed: 3 in./2 in. Armour: 2+ Special Traits: Submersible Turning: 2 Damage: 3/1 In Service: 1942 Target: 6+ Crew: 3/1

Weapon Range AD DD Special Secondary Armament 12 1 1 Weak, Slow-Loading AA 3 1 — — Forward Torpedoes 10 4 4 AP, Slow-Loading Aft Torpedoes 10 1 4 AP, Slow-Loading

Length: 273 ft. Displacement: 1,575 tons Speed: 15/9 kts. Crew: 61

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The Royal Navy 630 190 Crew: Crew: 36 kts. 32 kts. 57 Speed: Speed: Speed: lled Agile Aircraft 1, Agile Aircraft 1936 1928 10,490 tons 10,490 tons 2,559 tons Special Traits: Special Service: In Special Traits: Traits: Special Service: In 10 2 4 One-Shot AP, 11/3 3/1 3+ 2+ Displacement: Displacement: Displacement: Displacement: 25/8 8/2 Crew: Crew: Armour: Armour: Damage: Damage: Damage: Crew: Armour: Armour: and torpedoes. re Torpedoes 2 2 377 ft. 575 ft. 6 in. 5+ 6+ 7 in. Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret Y Secondary ArmamentAA 31 TorpedoesPort 31 TorpedoesStarboard Range 31 14 10 10 1 AD 1 1 1 5 2 1 DD 2 1 1 1 2 Special 4 4 Weak — One-Shot AP, One-Shot AP, — Depth Charges Depth 3 4 2 Slow-Loading WeaponSecondary ArmamentAA Port/Starboard 12 Range 2 4 AD 1 DD 1 Weak Special — — Target: Length: the cruiser duties required by a navy whose responsibilities stretched stretched a navy whose responsibilities by the cruiser required duties campaign took part in the Norwegian York The the globe. across The boats in the Mediterranean. motor Italian but was later sunk by but was Plate of the River famously took part in the Battle Exeter and was later repaired She seriously damaged in the engagement. sunk but was shortly thereafter Sea of the Java took partBattle in the gunfi Japanese by Speed: Turning: A product of the Washington Treaty that restricted the number of that restricted Treaty Washington of the A product fulfi York-class 10,000 tons, the above a navy could have vessels Turning: Target: York of this class: Exeter, Ships Length: Speed: More correctly called the Afridi-class destroyer, this vessel this vessel destroyer, called the Afridi-class correctly More However, torpedoes. tradition of gunnerybegan the over defences, of anti-aircraft a frightening lack the class had destroyers Tribal The especially against dive-bombers. escorts advanced most of the time, Navy’s the Royal were everyand saw action in nearly theatre. York-class Cruiser Tribal-class Destroyer Tribal-class Aircraft The following forms the air support for the Royal Navy:

Bristol Beaufighter Based on the Beaufort, this aircraft was used as a long-ranged heavy fi ghter. However, it was also to see service as a night fi ghter, , anti-shipping and ground attack aircraft by both the Fleet Air Arm and the RAF.

Type: Torpedo-Bomber Dodge: 5+ In Service: 1943 Speed: 22 in. Dogfi ght: +0 Target: 4+ Damage: 2

Weapon Range AD DD Special Torpedo 4 1 4 AP, One-Shot Fairey Fulmar At fi rst rejected by the RAF, the Fulmar fulfi lled the Fleet Air Arm’s requirement for a fi ghter with the same fi repower as a Spitfi re or Hurricane. Though inferior to a dedicated single-seat fi ghter, the Fulmar was reliable and long-ranged, making it suited for carrier operations. However, it was to be replaced halfway through the war by the much more capable Seafi re.

Type: Fighter Dodge: 3+ In Service: 1940 Speed: 19 in. Dogfi ght: +2 Target: 5+ Damage: 1

Fairey Swordfish Arguably already outdated when it fi rst entered service, the Fairey Swordfi sh nevertheless managed to cover itself in battle honours during the war, despite being outclassed by almost every enemy it encountered. It was Swordfi sh who sank much of the Italian fl eet at Taranto and it was also Swordfi sh who disabled the Bismarck, enabling it to be caught and sunk.

Type: Torpedo-bomber Dodge: 4+ In Service: 1936 Speed: 13 in. Dogfi ght: +0 Target: 5+ Damage: 1

The Royal Navy Weapon Range AD DD Special Torpedo 4 1 4 AP, One-Shot Hawker Hurricane The Hurricane served throughout the war, but as the war progressed, it was slowly outclassed as a frontline fi ghter but was adopted other roles such as ground attack and tank busting. The Sea Hurricane was an important development, but it rapidly fell out of favour for carrier operations.

Type: Fighter Dodge: 2+ In Service: 1937 Speed: 25 in. Dogfi ght: +4 Target: 6+ Damage: 1

Supermarine Seafire Offi cially known as the Sea Spitfi re, this was the naval version of the RAF’s Spitfi re. Though short-ranged, it retained much of its cousin’s speed and agility, as well as hard-hitting fi repower, making it a superb choice for fl eet defence. It was upgraded throughout its life to add folding wings, a Griffon engine and contra-rotating prop. It stayed in service through the .

Type: Fighter Dodge: 2+ In Service: 1942 Speed: 24 in. Dogfi ght: +5 Target: 6+ Damage: 1

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The Kriegsmarine

e sk ve hs ng eral rrier and icted massive losses on British losses on British massive icted eet engagements. Instead, it was a eet engagements. Instead, ght on with dwindling resources. U- ght on with dwindling resources. cient forces to destroy her on station, even if her on station, even to destroy cient forces eet head-on in fl cient powerplants ensured a good top speed – essential in a ensured cient powerplants 59

oat. German destroyers mainly operated in the North Sea and English Channel, and English Sea mainly operated in the North destroyers oat. German rst one clause of the Treaty of Versailles, then another, until it had a powerful force of force it had a powerful until then another, Versailles, of Treaty clause of the rst one

cult to sink, whilst their effi re control and big guns to go with it, these vessels were extremely potent weapons. potent weapons. extremely were guns to go with it, these vessels and big control re

cations along the Atlantic Wall. The Kriegsmarine continued to fi The Kriegsmarine Wall. cations along the Atlantic The Kriegsmarine The German capital ships were built according to principles tried out in World War I; internal compartmentalisation and damage- War World to principles tried out in built according capital ships were German made them very measures diffi control The mere rumour that Tirpitz might be about to leave port caused the British Admiralty to order convoy PQ17 to scatter, to scatter, PQ17 convoy to order Admiralty port might be about to leave caused the British Tirpitz rumour that The mere Eugen and Prinz sortieThe famous Atlantic of the Bismarck it to be carved and submarines at leisure. aircraft allowing up by was too could wreak vessels such powerful that two of ships; the devastation dozens in a desperate scramble involving resulted awful to contemplate. served master. the Kriegsmarine might have under a different to speculate how is interesting It Gneisenau, sank relatively little tonnage. However, the main effect of the big ships was as a threat. The Tirpitz tied down sev tied down Tirpitz The was as a threat. the main effect of the big ships little tonnage. However, sank relatively Gneisenau, not ri The Allies could sortie. that she might threat the simply by needed elsewhere and American battleships that were British maintain suffi and had to getting loose among their convoys, such a mighty vessel she was doing nothing. fi Coupled with excellent raider. Goering, detractors was Herman Among its greatest leadership. the internal politics of the Nazi funding and materials, and from very a menace to Allied shipping to the remained end of the war. boats and destroyers It has been said that Hitler never really understood naval warfare; be that as it may, the Kriegsmarine suffered from a lack of from the Kriegsmarine suffered be that as it may, warfare; understood naval really never has been said that Hitler It German capital ships caused relatively little direct damage. Even the most active capital ships, the battlecruisers the most active Scharnhorst damage. Even little direct capital ships caused relatively German for guns originally intended up on his navy and transferred gave Hitler as the of war turned against Germany, Eventually, ships to the coastal fortifi of the war, which saw the famous early cruises of the Pocket Battleships. which saw the famous early cruises of the Pocket of the war, suffered warship projects Major to the detriment of the navy. Luftwaffe for ‘his’ resources constantly to ensure who connived to other projects. then redistributed allocated were constant stops and startsfrom as resources The Kriegsmarine also had at its disposal several powerful cruisers. Some, like Prinz Eugen, were conventional designs, others, conventional were Eugen, like Prinz cruisers. Some, powerful several The Kriegsmarine also had at its disposal invasion of Norway and against the Arctic convoys to Russia. Fortunately for the Allies there were not very many of them. were there for the Allies Fortunately to Russia. convoys and against the Arctic of Norway invasion guns than ships of their displacement normally would. German mounting heavier battleships’ ‘pocket were Spee, such as the Graf after the early mont to Russia convoys and against the Atlantic Sea the North Sea, cruiser operated mainly in the Baltic forces The Kriegsmarine possessed excellent tools for its role. Relatively primitive submarines had infl primitive Relatively tools for its role. The Kriegsmarine possessed excellent the that term) of meant by Navy what the Royal Boats,’ but worlds away from to as ‘Torpedo (often referred The destroyers for of other nations. Ship with those compared and powerful size large for their they were vessels; excellent were Navy German afl a match for any destroyer ship they were commerce raiding force, a tactic that has always been the preferred course of weaker navies. of weaker course tactic that has always been the preferred a raiding force, commerce damage greater and consequently capable of longer patrols II were War World I; the U-boats of War World shipping in merchant capable of entering a defended harbour and sinking a major warship would show, as events even, They were to the enemy. – supposedly safely – there. moored in th good account of themselves They also gave the war. throughout light forces they fought running battles with British where In any case, the Kriegsmarine was not a navy designed to tackle a major fl was not a navy designed to tackle a any case, the Kriegsmarine In to Hitler’s original timetable, more battlecruisers and battleships, including some of extremely large size, and an aircraft ca and an aircraft large size, battlecruisers battleships, including some of extremely and more original timetable, to Hitler’s numbers, but the qualitati in terms of capital ship Britain of matching any prospect was never There been available. would have made a considerable difference. have super-battleships might of the proposed advantage At the outbreak of World War II, relatively few capital ships and no aircraft carriers were in commission. Had war come accordi war come in commission. Had few carriers were capital ships and no aircraft II, relatively War World of the outbreak At The German Navy had to be rebuilt virtually from the ground up after the First World War. Forbidden to own capital ships and capital ships to own Forbidden War. World up after the First virtually the ground from had to be rebuilt Navy The German nibbled away at fi submarines, Germany destroyers and submarines. destroyers The Kriegsmarine Fleet List The following forms the entire fl eet and air list for the Kriegsmarine:

Priority Level: Patrol Priority Level: Raid Type-VII U-boat Admiral Hipper-class heavy cruiser Type-IX U-boat Deutschland-class pocket battleship Zerstörer 1936-class destroyer Graf Zeppelin-class aircraft carrier Junkers Ju-87 (three fl ights) Messerschmitt Me-109 squadron (two fl ights) Priority Level: Battle Scharnhorst-class battlecruiser Priority Level: Skirmish K-class light cruiser Priority Level: War Type-XXI U-boat Bismarck-class battleship Focke-Wulf Fw-190 squadron (three fl ights)

Special Rules The following special rules are applied to fl eets of the Kriegsmarine:

Improved Rangefi nders: The Kriegsmarine was noted for the training of its gunners and the optics it used. All Kriegsmarine ships gain a +1 bonus to all Attack Dice rolled for main turret guns against targets at Long or Extreme ranges.

Radar: German radar lagged somewhat behind that of the British at the start of the war and, as their technology progressed, operating procedures started to hamper its use later on. Radar on Kriegsmarine ships will only detect enemy vessels that are within the ship’s forward arc. The Kriegsmarine

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The Kriegsmarine 2,092 1,600 Crew: Crew: Crew: Crew: 32.5 kts. 30 kts. 61 Speed: Speed: Speed: Aircraft 4, Radar, 4, Radar, Aircraft Aircraft 3, Radar Aircraft 1937 1939 18,750 tons 18,750 tons 50,956 tons 50,956 tons Special Traits: Traits: Special Service: In Special Traits: Special Service: In 43/14 6+ 3+ 19/6 Displacement: Displacement: Displacement: 84/28 64/21 rst came to notoriety as she escorted the Bismarck into the North into the North as she escortedrst came to notoriety the Bismarck Damage: Damage: Crew: Crew: Crew: Armour: Armour: Damage: Armour: Armour: 1 2 823 ft. 681ft. 4+ 6 in. 5+ 7 in. nally cornered and sunk by the might of the Home Fleet. The Tirpitz, Tirpitz, The Fleet. the Home the might of and sunk by nally cornered Weapon (2 x 15 in.)Turret A (2 x 15 in.)Turret B (2 x 15 in.)Turret X (2 x 15 in.)Turret Y Secondary Armament 40AA 40 40 Range 40 17 2 2 AD 2 2 5 8 3 DD 3 3 3 1 Special AP 6 AP AP AP Weak — — Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret X (2 x 8 in)Turret Y Secondary Armament 37AA 37 TorpedoesPort Range 37 TorpedoesStarboard 37 13 1 10 AD 10 1 1 1 2 8 1 DD 3 1 3 1 1 1 Special 3 3 3 Weak — One-Shot AP, One-Shot AP, — Length: Torpedo Belt Torpedo Turning: Target: Speed: Speed: now Germany’s most powerful warship, was to spend the war in port where was to spend the war in port where warship, most powerful Germany’s now the British. attacks by obsessive she was the target of increasingly Examples of one of the most renowned classes of ships to be launched, the of one of the most renowned Examples sank the HMS The Bismarck become legendary. have Tirpitz and Bismarck her sunk at to order Churchill Winston causing Atlantic, in the North Hood and she set sail with no intention of letting her live Navy Royal The any cost. was fi Ships of this class: Bismarck, Tirpitz of this class: Bismarck, Ships Length: Target: Speed: Atlantic and engaged the Royal Navy in the encounter which saw the destruction in the encounter which saw of Navy Royal and engaged the Atlantic where to sail to Brest, left the Bismarck Eugen battle, Prinz After the HMS Hood. and in Norwegian she was deployed months. Later, for several inactive she remained Eugen the Prinz collapsed. After the war, while the Eastern Front waters then Finnish bomb tests until her hull gave she was used in nuclear where the US Navy, entered way. Turning: The Prinz Eugen fi Eugen The Prinz Ships of this class: Admiral Hipper, Blucher, Prinz Eugen, Seydlitz Eugen, Prinz Blucher, Hipper, Admiral of this class: Ships Bismarck-class Battleship Admiral Hipper-class Heavy Cruiser Hipper-class Admiral Deutschland-class Pocket Battleship

Ships of this class: Admiral Graf Spee, Admiral Scheer, Lutzow

The launch of the Deutschland class of warships marked a turning point for the Kriegsmarine and Germany as a whole. These ships were designed specifi cally to get around the rules imposed upon Germany in the Treaty of Versailles. Though still relatively small in size, they were well armoured and carried the type of armament traditionally seen on battleships. It quickly became apparent that only a battleship or battlecruiser could successfully defeat one in open combat and so the term ‘pocket battleship’ was coined to describe this new breed of cruiser. Despite Germany’s protestations of the defensive role of these vessels, their size and armament were clearly designed to make them superb commerce raiders. The Admiral Scheer successfully plied the Atlantic and Indian Oceans, disrupting merchant shipping wherever it went, the Admiral Graf Spee was famously cornered during the Battle of the River Plate and scuttled herself soon after.

Speed: 6 in. Armour: 3+ Special Traits: Aircraft 2 Turning: 2 Damage: 17/5 In Service: 1931 Target: 5+ Crew: 40/13

Weapon Range AD DD Special A Turret (3 x 11 in) 40 3 1 Y Turret (3 x 11 in) 40 3 1 Secondary Armament 17 3 1 Weak AA 8 2 — — Port Torpedoes 10 2 3 AP, One-Shot Starboard Torpedoes 10 2 3 AP, One-Shot

Length: 610 ft. Displacement: 16,020 tons Speed: 28.5 kts. Crew: 1,001 The Kriegsmarine Graf Zeppelin-class Aircraft Carrier

Ships of this class: Graf Zeppelin

Though her keel was laid down and the hull launched before the start of the war, the aircraft carrier Graf Zeppelin was never completed or commissioned, and she never saw action. She is included here for Kriegsmarine players to experiment with and try ‘what if?’ scenarios involving her use.

Speed: 7 in. Armour: 3+ Special Traits: Carrier, Torpedo Belt Turning: 1 Damage: 29/9 In Service: 1943 Target: 4+ Crew: 70/23 Aircraft: Four fl ights of Me-109 and three fl ights of Ju-87

Weapon Range AD DD Special Secondary Armament 17 6 1 Weak AA 8 5 — —

Length: 820 ft. Displacement: 28,090 tons Speed: 34 kts. Crew: 1,760

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The Kriegsmarine 1,754 Crew: Crew: 682 Crew: Crew: ed in the ed in the 31.5 kts. 63 Speed: Speed: 32.5 kts. Speed: Speed: Aircraft 3, Radar, Torpedo Belt Torpedo 3, Radar, Aircraft Aircraft 2 Aircraft eld, escorted four by 1927+ 1936 38,900 tons 38,900 tons 7,700 In Service: In Special Traits: Traits: Special Special Traits: Special Service: In 8/2 6+ 35/12 Displacement: Displacement: 3+ 70/23 27/9 Crew: Crew: Damage: Armour: Armour: Crew: Crew: Armour: Damage: than 10 (more than 18,000 yards at a range of more red 1 2 770 ft. 570 ft. 6 in. 7 in. 4+ 5+ ed by the treaty but clever positioning of the rear turrets virtually eliminated any turrets of the rear positioning but clever the treaty ed by Weapon (3 x 11 in)Turret A (3 x 11 in)Turret B (3 x 11 in)Turret Y Secondary ArmamentAA 45 TorpedoesPort 45 TorpedoesStarboard 45 Range 17 10 3 10 3 AD 3 5 8 1 2 DD 2 1 1 1 5 Special 3 3 Weak — One-Shot AP, One-Shot AP, — Weapon (3 x 5.9 in)Turret A (3 x 5.9 in)Turret X (3 x 5.9 in)Turret Y AA TorpedoesPort 26 TorpedoesStarboard 26 26 Range 10 10 1 1 AD 1 8 3 3 1 DD 1 1 1 Special Weak Twin-Linked, 3Weak Twin-Linked, 3Weak Twin-Linked, — One-Shot AP, One-Shot AP, — Target: Length: Turning: Turning: Speed: Speed: destroyers. Hit several times before increasing range, the Scharnhorst was range, the increasing times before several Hit destroyers. struck a shell fi by The her speed. reducing miles), which plummeted into her boiler room, the then able to close distance and torpedoed were destroyers Navy Royal Scharnhorst until she exploded and then sank. While serving as commerce raiders, the Scharnhorst and Gneisenau were were While serving Gneisenau raiders, the Scharnhorst and as commerce 105,000 tons of Allied shipping in a single for sinking over responsible the the Scharnhorst sank Norway, from the Allied retreat cruise. During and though torpedoed and two destroyers, carrier HMS Glorious aircraft safely to she returned Royal, HMS Ark from aircraft and attacked by the Scharnhorst was attacked a convoy, 1943, while intercepting Kiel. In and Sheffi Belfast the cruisersby Norfolk, HMS Ships of this class: Gneisenau, Scharnhorst of this class: Gneisenau, Ships Target: Length: Treaty of Versailles. However, this had an impact on the structural integrity of the ships, However, Versailles. of Treaty The unusual had been hoped. as as well long-distance voyages and they did not endure limits of keeping within the was also the result design turret triple three-gun specifi Speed: Turning: Sometimes called the Königsberg-class, these vessels were built to limits specifi built to limits were these vessels the Königsberg-class, called Sometimes drawbacks. Ships of this class: Königsberg, Karlsruhe, of this class: Ships Nürnberg Köln, Leipzig, Scharnhorst-class Battlecruiser K-class Light Cruiser K-class Type-VII U-boat Highly manoeuvrable, the Type-VII spawned several variations and was to become the workhorse of the German U-boat fl eet. Armed with four forward torpedo tubes and an 88mm deck gun, the Type-VII was an effective submersible that was deployed in most areas of the war. The most famous example is U-96, featured in the movie Das Boot.

Speed: 3 in./1 in. Armour: 2+ Special Traits: Agile, Submersible Turning: 3 Damage: 3/1 In Service: 1936 Target: 6+ Crew: 3/1

Weapon Range AD DD Special Secondary Armament 9 1 1 Slow-Loading, Weak AA 1 1 — — Forward Torpedoes 10 2 3 AP, Slow-Loading Aft Torpedoes 10 1 3 AP, Slow-Loading

Length: 211 ft. Displacement: 1,070 tons Speed: 17/7 kts. Crew: 52

Type-IX U-boat A long-ranged submersible, one variant, the Type-IXb, was the most successful U-boat version of the war, with each vessel sinking an average of over 100,000 tons. One , U-107, made the most successful patrols of the war, with nearly 100,000 tons of shipping sunk around in Africa. The latest variants of this design were capable of ranges of more than 23,000 miles, allowing them to rove far in search of convoys, while their heavy load of torpedoes allowed them to keep pace with a convoy, attacking night after night.

Speed: 4 in./1 in. Armour: 2+ Special Traits: Agile, Submersible Turning: 3 Damage: 3/1 In Service: 1939 Target: 6+ Crew: 3/1

Weapon Range AD DD Special Secondary Armament 12 1 1 Slow-Loading, Weak AA 1 1 — — The Kriegsmarine Forward Torpedoes 10 2 3 AP, Slow-Loading Aft Torpedoes 10 1 3 AP, Slow-Loading

Length: 251 ft. Displacement: 1,430 tons Speed: 18/7 kts. Crew: 56

Type-XXI U-boat Incredibly advanced for its time, it has been said that this vessel might have won the war for Germany, had they appeared two years earlier. Also known as the Electroboat, the Type- XXI had better facilities for crew, was actually faster when submerged than on the surface and had a hydraulic torpedo loading system that allowed they to reload extremely quickly after fi ring. Increased electrical power gave the vessel superb range underwater, though they lacked a deck gun.

Speed: 3 in./3 in. Armour: 2+ Special Traits: Agile, Silent, Submersible Turning: 2 Damage: 3/1 In Service: 1943 Target: 6+ Crew: 3/1

Weapon Range AD DD Special AA 1 1 — — Forward Torpedoes 10 3 3 AP, Slow-Loading

Length: 251 ft. Displacement: 2,100 tons Speed: 15/17.2 kts. Crew: 60

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The Kriegsmarine A re ct in ipping cant loss of 330 Crew: ghter, and a suitable counterpart to ghter, 37.5 kts. 65 Speed: Speed: 1938 Agile 1941 1930+ 1937 In Service: In 3,605 tons +0 n Service: 1 In Service: In Special Traits: Traits: Special Service: In 3+ ight characteristics. ight ght: +5 +4 4/1 2+ 2 1 Dodge: Damage: Dogfi 2+ 2+ I 13/4 ght: ght: ghter, the Fw-190 was capable of using brute force to hurl through tight turns without a signifi tight turns without the Fw-190 was capable of using brute to hurl through force ghter, Dogfi Damage: Dodge: Dogfi Dodge: Damage: Damage: Damage: Crew: Armour: Armour: Displacement: 2 re. 363 ft. 6+ 18 in. 8 in. 6+ 5+ 6+ 31 in. 31 in. Dive-Bomber Dive-Bomber Fighter Fighter Fighter Fighter WeaponBombs Range AD — DD 1 Special 3 One-Shot AP, WeaponSecondary ArmamentAA TorpedoesPort/Starboard ChargesDepth 12 10 Range 3 2 5 4 AD 3 1 3 DD 1 Weak Special One-Shot AP, 2 — Slow-Loading — Type: Type: speed, giving rise to its superior fl Speed: Target: the war. and anti-tank duties throughout Speed: Target: Type: Type: Made famous by the , the Me-109 was constantly upgraded throughout the war to remain competitive, though though competitive, the war to remain throughout was constantly upgraded the Me-109 of Britain, the Battle famous by Made fi it was a fearsome however, the start the Fw-190. At of the war, it was to be outclassed by Type: Type: big, radial-engine fi in anti-sh role to play a strong was quickly dispatched but it continued the Stuka battles on the land. Against other aircraft, the Spitfi Speed: Target: One of the most famous aircraft of the war, the Stuka was the instrument of Blitzkrieg, allowing airpower to take a direct effe a direct to take airpower allowing was the instrument of Blitzkrieg, the Stuka of the war, of the most famous aircraft One Turning: Target: in the sky. as it cut a swathe Allied pilots in Europe the Fw-190 soon gained the attention of legacy, Continuing the Me-109’s The following forms the air support for the Kriegsmarine: The following Speed: Speed: Length: a much more capable vessel overall though, and their range and armament offset a lot of their problems. though, and their range and overall capable vessel a much more A much improved design of destroyer, this class was based on earlier designs and, like them, had trouble in heavy seas. They we They in heavy seas. them, had trouble designs and, like class was based on earlier this design of destroyer, A much improved Ships of this class: Z23 through Z39 Z23 through of this class: Ships Messerschmitt Me-109 Junkers Ju-87 Aircraft Focke-Wulf Fw-190 Zerstörer 1936-class Destroyer 1936-class Zerstörer The US Navy Although the US spans a vast area of land, almost all of its allies and trading partners are overseas, and overseas interests require a powerful navy to support them. The US Navy fi elded over 2,100 vessels of all kinds during the Second World War, fi ghting in two oceans at once. The US Navy possessed some of the largest and most modern battleships in the world at the outbreak of World War II, and despite losses in the Japanese attack on Pearl Harbour was able maintain a powerful presence in the Pacifi c. However, in the vast reaches of the Pacifi c Ocean the battleship was no longer the king of battle. It was fortunate for the Allies that the handful of aircraft carriers then in service with the US Navy escaped destruction; given later events it is doubtful that a battleship force could have defeated the Imperial Japanese Navy. As a matter of necessity more than choice, the aircraft carrier became the main US naval asset during the Pacifi c war, which was very much a confl ict between the air assets of opposing fl eets or based on the many islands of the Pacifi c. US carrier forces were hard-pressed early on but as the industrial might of the US was brought to bear, new carriers and air groups for them were deployed in such numbers that the enemy simply could not match their strength. US battleships did engage in some dramatic surface actions, though for the most part their role was that of escort for the carriers and naval gunfi re support for troops fi ghting on the many islands. Cruiser and destroyer forces were active as escorts for the carrier battle groups and among the islands, at turns supplying naval gunfi re support and battling enemy surface forces, and light vessels such as PT (Patrol Torpedo) boats were found to be very useful among the islands and atolls. It is not generally appreciated that the US Navy, and not the Kriegsmarine, was the most prolifi c and successful raider of commerce during the Second World War. imported vast amounts of necessary materials from her captured territories, making her vulnerable to attacks by submarines. Unlike the Allies, the Japanese never took adequate steps to defend their commerce, allowing merchant ships to sail alone or in convoys defended by totally inadequate escorts. The result was a massacre, especially as many US submarine commanders were

The US Navy willing to fi ght the destroyers rather than hide from them in order to gain a clear sea. They would then surface and sink the defenceless merchant ships with deck gun fi re. Commerce raiding of this type was not as glamorous as the great carrier or big gun actions, but it contributed in a major way to the downfall of Imperial Japan. Americans have always been great innovators, and the US Navy was not afraid of technology. Radar-guided guns gave US battleships a major advantage over their Japanese opponents, especially in night actions. Radar was also critical in dealing with the air attacks that became common as the war progressed. US naval forces were primarily engaged in the Pacifi c, but some capital ships and large numbers of destroyers were deployed to the Atlantic theatre where their primary opponents were German U-boats. The US Navy Fleet List The following forms the entire fl eet and aircraft list for the US Navy:

Priority Level: Patrol Priority Level: Skirmish Clemson-class destroyer Atlanta-class cruiser Fletcher-class destroyer Gato-class submarine Bell P-39 Airacobra squadrons (four fl ights) New Orleans-class cruiser Curtiss P-40 Kitty Hawk squadron (three fl ights) Pensacola-class cruiser North American P-51 Mustang squadron (three fl ights) Portland-class cruiser Douglas SBD Dauntless squadron (three fl ights) Grumman F6F Hellcat squadron (three fl ights) Douglas TBD Devastator squadron (three fl ights) Grumman TBF/TBM Avenger squadrons (four fl ights) squadron (three fl ights) Curtiss SB2C Helldiver squadrons (four fl ights) squadron (two fl ights)

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The US Navy 868 623 Crew: Crew: Crew: 32.5 kts. 32.5 kts. Priority Level: War Level: Priority battleship Colorado-class battleship Iowa-class battleship Carolina-class North battleship Dakota-class South 67 Speed: Speed: Speed: Aircraft 4, Radar Aircraft Radar 1942 1938 12,207 tons 12,207 tons 8,340 tons Special Traits: Special In Service: In Special Traits: Special Service: In 9/3 Displacement: Displacement: Displacement: Displacement: 3+ : 13/4 : 3+ 25/8 : 35/11 Crew Armour Damage Crew: Crew: Damage: . Armour: 2 600 ft. : 2 541 ft. 5+ 7 in : 5+ : 7 in. Weapon (3 x 6 in.)Turret A (3 x 6 in.)Turret B (3 x 6 in.)Turret Q (3 x 6 in.)Turret X (3 x 6 in.)Turret Y 27Secondary Armament 27AA 27 Range 27 27 10 1 AD 1 1 1 1 2 8 1 DD 1 1 1 Special Weak 1 Twin-Linked, 1Weak Twin-Linked, 5Weak Twin-Linked, Weak Twin-Linked, Weak Twin-Linked, Weak — — WeaponSecondary ArmamentAA Torpedoes Port Torpedoes Starboard 12 ChargesDepth Range 10 10 3 5 8 AD 2 2 1 6 DD 8 4 4 Weak Special 2 — One-Shot AP, One-Shot AP, Slow-Loading — Length: Speed Turning Target In the wake of the Treaty (1930), the construction of eight-inch cruisers was Treaty the wake of the London In built on a design displacement of 10,000 therefore were The Brooklyns limited. severely as an eight-inch heavy cruisertons and the same propulsion of the same displacement, included a features Innovative protection. but with six-inch armament and improved of the hull frame. hangar sunk into the hull far aft and changes in the internal layout Ships of this class: Brooklyn, Philadelphia, Savannah, Nashville, Phoenix, Boise, Honolulu, St Louis, Helena St Boise, Honolulu, Phoenix, Nashville, Savannah, Philadelphia, of this class: Brooklyn, Ships Length: Target: Speed: The Atlanta class were the smallest US cruisers the smallest US with of the era, intended to work were class The Atlanta escort ships. and anti-aircraft/anti-destroyer Leaders) (perhaps as Destroyer destroyers Tucson later ships (USS but cruiser was light by Their 5-in. armament standards the though protection, and improved mounted additional AA armament onwards) lost in action were and Juneau USS Atlanta problem. became a in topweight increase 1942. in November Turning: Ships of this class: Atlanta, Juneau (1941), San Diego, San Juan, Oakland, Reno, Flint, Tucson, Juneau (1944) Juneau Tucson, Flint, Reno, Oakland, Juan, San Diego, (1941), San Juneau of this class: Atlanta, Ships Priority Level: Battle Level: Priority battleship York-class New carrier Essex-class aircraft Priority Level: Raid Level: Priority cruiser Brooklyn-class carrier aircraft Yorktown-class Brooklyn-class Cruiser Atlanta-class Cruiser Colorado-class Battleship

Ships of this class: Colorado, Maryland, West Virginia

The last of the Great War ships to be commissioned for the US Navy, Colorado-class battleships were actually not completed until 1920-1. Unfortunately, they came under the scrutiny of the Washington Treaty and so a fourth ship, the Washington (appropriately enough), was sunk as a bomb target. All three remaining ships were deployed in the Pacifi c theatres in a variety of support operations and survived the war, though they were all damaged by attacks at some point. Speed: 4 in. Armour: 5+ Special Traits: Aircraft 3, Torpedo Belt Turning: 1 Damage: 36/12 In Service: 1920 Target: 4+ Crew: 84/28

Weapon Range AD DD Special A Turret (2 x 16 in) 35 2 3 AP B Turret (2 x 16 in) 35 2 3 AP X Turret (2 x 16 in) 35 2 3 AP Y Turret (2 x 16 in) 35 2 3 AP Secondary Armament 14 4 1 Weak AA 8 8 — —

Length: 624 ft. Displacement: 39,400 tons Speed: 21 kts. Crew: 2,100

Clemson-class Destroyer

Ships of this class: Clemson, Semmes, Graham, Goldsborough The US Navy

The Clemson-class was a redesign of the Wickes-class, and was the last pre- WWII class of fl ush-decker destroyers to be built for the United States. In all, 156 of these destroyers served with the US Navy after World War I and into World War II.

Speed: 7 in. Armour: 2+ Special Traits: Agile Turning: 2 Damage: 3/1 In Service: 1919 Target: 6+ Crew: 5/1

Weapon Range AD DD Special Secondary Armament 11 1 1 Weak AA 3 1 — — Port Torpedoes 10 3 4 AP, One-Shot Starboard Torpedoes 10 3 4 AP, One-Shot Depth Charges 3 6 2 Slow-Loading

Length: 314 ft. Displacement: 1,699 tons Speed: 35 kts. Crew: 130

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The US Navy ights 3,240 : 329 Crew ights of Curtis Helldivers and three fl and three Helldivers ights of Curtis Crew: Crew: 33 kts. : 36.5 kts. 69 Speed Speed: Speed: Carrier Agile, Radar, Agile, Radar, ights of Grumman Hellcats, six fl Hellcats, ights of Grumman 1942 1930 Six fl Six 34,880 tons 34,880 tons : 2,500 tons Special Traits: Special Aircraft: Aircraft: Service: In In Service: In Special Traits: Traits: Special 33/11 Displacement Displacement: 3+ : 3/1 : 2+ 130/43 : 13/4 Armour Crew Damage Crew: Armour: Damage: 1 c, with 24 being commissioned. They were a step forward in US They were c, with 24 being commissioned. : 2 820 ft. : 376 ft. 4+ 7 in. : 6+ : 7 in. WeaponSecondary ArmamentAA Torpedoes Port/Starboard ChargesDepth 12 10 Range 3 1 5 5 AD 6 1 4 DD 2 Weak Special One-Shot AP, 2 — Slow-Loading — WeaponSecondary ArmamentAA 12 Range 4 8 AD 1 DD 10 Weak Special — — Length Speed The name Fletcher class is almost synonymous with the word destroyer destroyer with the word class is almost synonymous The name Fletcher 175 of these versatile II. Over War World when used in context with the war and the basic Fletcher built throughout were destroyers designs. other destroyer the basis of numerous provided Ships of this class: Fletcher, Hudson, Picking, Taylor, Wren Taylor, Picking, Hudson, of this class: Fletcher, Ships Sub-Hunter Turning Target Length: of Grumman Avengers Grumman Target: of The Essex carriers were to see serviceThe Essex carriers were almost every in major action within the Pacifi Speed: Ships of this class: Bunker Hill, Essex, Hornet, Lexington, Wasp, Wasp, Lexington, Hornet, Essex, Hill, Bunker of this class: Ships Yorktown fuel-handling capabilities. armour and safer stronger carrier design, with deriving doctrine was changed as US Navy arrived The Essex carriers as carriers working with sometimes as many as six numbers, from strength a single group. Turning: Fletcher-class Destroyer Essex-class Aircraft Carrier Aircraft Essex-class Gato-class Submarine

Ships of this class: Albacor, Dace, Darter, Finback, Growler, Wahoo

Considered to be state of the art in the submersible world at the start of the war, the Gato-class was based on the previous Tambor-class. Many survived the war and can be seen as exhibits in parts of America.

Speed: 4in./2 in. Armour: 2+ Special Traits: Agile, Submersible Turning: 2 Damage: 3/1 In Service: 1941 Target: 6+ Crew: 3/1

Weapon Range AD DD Special Secondary Armament 10 1 1 Weak, Slow-Loading AA 1 1 — — Forward Torpedoes 10 3 4 AP, Slow-Loading Aft Torpedoes 10 1 4 AP, Slow-Loading

Length: 312 ft. Displacement: 2,410 tons Speed: 20.75/8.75 kts. Crew: 74

Iowa-class Battleship

Ships of this class: Iowa, Missouri, , Wisconsin

One of the largest battleships ever built, only the Japanese Yamato displaced more. Based superfi cially on the South Dakota-class, the

The US Navy Iowa’s had heavier armour and was 200 ft. longer. They were also incredibly fast, due to increased output from the engines, and their greater size allowed them to mount more anti-aircraft guns, making them a formidable prospect for attacking planes. Invariably used as fl agships for task forces, Iowa-class ships were also supremely equipped to act as escorts for the fast carrier fl eets of the Pacifi c. Speed: 7 in. Armour: 6+ Special Traits: Aircraft 3, Armoured Deck, Radar, Torpedo Belt Turning: 1 Damage: 49/16 In Service: 1942 Target: 4+ Crew: 114/38

Weapon Range AD DD Special A Turret (3 x 16 in) 43 3 3 Super AP B Turret (3 x 16 in) 43 3 3 Super AP Y Turret (3 x 16 in) 43 3 3 Super AP Secondary Armament 12 6 1 Weak AA 8 18 — —

Length: 890 ft. Displacement: 59,300 tons Speed: 33 kts. Crew: 2,858

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The US Navy : 868 : 1,530 Crew Crew AP 2AP 2AP 2 : 21 kts. : 32.7 kts. 71 Speed Speed 2 2 and became apparent re Aircraft 3, Aircraft Aircraft 4, Radar Aircraft 1934 1912 : 32,000 tons : 32,000 tons : 12,493 tons : 12,493 tons n Service: Special Traits: Special Special Traits: Special Service: In 13/4 Displacement Displacement : 31/10 I : 5+ : 3+ 35/11 : 61/20 Armour Crew Crew: Damage Armour Damage: 2 : 1 : 573 ft. : 578 ft. 5+ : 4+ : 4 in. : 7 in. B Turret (2 x 14 in)Turret B (2 x 14 in)Turret Q (2 x 14 in)Turret X (2 x 14 in)Turret Y Secondary Armament 35AA 35 35 35 14 2 2 2 7 2 2 1 AP 5 AP Weak — — Weapon (2 x 14 in)Turret A 35 Range 2 AD DD Special Weapon (3 x 8 in)Turret A (3 x 8 in)Turret B (3 x 8 in)Turret X Secondary ArmamentAA 32 32 Range 32 10 1 AD 1 1 2 7 1 DD 1 1 1 3 Special Twin-Linked Twin-Linked Twin-Linked Weak — — Length Speed These ships were very similar to the older Wyoming-class battleships, Wyoming-class very similar to the older These ships were to being that the main armament was upgraded the main difference served in the York and the New Texas ten 14-inch guns. Both the to being redeployed landings, before Africa and Normandy North a was slightly damaged by York The New and Okinawa. Jima Iwo target after the war. attack and was expended as an atomic kamikaze as a memorial at Galveston. was preserved and remains Texas The Ships of this class: New York, Texas York, of this class: New Ships Target: Length Belt Torpedo Turning Target Speed hits at great ranges more likely. Three vessels were sunk in a single engagement sunk were vessels Three likely. ranges more hits at great of the protective doubt as to the effectiveness casting some off Guadalcanal, better in action. but other ships of the class fared improvements, Turning: The New Orleans class represented a move towards a better protected class of class a better protected towards a move represented class Orleans The New gunfi eight-inch cruisers, of directed as the capabilities Ships of this class: New Orleans, Astoria, Minneapolis, Tuscaloosa, San Francisco, Quincy, Vincennes Quincy, Francisco, San Tuscaloosa, Astoria, Minneapolis, Orleans, New of this class: Ships New York-class Battleship New Orleans-class Cruiser New Orleans-class North Carolina-class Battleship

Ships of this class: North Carolina, Washington

The fi rst of a new generation of fast battleships for the US Navy, the North Carolina- class mounted nine 16-inch guns and though they were a little slower than foreign equivalents, this was never seen as a major drawback. The Washington spent a brief period in the Atlantic escorting convoys, but both ships were in the Pacifi c theatre for the main part of the war. The Washington was renowned for having sunk the Kirishama during the Second Battle of Guadalcanal, though she was laid up soon after the war and fi nally scrapped. The North Carolina survived to become a war memorial.

Speed: 6 in. Armour: 5+ Special Traits: Aircraft 3, Radar, Torpedo Belt Turning: 1 Damage: 41/13 In Service: 1940 Target: 4+ Crew: 85/28

Weapon Range AD DD Special A Turret (3 x 16 in) 37 3 3 Super AP B Turret (3 x 16 in) 37 3 3 Super AP Y Turret (3 x 16 in) 37 3 3 Super AP Secondary Armament 12 6 1 Weak AA 8 10 — —

Length: 729 ft. Displacement: 46,795 tons Speed: 28 kts. Crew: 2,125

Pensacola-class Cruiser

Ships of this class: Pensacola, Salt Lake City The US Navy The Pensacola class ships were the fi rst of the US ‘treaty’ cruisers. They were primarily intended to defeat destroyers and light cruisers, and were only armoured against fi ve-inch weapons. The Pensacolas were not good seaboats and were modifi ed before the war to add a deeper keel and remove the original torpedo mounts. Both ships survived the war and were sunk in 1948.

Speed: 7 in. Armour: 3+ Special Traits: Aircraft 4, Radar Turning: 2 Damage: 12/4 In Service: 1930 Target: 5+ Crew: 25/8

Weapon Range AD DD Special A Turret (2 x 8 in) 32 1 1 B Turret (3 x 8 in) 32 1 1 Twin-Linked X Turret (3 x 8 in) 32 1 1 Twin-Linked Y Turret (2 x 8 in) 32 1 1 Secondary Armament 10 1 1 Weak AA 7 2 ——

Length: 570 ft. Displacement: 11,512 tons Speed: 32.5 kts. Crew: 631

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The US Navy : 807 : 2,257 Crew Crew : 27.5 kts. : 32.5 kts. 73 Speed Speed Aircraft 3, Aircraft : Aircraft 4, Radar : Aircraft 1942 1932 : 46,218 tons : 46,218 tons : 12,775 tons : 12,775 tons and underwaterre attack, as Special Traits: Special In Service: In Special Traits Special In Service: In ve ships, only two Portlands were were ships, only two Portlands ve Displacement Displacement : 40/13 : 13/4 : 6+ : 3+ : 90/30 : 32/10 cations, including somewhat improved protection. protection. somewhatcations, including improved Crew Armour Damage Crew Armour Damage t. USS Indianapolis was the last major US ship to be was t. USS Indianapolis : 1 : 2 : 666 ft. : 592 ft. : 4+ : 5+ : 5 in. : 7 in. Weapon (3 x 16 in)Turret A (3 x 16 in)Turret B (3 x 16 in)Turret Y Secondary ArmamentAA 37 37 37 Range 12 3 3 AD 3 6 8 3 DD 3 3 1 11 Special AP Super AP Super AP Super Weak — — Weapon (3 x 8 in)Turret A (3 x 8 in)Turret B (3 x 8 in)Turret Y Secondary ArmamentAA 32 32 Range 32 10 1 AD 1 1 2 7 1 DD 1 1 1 4 Special Twin-Linked Twin-Linked Twin-Linked Weak — — Length Armoured Deck, Radar, Radar, class – and all on Carolina North as be as fast as the preceding well slightly They ended up weighing 35,000 tons. a hull not exceeding at 38,000 tons but, despite some cramping in the design, over Deck, survived warships. All four examples emerged as excellent the war. Belt Speed Armoured Torpedo Turning Target The South Dakota class was designed to mount 16-inch guns and Dakota The South shellfi against 16-inch protected be well Ships of this class: South Dakota, Indiana, , Alabama Massachusetts, Indiana, Dakota, of this class: South Ships Length built. The design was derived from the Northampton class, with class, the Northampton from The design was derived built. some minor modifi but lost light armament class gained more the development During their torpedo fi Speed Turning Target Originally conceived as a class of fi as conceived Originally the submarine I-58. by II, sunk War World lost in Ships of this class: Portland, Indianapolis Portland, of this class: Ships South Dakota-class Battleship Portland-class Cruiser Portland-class Yorktown-class Aircraft Carrier Ships of this class: Enterprise, Hornet, Yorktown Built in a series of three, only the Enterprise survived the war, with the Yorktown sunk during the , and the Hornet during the Battle of Santa Cruz. The Enterprise went on to become the most frequently decorated US carrier of the war, even earning the British Admiralty Pennant, the only ship outside of the Royal Navy to do so. She was fi nally put out of action in 1945 by a kamikaze attack that severely damaged her hanger deck. Speed: 7 in. Armour: 3+ Special Traits: Carrier Turning: 1 Damage: 26/8 In Service: 1937 Target: 4+ Crew: 88/29 Aircraft: Three fl ights of Grumman Wildcats, three fl ights of Douglas Devastators and six fl ights of Douglas Dauntless

Weapon Range AD DD Special Secondary Armament 12 2 1 Weak AA 7 4 — — Length: 761 ft. Displacement: 25,484 tons Speed: 32.5 kts. Crew: 2,200

Aircraft The following forms the air support for the US Navy: Bell P-39 Airacobra An early design, the Airacobra already looked lacklustre by the start of the war. Like most American aircraft, it was capable of sustaining heavy damage. Type: Fighter Dodge: 3+ In Service: 1942 Speed: 27 in. Dogfi ght: +2 Target: 5+ Damage: 2

The US Navy Curtiss P-40 Kitty Hawk One of the most prevalent designs of the war, the P-40 fought in the Pacifi c, the Mediterranean and on the Russian Front. Although not exceptional, the P-40 was tough and dependable. Type: Fighter Dodge: 3+ In Service: 1941 Speed: 25 in. Dogfi ght: +2 Target: 5+ Damage: 2 Curtiss SB2C Helldiver Sometimes regarded as one of the worst aircraft of the war, the Helldiver was slow, hard to fl y and delivered late. This was not to say it was not good at its main role but the overall design was responsible for the deaths of many US pilots. Type: Dive-Bomber Dodge: 5+ In Service: 1942 Speed: 21 in. Dogfi ght: +0 Target: 4+ Damage: 1

Weapon Range AD DD Special Bombs — 1 3 One-Shot, Super AP Douglas SBD Dauntless Until replaced by the Helldiver, the Dauntless was the main dive-bomber of the US Navy. Its crowning glory was during the Battle of Midway, where it sunk four Japanese carriers and damaged two cruisers. Type: Dive-Bomber Dodge: 5+ In Service: 1940 Speed: 19 in. Dogfi ght: +1 Target: 5+ Damage: 2

Weapon Range AD DD Special Bombs — 1 3 One-Shot, Super AP

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The US Navy repower repower 75 cally to defeat the Japanese Zero, a role it excelled in. The Hellcat The Hellcat in. it excelled a role Zero, cally to defeat the Japanese 1942 1937 1941 1943 1940 : 1943 nally rolled off the production lines, the Avenger was a good torpedo bomber, good torpedo bomber, was a lines, the Avenger off the production nally rolled In Service: In In Service: In n Service: : +2 : +0 In Service: In Service In In Service: In ghter from overseas to supplement the . The Air Force. to supplement the Royal overseas ghter from : 2 : 2 : 4+ : 5+ ght ght : +5 : +4 : +3 : +2 Dogfi Damage Dodge Dodge Dogfi Damage : 1 : 2 : 2 : 2 ghter of the war, the Mustang was designed at the behest of the British, was designed at the behest of the British, the Mustang ghter of the war, : 2+ : 3+ : 3+ I : 2+ ght ght ght ght Damage Damage Dogfi Dogfi Dodge Dodge Damage Dogfi Dodge Damage Dodge Dogfi : 6+ : 6+ : 5+ : 6+ : 5+ : 4+ : 33 in. : 30 in. : 22 in. : 27 in. : 24 in. : 15 in. : Fighter : Fighter : Fighter : Fighter : Torpedo-Bomber : Torpedo-Bomber : Fighter : Fighter : Fighter : Torpedo-Bomber : Torpedo-Bomber WeaponTorpedo Range AD 4 DD Special 1 4 One-Shot AP, WeaponTorpedo Range 4 AD DD Special 1 4 One-Shot AP, nal design was a superb amalgamation of American and British technologies which resulted in which resulted technologies nal design was a superb amalgamation of American and British Target Target Speed Speed The bent-winged Corsair was an exceptionally good aircraft, sporting heavy armour, superb fi sporting good aircraft, heavy armour, The bent-winged Corsair was an exceptionally who were interested in obtaining a fi interested who were Type Speed Target A contender for the best fi fi capable of long-ranged missions. agile aircraft acceleration. and tremendous Type Target A blessed relief to Devastator pilots when it fi to Devastator A blessed relief Type Speed aircraft. on purpose-designed though this duty took its toll even Target was built specifi easy to handle for a pilot, the Hellcat Relatively Type Type Gaining Grumman a reputation for building tough aircraft, the Wildcat was never given an operational speed restriction. Barrel- restriction. an operational speed given was never Wildcat the tough aircraft, for building a reputation Grumman Gaining a natural carrier-based aircraft. wings, it was shaped and with stubby Speed in 1943 and 44. superior airpower projecting choice of carrier-based aircraft, standard was to become the US Navy’s A world leader when it was introduced into service when it was introduced A world leader of performance fell behind in terms quickly to the the Devastator in 1937, later. years obsolete only four was the aircraft point where Type Speed Target Vought F4U Corsair North American P-51 Mustang Grumman TBF/TBM Avenger Grumman F6F Hellcat Grumman F4F Wildcat Grumman F4F Douglas TBD Devastator Douglas Imperial Japanese Navy Japan was graphically shown the power of modern warships in the latter years of the 19th century when an American armoured cruiser squadron bombarded port facilities which had only cannon fi ring stone shot to reply with. From then onward it was obvious that Japan would no longer be able to ignore the rest of the world. She needed technology, and as an island power, she needed a modern navy.

Turning for assistance to Britain, then the world’s foremost naval power, Japan quickly created a powerful modern fl eet, which fought successfully against Korea and Russia in the years that followed. It was this capable and confi dent navy that came out to fi ght the American Pacifi c Fleet and those of the Allies.

Unlike some other navies, the Japanese understood the potential of air power and created an effective carrier arm. This was in part due to the limitations of the Treaty of Washington, which limited capital ship construction but allowed incomplete hulls to be fi nished as aircraft carriers. In this way the Imperial Japanese Navy (IJN) acquired fast carriers built on what had been battlecruiser hulls.

In addition to the carriers, the IJN possessed a powerful battleship force, which included the largest and most powerful battleships in the world, the Yamato and the Musashi. In truth these awesome ships were already obsolete when they were laid down, but the carrier aircraft had yet to show its potential.

That potential was shown in the attacks on Pearl Harbour in 1941. Using armour-piercing bombs improvised from 14-inch shells, torpedoes and lighter bombs, Japanese aircraft infl icted tremendous damage on the US Pacifi c fl eet as it lay at anchor. Had the US carrier force been present at the time of the attack, the war might have taken a different course.

As it was, things were bad enough for the Allies. The IJN dominated the Pacifi c, sweeping aside the weak Allied cruiser and destroyer forces in the region while British capital ships were sunk with massed air attacks. At the time of the Battle of the Java Sea in 1942, the Allies had no functional capital ship within 10,000 miles. The IJN was at that point the third most powerful navy in the world, and for a time it seemed unstoppable.

Although both the US Navy and the IJN had large numbers of battleships available, it was air power that turned the tide of the

Imperial Japanese Navy Pacifi c War. The Battle of Midway, lasting three days, resulted in the loss of several ships plus large numbers of planes and – more importantly – trained aircrew on both sides, but victory went to the Americans. The Japanese carrier fl eet was crippled by its losses whilst the smaller US fl eet was backed up by a larger industrial capacity and could make good its losses more easily.

Midway was the turning point of the Pacifi c War, and from then on the IJN, though a powerful force, was unable to make any headway against the increasing carrier strength of the USN. Cruiser and battleship forces made several gallant efforts, and Japanese destroyers ran appalling risks to deliver men and supplies to the island battles, but in the end the matter would be decided by carrier air power – and in that vital area the Japanese Navy was falling ever farther behind.

However, this was not the only factor at play. Japan had gained access to vast resources of vital materials by her conquests, but they needed to be transported by sea. The IJN never really grasped the concept of effective anti-submarine defence for merchant convoys, and over the course of the war the vital supply ships were steadily massacred by US submarines.

The Imperial Japanese Navy did not take defeat lying down. Even at the end, with the victorious Allies pushing towards the Japanese islands, the IJN fought desperately to keep them at bay. Kamikaze aircraft and other suicide weapons were deployed in increasing numbers, and eventually the proud warships of the IJN made death-rides against the US forces.

Most of these sorties were stopped by air attack long before they came in range of the enemy. This was the last hurrah for the battleship, and the heroic efforts of the Japanese Navy only served to prove beyond any doubt that the days of the large armoured warship were gone forever. If the world’s most powerful battleship, crewed by men expecting to die in the course of their mission, could not survive to reach gun range, no other ship would.

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Imperial Japanese Navy : 625 Crew : 34.5 kts. Priority Level: Raid Level: Priority heavy cruiser Mogami-class carrier aircraft Shokaku-class cruiser Takao-class Battle Level: Priority battlecruiser Kongo-class battleship Nagato-class War Level: Priority battleship Yamato-class cruisers rst Japanese 77 Speed Aircraft 1 Aircraft 1926 eets of the Imperial Japanese Navy: Japanese eets of the Imperial : 9,476 tons ights) ights) ights) ights) Special Traits: Special In Service: In ights) eet list for the Imperial Japanese Navy: Japanese the Imperial eet list for Displacement : 10/3 : 3+ ts, eventually going back to sea at 9,000 tons. Kinugasa was ts, eventually : 25/8 : The Japanese were responsible for some of the most accurate, long-ranged and powerful torpedoes of the war. torpedoes of the war. long-ranged and powerful for some of the most accurate, responsible were The Japanese : Armour Crew Damage Japanese sonar was never quite the equal of the Allied systems. Japanese ships require a 5+ to detect a submerged a 5+ to detect ships require equal of the Allied systems. Japanese quite the sonar was never Japanese : 2 : 582 ft. : 5+ : 7 in. Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret Y Secondary ArmamentAA 33Torpedoes Port 33Torpedoes Starboard Range 33 12 20 20 1 AD 1 1 1 7 3 1 DD 3 1 1 1 2 Special — — 5 5 — Weak — AP Super Slow-Loading, AP Super Slow-Loading, — Length Speed sunk off Guadalcanal by US carrier aircraft and Aoba was sunk in an air raid. and Aoba US carrier aircraft by sunk off Guadalcanal with aircraft catapults. Already over design displacement at 8,300 tons, they grew still at 8,300 tons, they grew design displacement over catapults. Already with aircraft further in 1938-40 refi Turning Target Essentially improved Furutakas, the Aoba class cruisers were designed to mount their class cruisers the Aoba were Furutakas, Essentially improved also the fi the outset, and were from eight-inch guns in dual turrets Ships of this class: Aoba, Kinugasa of this class: Aoba, Ships The following special rules are applied to fl special rules are The following Weak Sonar: Weak The Long Lance rules ships (not submersibles) may either use the torpedo may choose to target an enemy ship up to as normal, or they Japanese with Counter moving Torpedo with the Phase, the attack will be made in the next End they do this, however, If 20 inches away. the ship if necessary. submersible, rather than the normal 4+. The following forms the entire fl forms the entire The following Priority Level: Patrol Level: Priority destroyer Fubuki-class Kadai-7-class submarine (four fl squadrons Val Mitsubishi A6M Zero squadron (two fl squadron A6M Zero Mitsubishi fl (three squadron G4M Betty Mitsubishi fl (three B5N Kate squadron Nakajima Skirmish Level: Priority cruiserAoba-class cruiser Furutaka-class submarine Hei-Gata-class destroyer Kagero-class cruiser Nagara-class cruiser Sendai-class fl (three Kawanishi N1K1-J squadron Aoba-class Cruiser Special Rules The Imperial Japanese Navy Fleet List Navy Fleet Japanese The Imperial Fubuki-class Destroyer Ships of this class: Shirayuki, Hatsuyuki, Miyuki, Murakumo When the fi rst Fubuki appeared in 1928, she was the fi rst destroyer to feature powered, weatherproof dual fi ve-inch mounts and torpedo reloads. At the time, she was hands-down the most powerful warship for her size anywhere in the world. Unfortunately, she was also structurally unsound as a result of trying to cram too much weaponry into too small a displacement. Speed: 8 in. Armour: 2+ Special Traits: Agile Turning: 2 Damage: 3/1 In Service: 1928 Target: 6+ Crew: 8/2

Weapon Range AD DD Special Secondary Armament 12 1 1 Weak AA 5 2 — — Port/Starboard Torpedoes 20 5 5 One-Shot, Super AP Depth Charges 3 2 2 Slow-Loading Length: 378 ft. Displacement: 2,050 tons Speed: 38 kts. Crew: 197 Furutaka-class Cruiser Ships of this class: Furutaka, Kako The Furutaka class were the fi rst Japanese ‘treaty’ cruisers. They were fl ush-decked to save weight and initially mounted their guns in single gunhouses. In the late 1930s they were rebuilt with dual mounts for their eight-inch armament. Speed: 7 in. Armour: 3+ Special Traits: Aircraft 1 Turning: 2 Damage: 10/3 In Service: 1926 Target: 5+ Crew: 25/8

Weapon Range AD DD Special A Turret (2 x 8 in.) 33 1 1 — B Turret (2 x 8 in.) 33 1 1 — X Turret (2 x 8 in.) 33 1 1 — Imperial Japanese Navy Secondary Armament 12 1 1 Weak AA 7 2 — — Port Torpedoes 20 2 5 Slow-Loading, Super AP Starboard Torpedoes 20 2 5 Slow-Loading, Super AP Length: 580 ft. Displacement: 9,540 tons Speed: 34.5 kts. Crew: 625 Hei-Gata-class Submarine First constructed at Mitsubishi in Kobe, the I-16 was involved in Operation Hawaii a year and a half after it was built. In a squadron with fi ve other submarines, she was ordered to wait outside Pearl Harbour and engage any American ships that tried to escape the attack. Sometimes equipped with midget subs, the I-16 Class harassed merchant shipping and saw action at Guadalcanal. Speed: 5 in./1 in. Armour: 2+ Special Traits: Agile, Submersible Turning: 2 Damage: 4/1 In Service: 1940 Target: 6+ Crew: 4/1

Weapon Range AD DD Special Secondary Armament 12 1 1 Slow-Loading, Weak AA 1 1 — — Forward Torpedoes 10 4 4 AP, Slow-Loading Length: 358 ft. Displacement: 3,561 tons Speed: 23.5 kts./8 kts. Crew: 101

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Imperial Japanese Navy : 88 Crew 1,437 240 Crew: Crew: 23 kts./8 kts. 30.5 kts. 35 kts. 79 Speed: Speed: Speed: Speed: Speed: Speed: Agile, Submersible 1942 Agile Aircraft 3, Torpedo Belt Torpedo 3, Aircraft 1928 1938 In Service: In Special Traits: Traits: Special 2,602 tons 36,601 tons 36,601 tons 2,490 tons c as well as the waters off Australia. There were 10 KD-7 submarines built overall, all of overall, submarines built 10 KD-7 were There off Australia. as the waters c as well 3/1 Special Traits: Special Service: In In Service: In Special Traits: Traits: Special 2+ 3/1 34/11 4+ 3/1 Displacement: Displacement: Armour: Damage: Crew: Displacement: Displacement: Displacement: Displacement: 2+ 10/3 57/19 the equal of any of their were the Kageros ciencies. As a result, Crew: Armour: Armour: Damage: Crew: Crew: Damage: Armour: 1 2 2 720 ft. 388 ft. 346 ft. 6+ 5 in./1 in. 4+ 6+ 6 in. 7 in. Weapon (2 x 14 in)Turret A (2 x 14 in)Turret B (2 x 14 in)Turret X (2 x 14 in)Turret Y Secondary Armament 39AA 39 39 Range 39 16 2 2 AD 2 2 6 8 2 DD 2 2 2 1 Special AP 5 AP AP AP Weak — — WeaponSecondary ArmamentAA Torpedoes Port/Starboard ChargesDepth 12 20 Range 3 1 5 5 AD 2 1 5 DD 2 Weak Special AP Super Slow-Loading, 2 — Slow-Loading — WeaponSecondary ArmamentAA Torpedoes Forward 12 10 Range 1 1 AD 3 1 DD 1 4Weak Slow-Loading, Special Slow-Loading AP, — — Length: Target: Kongo-class Battlecruiser Kirishima, Haruna Hiei, of this class: Kongo, Ships 1927 and 1931 and between was rebuilt 1912, class, dating from The Kongo with eight 14-inch guns in as a battleship class. Armed re-rated was thereafter and a secondary dual turrets battery were of sixteen six-inch guns, the Kongos lost off Guadalcanal, and Kirishima were in the late 1930s. Hiei further rebuilt an air raid on a submarine and Haruna was sunk by torpedoed by was Kongo Kure. Speed: Length: Turning: Target: Turning: contemporaries in other navies and superior to most. Only the initial lack of radar to most. Only contemporaries in other navies and superior their performance. hindered and continued poor quality of sonar equipment Speed: Ships of this class: Kuroshio, Oyashio, Hatsukaze, Natsushio, Hayashio Natsushio, Oyashio, Hatsukaze, of this class: Kuroshio, Ships hull design was scaled up to overcome the Kagero Essentially an enlarged Fubuki, the earlier design defi Length: Another ocean-going submarine and armed with six 533mm forward torpedo tubes, these vessels were also known as the KD-7 as the KD-7 known also were 533mm forward and armed with six submarine Another ocean-going tubes, these vessels torpedo servedClass, and Pacifi in the South war. the course of the lost during which were Speed: Turning: Target: Target: Kagero-Class Destroyer Kadai-7-Class Submarine Kadai-7-Class Mogami-class Heavy Cruiser

Ships of this class: Kumano, Mikuma, Mogami, Suzuya

With aluminium used in its construction, the Mogami were extremely fast, yet did not require many boilers and remained heavily armoured. Mikuma and Mogami were both caught by a US aircraft carrier at the Battle of Midway after they had collided with one another. Mogami survived and returned to face America at the , where she was eventually scuttled.

Speed: 7 in. Armour: 3+ Special Traits: Aircraft 1 Turning: 2 Damage: 14/4 In Service: 1941 Target: 5+ Crew: 38/12

Weapon Range AD DD Special A Turret (2 x 8 in) 33 1 1 — B Turret (2 x 8 in) 33 1 1 — Q Turret (2 x 8 in) 33 1 1 — X Turret (2 x 8 in) 33 1 1 — Y Turret (2 x 8 in) 33 1 1 — Secondary Armament 11 2 1 Weak AA 7 3 — — Port Torpedoes 20 3 5 Slow-Loading, Super AP Starboard Torpedoes 20 3 5 Slow-Loading, Super AP

Length: 656 ft. Displacement: 13,440 tons Speed: 35 kts. Crew: 951

Nagara-class Cruiser

Ships of this class: Nagara, Isuzu, Natori, Yuru, Kinu, Abukuma

Imperial Japanese Navy Dating from the early 1920s, the Nagara class received aircraft in 1927. They mounted large numbers of torpedo tubes and six 5.5-inch guns in single mounts. Isuzu was converted in 1944 to an AA cruiser, with six fi ve-inch guns and a heavier secondary/AA fi t. Nagara, Isuzu and Natori were sunk by US submarines while Yuru, Kinu, and Abukuma were all crippled or sunk by US aircraft.

Speed: 7 in. Armour: 2+ Special Traits: Aircraft 3 Turning: 2 Damage: 6/2 In Service: 1922 Target: 5+ Crew: 18/6

Weapon Range AD DD Special Secondary Armament 15 3 1 — AA 7 3 — — Port Torpedoes 20 4 5 One-Shot, Super AP Starboard Torpedoes 20 4 5 One-Shot, Super AP

Length: 534 ft. Displacement: 5,832 tons Speed: 36 kts. Crew: 438

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Imperial Japanese Navy : 1,660 : 1,333 : 450 rst battleship in the world to rst battleship in the Crew Crew Crew ights of Nakajima B5N Kates ights of Nakajima ying-off 35 kts. : 34 kts. : 25 kts. 81 Speed Speed Speed: ights of Mitsubishi A6M Zeros, four fl A6M Zeros, ights of Mitsubishi Carrier Aircraft 1 Aircraft Aircraft 3, Armoured Deck, Torpedo Belt Torpedo Deck, 3, Armoured Aircraft 1941 1942 : 1920 ights of Aichi D3A Vals D3A Aichi of ights : Four fl : Four : 33,039 tons : 33,039 tons : 7,100 tons : 46,356 tons : 46,356 tons Special Traits: Special Aircraft In Service: In Special Traits: Special In Service: In Special Traits: Special In Service In eet during the attack on Pearl Harbour, the Nagato was also the fi the Nagato Harbour, on Pearl eet during the attack Displacement Displacement Displacement : 32/10 : 7/2 : 40/13 : 3+ : 2+ : 5+ : 66/22 : 18/6 : 53/17 Crew Armour Damage Crew Armour Damage Crew Armour Damage c theatre. Starting at Pearl Harbour, these ships’ service included sinking these ships’ Harbour, at Pearl Starting c theatre. : 1 : 2 : 1 : 843 ft. : 500 ft. : 738 ft. : 4+ : 5+ : 4+ : 7 in. : 7 in. : 5 in. agship of the Japanese fl agship of the Japanese WeaponSecondary ArmamentAA 11 Range 4 7 AD 1 DD 7 Weak Special — — WeaponSecondary ArmamentAATorpedoes Port Torpedoes Starboard 15 Range 20 20 3 7 AD 2 2 1 DD 4 5 5 Weak Special — AP Super One-Shot, AP Super One-Shot, — Weapon x 16 in) (2 Turret A x 16 in) (2 Turret B x 16 in) (2 Turret X (2 x 16 in)Turret Y Secondary Armament 43AA 43 43 Range 43 15 2 2 AD 2 2 7 8 3 DD 3 3 3 1 Special AP 3 AP AP AP Weak — — Length Ships of this class: Shokaku, Zuikaku of this class: Shokaku, Ships in many engagements effectively used extremely class were The two ships of the Shokaku in the Pacifi Length fl and aiding in the destruction of the Lexington and Hornet, carrier Hermes the British among others. four Speed Turning Target and Ships of this class: Naka, Sendai, Jintsu Sendai, of this class: Naka, Ships class of light cruisers 5.5-inch guns in mounted seven An early-1920s design, the Sendai completed with a hangar and a fl They were single mounts on a 5,200 ton hull. Length platform but did not carry until 1929. aircraft Speed Turning Target Ships of this class: Mutsu, Nagato Mutsu, of this class: Ships The fl mount 16-inch guns. The Nagato continued to serve throughout the war and eventually returned to Japan as the US forces as the US forces Japan to to serve continued returned and eventually the war throughout Nagato The guns. mount 16-inch of by waves as a coastal defence boat until heavily beaten was used the Nagato battleship Japanese The last active approached. then boarded. torpedo bombers and Speed Turning Target Shokaku-class Aircraft Carrier Sendai-class Cruiser Nagato-class Battleship Nagato-class Takao-class Cruiser Ships of this class: Takao, Atago, Maya, Chokai

An improved version of the preceding Nachi class, the Takao class of cruisers carried 10 eight-inch guns in dual mounts which could elevate enough to be useful against aircraft. Displacement at build was 11,350 tons against a published fi gure of 9,850, and refi ts in 1939-40 added bulges that brought this up to 13,400. Maya was damaged by air attack and rebuilt, only to be sunk at Leyte Gulf by US submarines. Atago went the same way, but Takao survived two torpedo hits on the same occasion - she was later sunk by British midget submarines. Chokai was also sunk at Leyte Gulf by a combination of destroyer and air attacks.

Speed: 7 in. Armour: 3+ Special Traits: Aircraft 3 Turning: 2 Damage: 16/5 In Service: 1932 Target: 5+ Crew: 31/10

Weapon Range AD DD Special A Turret (2 x 8 in) 33 1 1 — B Turret (2 x 8 in) 33 1 1 — Q Turret (2 x 8 in) 33 1 1 — X Turret (2 x 8 in) 33 1 1 — Y Turret (2 x 8 in) 33 1 1 — Secondary Armament 11 2 1 Weak AA 7 3 — — Port Torpedoes 20 4 5 Slow-Loading, Super AP Starboard Torpedoes 20 4 5 Slow-Loading, Super AP

Length: 631 ft. Displacement: 15,490 tons Speed: 35.5 kts. Crew: 773

Yamato-class Battleship

Ships of this class: Musashi, Yamato Imperial Japanese Navy By a large margin, the Yamato and Musashi were the largest battleships ever built. They were twice the displacement of most Allied battleships and their 18-inch guns could out range anything in the Allied arsenal. It was the hope of the IJN that such characteristics would allow them to circumvent the Allies numerical superiority. However, when it came to war, it soon became clear that the submarine and, in particular, the aircraft, had greatly eroded the battleship’s role in the world. The Musashi was lost during the Battle of Leyte Gulf while the Yamato was sunk by 10 torpedoes and 23 bombs during a suicide run to Okinawa.

Speed: 5 in. Armour: 6+ Special Traits: Agile, Aircraft 7, Armoured Deck, Torpedo Belt Turning: 1 Damage: 54/18 In Service: 1940 Target: 4+ Crew: 100/33

Weapon Range AD DD Special A Turret (3 x 18 in) 46 3 4 Super AP B Turret (3 x 18 in) 46 3 4 Super AP Y Turret (3 x 18 in) 46 3 4 Super AP Secondary Armament 20 9 1 Weak AA 7 10 — —

Length: 840 ft. Displacement: 69,990 tons Speed: 27 kts. Crew: 2,500

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ot forward machine guns xed 83 1941 1935 : 1939 c War, the Zero and its exceptionally well-trained pilots could literally run well-trained its exceptionally and the Zero War, c : 1943 : 1940 machine guns and four 20mm ciently that they adopted it. Armed with two .303 In Service: In Service: In In Service In : +0 : +1 : +1 In Service In Service In : 2 : 2 : 2 : 4+ : 4+ : 4+ ght ght ght ghters. Towards the end of the war, it was used as a kamikaze platform. it was used as a kamikaze the end of the war, Towards ghters. ghters. As time wore on, great efforts were made to build superior aircraft, but the Zero remained remained but the Zero made to build superior aircraft, efforts were on, great ghters. As time wore : +5 : +4 Dogfi Damage Dodge Dogfi Damage Dodge Dodge Dogfi Damage : 2 : 1 : 2+ : 2+ ght ght and fi re Dogfi Dogfi Damage Damage Dodge Dodge ghter for the duration of the war. : 4+ : 5+ : 5+ : 6+ : 6+ : 19 in. : 22 in. : 18 in. : 27 in. : 25 in. : Torpedo-Bomber : Torpedo-Bomber : Torpedo-Bomber : Torpedo-Bomber : Dive-Bomber : Dive-Bomber : Fighter : Fighter : Fighter : Fighter ghter, the Shiden impressed the IJN suffi impressed the Shiden ghter, WeaponTorpedo Range 4 AD DD 1 Special 3 One-Shot AP, WeaponTorpedo Range 4 AD DD Special 1 3 One-Shot AP, WeaponBombs Range AD — DD 1 Special 2 AP Super One-Shot, Aircraft Type The standard Japanese torpedo bomber and one of the main causes of damage at Pearl Harbour, the Kate was a rugged and Harbour, of damage at Pearl torpedo bomber and one of the main causes Japanese The standard easily superior to its American counterpartsdependable aircraft, down by anti-aircraft fi anti-aircraft by down Speed Target Speed Target Type A medium bomber armed with four machine guns and a 20mm cannon, the Betty was an important strike aircraft. In its land- was an important In guns and a 20mm cannon, the Betty A medium bomber armed with four machine strike aircraft. tanks caused huge numbers to be sh fuel and under-protected it was used as a bomber but its large size based anti-shipping role Type and two rear trainable ones. It carried a crew of two and a light bomb load. Used in the anti-shipping dive-bomber mode the Val mode the dive-bomber in the anti-shipping Used of two and a light bomb load. carried a crew trainable ones. It and two rear war effort. carrier-based Japanese was a mainstay of the Speed Target A naval dive bomber with many similarities to the German Ju-87 Stuka, the Val was armed with two fi armed with two was Val the Stuka, Ju-87 similarities to the German bomber with many dive A naval The following forms the air support for the Imperial Japanese Navy: Japanese forms the air support for the Imperial The following Nakajima B5N Kate Mitsubishi A6M Zero Mitsubishi G4M Betty Kawanishi N1K1-J Shiden Kawanishi N1K1-J Shiden Aichi D3A Val Aichi D3A Speed Speed The terror of the skies in the early phases of the Pacifi of the skies in the early phases The terror Target Target rings around early American fi rings around a viable fi Type Known to the Allies as ‘George,’ the Shiden entered service in 1943. Designed as a land-based derivative of the Kyofu single- service of the Kyofu entered as a land-based derivative Designed in 1943. the Shiden to the Allies as ‘George,’ Known seat fi Type cannon, the Shiden outmatched the Hellcat and could compete with aircraft such as the Mustang and Corsair. and Corsair. such as the Mustang compete with aircraft and could outmatched the Hellcat cannon, the Shiden The Italian Navy At the time of Italy’s entry into World War II, she possessed a modern and – on paper at least – highly effective fl eet. Four battleships and eight heavy cruisers were available, with four more battleships fi tting out. There were no aircraft carriers, not least because the Italian Navy was intended to operate near friendly air bases in Italy and . As might be expected from a fl eet intended to operate among the islands of the Mediterranean, Italian light forces were quite numerous, including 14 light cruisers, 128 destroyers and 62 motor torpedo boats, a weapon favoured by the Italians and well suited to local conditions. No less than 115 submarines were also available. The main Italian naval base was at Taranto, home of the battleship force. Lighter groups were based out of ports on the Italian mainland, Sicily and the Red Sea. The Italian Navy was primarily tasked with interrupting British logistics and trade through the Mediterranean, and with keeping the Axis nations’ links to North Africa open. Major actions with the Royal Navy were not desirable nor really necessary for this mission to be carried out. This defensive mindset was reinforced when British torpedo bombers attacked the Italian battle squadron in port, sinking one battleship and putting two others out of action for many months. Efforts to interrupt Allied troop and supply movements were made by the Italian Navy, leading to the Battle of Cape Matapan in 1941. After initial successes the Italian force began to withdraw, only to come under attack from British carrier aircraft. The attacks slowed the lone Italian battleship and crippled a cruiser, allowing the British surface forces to catch up with elements of the Italian fl eet, sinking three heavy cruisers. The defeat at Matapan further dented Italian morale, and the surface fl eet behaved very timidly throughout the rest of the war. Sorties were made, but these tended to evaporate in the face of resistance, allowing overmatched Allied vessels to see off Italian forces that should have destroyed them with ease. The long campaign to sustain and reinforce the island fortress of Malta resulted in bitter air/sea battles such as the Second Battle of Sirte. A powerful Italian force including a battleship and two heavy cruisers came out to cut Malta’s lifeline, and it fell to a force of cruisers and destroyers to prevent the massacre of the merchant ships. The response from the light British covering force was aggressive but should not have deterred a battleship force – the largest gun on the Allied side was of six-inch calibre, matched against the 15-inch and eight-inch armament of the battleship and cruisers. Yet the Italians would not press the issue, behaving as if they were the ones under attack by the destroyers and cruisers darting out of the smokescreen they laid to fi re a few shots then vanish once again. A bold – cheeky, even – advance by the British destroyers, The Italian Navy closing to attack with torpedoes, was perhaps the decisive factor. The Italian force opened the range and drew off, leaving the convoy unharmed but under heavy air attack. This behaviour was characteristic of the Italian Navy in World War II. Italian submarine forces operated in the Mediterranean and out of captured French ports against Allied shipping in the Atlantic. Some boats were specifi cally designed for commerce raiding, with more torpedo tubes but of lesser calibre than those of their peers. This allowed a larger salvo to be launched at a convoy, increasing the chances of a hit, while a smaller torpedo was quite adequate for sinking merchant vessels. The Italian Navy failed to achieve much more during the course of the war and eventually surrendered to the Allies at Malta. Its personnel were involved in actions against their former allies towards the end of the war, losing a little over 4000 men against Germany as opposed to just under 25,000 against the Allies. It is interesting to speculate what the Italian Navy could have achieved had it been better led or handled. Italian enthusiasm for the war was noticeably lacking, and this led to lacklustre performances in the air, on the ground and at sea. The resulting reputation for lack of nerve is not really deserved; Italian troops and ships at times fought bravely, especially for a commander or a cause they believed in, and in other wars of recent history there was nothing wrong with Italian courage or fi ghting ability. It seems likely that, had the personnel of the Italian Navy really believed in their cause, their excellent battleships and cruisers might have led them to glory. As Napoleon remarked: ‘Morale is to the physical as three is to one.’ The Italian Navy Fleet List The following is the entire fl eet list for the Italian Navy: Priority Level: Patrolrol Navigatori-class Destroyer Priority Level: Battle Adua-class Submarine Ciao Duilio-class battleship Priority Level: Skirmish Priority Level: War Trento-class cruiser Littorio-class battleship Zara-class cruiser

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The Italian Navy

rger 46 : 1,523 Crew Crew: Crew: AP, Slow-Loading AP, 3 14/7 kts. : 27 kts. 85 Speed Speed: Speed: Agile, Submersible 1940 Aircraft 1 Aircraft 1940 Special Traits: Traits: Special Service: In 860 tons : 29,374 tons : 29,374 tons 3/1 war Italian nal 18 months of the Special Traits: Traits: Special Service: In 2+ 3/1 30/10 5+ Displacement Displacement: Displacement: Armour: Damage: Damage: Crew: 61/20 Damage: Damage: Crew: Armour: Armour: 1 3 201 ft. 3 in./1 in. : 613 ft. 5+ 6+ 5 in. Aft Torpedoes 10 1 3 Slow-Loading AP, Weapon (3x 12.6 in)Turret A (2x 12.6 in)Turret B (2x 12.6 in)Turret X (3x 12.6 in)Turret Y 33Secondary Armament 33AA 33 Range 33 15 3 2 AD 2 3 3 6 2 DD 2 2 2 1 Special — 6 — — — Weak — — WeaponSecondary ArmamentAA TorpedoesForward 12 10 Range 1 1 AD 2 1 DD 1Weak Slow-Loading, Special — — Turning: Target: Speed: Caio Duilio was damaged by a torpedo during the Taranto of a torpedo during the Battle was damaged by Caio Duilio participated She for six months of repairs. to Genoa and was towed being placed on the reserve in 1942. before of Sirte Battle in the First the fi during inactive Both ships were due to major fuel shortages. Length in most navies) and not as well protected. From 1937 to 1940, both ships went through a total overhaul, transforming them a total overhaul, through to 1940, both ships went 1937 From protected. in most navies) and not as well was modernised and speed was improved island structure out to 12.6-inch, the bored The main guns were battleships. into ‘fast’ Africa and to North long-distance escorts for convoys provided Doria the Andrea War, World the Second to 27 knots. During 17, 1941. on December cruisers and destroyers engaged in battle with British It to Malta. Allied convoys attempted to intercept Commissioned in 1916, these ships originally carried an armament of thirteen 12-inch main guns. Compared to contemporary carried an armament of thirteenCommissioned in 1916, these ships originally 12-inch main guns. Compared something la by 12-inch gun was rapidly being replaced slightly underarmed (the slightly faster, battleships, they were foreign Ships of this class: Caio Duilio, Andrea Doria Andrea Duilio, of this class: Caio Ships Length: Speed: Speed: The fourth subclass of the 600-series coastal submarines these were ideal vessels for the ideal vessels The fourth these were 600-series coastal submarines subclass of the class, but in the Adua 17 vessels were There theatre. Mediterranean shallow relatively cruiser amongst others, survived HMS Kenya sank the Brithish only the Alagi, which which a successful the submarine from was the Scire, The most notable the war. raid the battleships that on Alexandria harbour was launched. In manned torpedo raid sunk, although were along with a , Elizabeth, HMS Queen and Valiant HMS lost trying was The Scire in the war. later repaired later raised and the battleships were harbour. on Haifa to launch a similar attack Ships of this class: Adua, Alagi, Axum, Durbo, Scire, Tembien Scire, Alagi, Axum, Durbo, Adua, of this class: Ships Turning: Target: Caio Duilio-class Battleship Adua-class Submarine Adua-class Littorio-class Battleship

Ships of this class: Impero, Littorio, Roma, Vittorio Veneto

The Littorio class was the fi rst new battleship class for nearly a decade when design work began in 1930. Initially designed to remain within the 35,000 ton limit, the fi nal displacement was just over 40,000 tons. As well as being good-looking ships, the Littorios included a number of new features including high-velocity guns. They were probably the fi rst of the ‘fast battleships’ that would come to dominate capital ship design in the late 1930s and onward. Littorio was put out of action for six months by the famous Taranto air raid. Vittorio Veneto was damaged by an air-launched torpedo at the battle of Cape Matapan and later by a submarine-launched torpedo. She was also damaged by bombs, along with Roma, in an air raid in 1943. After the Italian surrender, Roma and Littorio (renamed Italia) were hit by German glide bombs; Roma was sunk. Impero was never fi nished and did not see war service.

Speed: 6 in. Armour: 6+ Special Traits: Aircraft 3 Turning: 1 Damage: 40/13 In Service: 1940 Target: 4+ Crew: 82/27

Weapon Range AD DD Special A Turret (3x 15 in) 47 3 3 AP B Turret (3x 15 in) 47 3 3 AP Y Turret (3x 15 in) 47 3 3 AP Secondary Armament 19 4 1 Weak AA 6 7 — —

Length: 735 ft. Displacement: 46,215 tons Speed: 29 kts. Crew: 2,041 The Italian Navy Navigatori-class Destroyer

Ships of this class: Da Mosto, Da Noli, Da Recco, Da Verrazzano, Malocello

One of many classes of Italian destroyers that served in the Mediterranean theatre these suffered heavy losses like much of the Italian fl eet, with only a few surviving to the end of the war. After the Italian surrender in 1943 many destroyers served alongside the Allies against Germany and there was serious discussion amongst Allied leaders about using the Italian navy in the Pacifi c against Japan.

Speed: 8 in. Armour: 2+ Special Traits: Agile Turning: 2 Damage: 3/1 In Service: 1929 Target: 6+ Crew: 7/2

Weapon Range AD DD Special Secondary Armament 12 1 1 Weak AA 4 1 — — Port/Starboard Torpedoes 10 3 3 AP, One-Shot Depth Charges 3 4 1 Slow-Loading

Length: 321 ft. Displacement: 2,657 tons Speed: 38 kts. Crew: 173

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The Italian Navy 781 841 Crew: Crew: Crew: 36 kts. 32 kts. 87 Speed: Speed: Speed: 2

Aircraft Aircraft 3 Aircraft 1931 1928 14,560 tons 14,560 tons 13,548 tons 13,548 tons Special Traits: Traits: Special Service: In Special Traits: Special Service: In 15/5 14/4 3+ Displacement: Displacement: Displacement: Displacement: 3+ 34/11 31/10 Crew: Crew: Armour: Armour: Damage: Crew: Armour: Damage: 2 ced armour protection to achieve this. They were originally designated light cruisers but were re-rated as heavy cruisers re-rated designated light cruisers originally but were They were this. to achieve ced armour protection 2 623 ft. 5+ 6 in. : 547 ft. 7 in. : 5+ ed as a unique design. She was torpedoed twice by submarines and submarines by was torpedoed twice She ed as a unique design. rst eight-inch gun cruisers built by Italy in the wake of the Washington Treaty, the Trento class was designed to be fast, designed to be fast, class was Trento the Treaty, Washington of the in the wake gun cruisersrst eight-inch Italy built by Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret X (2 x 8 in)Turret Y Secondary Armament 35AA 35 Range 35 35 12 1 AD 1 1 1 2 6 1 DD 1 1 1 1 Special — 5 — — — Weak — — Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret X (2 x 8 in)Turret Y Secondary Armament 31AA 31 TorpedoesPort Range 31 TorpedoesStarboard 31 12 1 10 AD 10 1 1 1 2 6 1 DD 2 1 2 1 1 1 Special — 4 — — 3 3 — Weak — One-Shot AP, One-Shot AP, — nally sunk by explosives placed by Chariot mini-submersibles in 1944. placed by explosives sunk by nally Length Target: Target: Speed: Speed: Turning: The Zara class heavy cruisers were designed to have improved protection over the over protection improved to have designed class heavy cruisersThe Zara were the designated light, then armoured, at the cost of speed. Originally class, Trento within intended to remain They were cruisers. rated as heavy properly were Zaras than more up by crept but eventually treaty Washington the 10,000-ton limit of the off Cape Matapan forces lost in action with British were and Fiume Zara 10%. Pola, and was sunk surrender hands upon the Italian passed into German while Gorizia mini-subs. Chariot Italian by Ships of this class: Fiume, Gorizia, Pola, Zara Pola, Gorizia, of this class: Fiume, Ships Length: Target and sacrifi fi Speed: Turning: The fi submarine in a British by was sunk Trento armament. due to their superior in late 1942 submarine) a British was torpedoed (again by Trieste 1942, while air attack. Bolzano home – she was subsequently sunk by but was able to limp class and sometimes Trento member of the to be a is sometimes considered classifi Ships of this class: Trento, Trieste (Bolzano) Trieste Trento, of this class: Ships Zara-class Cruiser Trento-class Cruiser Trento-class The French Navy At the outbreak of World War II, the French Navy was a powerful force with modern battleships, which should have been a major asset to the Allied cause. However, the rapid fall of France and the creation of neutral Vichy France meant that these forces might be used against the Allies, something that could not be risked. Neither could the French government order its navy to join the Allied cause, nor the navy surrender its ships without orders. Thus British forces were forced to undertake the hateful duty of bombarding their former allies as they lay helplessly at anchor, effectively taking the French out of the war as a naval power.

Some French units did remain at large and many of these came over to the Allied cause, fi ghting on as the Free French Navy alongside Free Poles, Dutch and other diehards. The Free French Navy initially consisted of one battleship, an auxiliary cruiser, four and four submarines, plus smaller units.

Other forces eventually managed to rejoin the Allies and served in all corners of the world, giving good service for the most part despite the distasteful events of 1940. Most of the remainder of the once-powerful French fl eet was scuttled at Toulon in 1942.

It is interesting to speculate how the French fl eet might have affected the course of the war, consisting as it did of eight battleships (with another under construction), an aircraft carrier, seven heavy and 11 light cruisers, 59 destroyers and 81 submarines. This powerful force was built up to support France’s traditional position as a maritime and colonial power, and was suffi cient to infl uence events in any theatre.

Some French battleships were rather elderly, being modernised World War I vessels. Others were of modern and quite unusual design, including the Fast Battleship Richelieu (and her planned sisters, Jean Bart and Clemenceau). These ships were unusual in that their main armament was all forward of the superstructure, with a heavy secondary armament aft. A similar arrangement was tried in some British ships, probably with the same rationale – more guns could be brought to bear while closing the enemy. Of course, this reduced fi repower while steaming away, but neither the British nor the French fl eets were particularly concerned with their ability to run away effectively!

French vessels fought on both sides during the war. The battleship Richelieu served with the Allies, mainly in south-east Asia and with the British East Indies Fleet. Her sister Jean Bart, partially completed and with only one turret operational, was deployed to The French Navy Casablanca where she saw action against US forces and was heavily damaged. A number of other French vessels were lost in the same action, attempting to prevent Allied landings in Algeria and Morocco.

French vessel losses to combat and related causes included nine cruisers, 39 destroyers and 61 submarines over the course of the war.

The French Navy Fleet List The following forms the entire fl eet list for the French Navy:

Priority Level: Patrol Priority Level: Battle Bourrasque-class destroyer Dunkerque-class battleship Le Fantasque-class destroyer Dewoitine D.520 squadrons (four fl ights) Priority Level: War Loire Nieuport LN.411 squadrons (four fl ights) Richelieu-class battleship

Priority Level: Skirmish Algerie-class cruiser Bearn- class aircraft carrier Duguay Trouin-class cruiser Duquesne-class cruiser Emile Bertain-class cruiser Jeanne d’Arc-class cruiser La Galissonniere-class cruiser Suffren-class cruiser

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The French Navy ian 748 875 : 145 Crew Crew: Crew: AP, One-Shot AP, ights of Loire Nieuport LN.401 Nieuport ights of Loire 3 31 kts. 21.5 kts. : 33 kts. 89 Speed Speed: Speed: Speed: ights of Dewoitine D.520 and four fl Agile Carrier Aircraft 3 Aircraft 1930 1927 1934 Four fl Four 28,400 tons 28,400 tons 13,461 tons 13,461 tons : 1,298 tons Special Traits: Special Service: In Aircraft: Aircraft: Special Traits: Special Service: In Special Traits: Special In Service: In 29/9 14/4 Displacement Displacement: Displacement: Displacement: 3+ 3+ : 3/1 : 2+ 35/11 6/2 30/10 Crew: Armour Damage Armour: Crew: Damage: Crew: Armour: Damage: 1 3 2 590 ft. 559ft. 4 in. : 347 ft. 5+ 5+ 6 in. : 6+ : 7 in. WeaponSecondary ArmamentAA Torpedoes Port/Starboard ChargesDepth 12 10 Range 3 1 4 3 AD 4 1 3 DD 1 Weak Special One-Shot AP, 2 — Slow-Loading — WeaponSecondary ArmamentAA TorpedoesPort 20 Range 10 3 6 AD 1 1 DD 1 Weak Special — — Starboard TorpedoesStarboard 10 1 3 One-Shot AP, Weapon x 8 in) (2 Turret A x 8 in) (2 Turret B x 8 in) (2 Turret X x 8 in) (2 Turret Y Secondary Armament 33AA 33 TorpedoesPort Range 33 TorpedoesStarboard 33 12 1 10 AD 10 1 1 1 3 6 1 DD 2 1 2 1 1 1 Special — 2 — — 3 3 — Weak — One-Shot AP, One-Shot AP, — Length Target Bourrasque-class Destroyer Simoun Ouragan, Orage, Mistral, of this class: Bourrasque, Cyclone, Ships before designs in the years a number of smaller destroyer developed The French than most successful was the Bourrasque class. Smaller the more II. One War World originally of their contemporaries, and thus less heavily armed, the Bourrasque were intended for the calmer waters of the Mediterranean. Speed Turning: Length: Ships of this class: Bearn Ships 1923 the decision was made to convert an incomplete Normandie In Although obsolete, in 1943 she joined the class battleship to a carrier. transport. to an aircraft conversion before Force Naval French Free Speed: Target: Length: Turning: Turning: Ships of this class: Algerie of this class: Ships the Ital as a counter to as it was intended Suffrens, than the preceding heavily protected cruisermuch more was This excellent Target: Zara class. Mounting eight 8-inch guns and torpedoes she was a formidable vessel, but was scuttled in 1942. but was vessel, she was a formidable 8-inch guns and torpedoes eight class. Mounting Zara Speed: Turning: Bearn-class Aircraft Carrier Bearn-class Aircraft Carrier Algerie-class Cruiser Algerie-class Duguay Trouin-class Cruiser

Ships of this class: Duguay Trouin, Lamotte-Piquet, Primaguet

Dating from 1922, this class of light cruisers was designed to use an existing 6.1-inch gun already in use by the French army. They were good seaboats and fast, able to maintain 30 knots at half power. The class was intended to carry 24 torpedoes, with 12 ready in the tubes and reloads carried in a magazine. Duguay Trouin was disarmed at the French surrender, but came over to the Allies in 1943. At that time she lost her aircraft and torpedo tubes but gained additional AA armament. Lamotte-Piquet served in the Far East and fought against Thai vessels in 1941. She was lost in 1945. Primaguet was given extra AA armament in 1942 but was beached later that year.

Speed: 7 in. Armour: 2+ Special Traits: Aircraft 2 Turning: 2 Damage: 10/3 In Service: 1926 Target: 5+ Crew: 23/7

Weapon Range AD DD Special A Turret (2 x 6.1 in) 28 1 1 Weak B Turret (2 x 6.1 in) 28 1 1 Weak X Turret (2 x 6.1 in) 28 1 1 Weak Y Turret (2 x 6.1 in) 28 1 1 Weak AA 6 1 — — Port Torpedoes 10 3 3 AP, One-Shot Starboard Torpedoes 10 3 3 AP, One-Shot

Length: 575 ft. Displacement: 9,350 tons Speed: 33 kts. Crew: 578

Dunkerque-class Battleship The French Navy Ships of this class: Dunkerque, Strasbourg

The French obsession with speed resulted in the Dunkerque class being given less extensive protection - for this reason they are sometimes rated as battlecruisers. Protection and general design were determined with the German Deutschland-class pocket battleships in mind. The Dunkerques were unusual in that they mounted their entire main armament up front in two quadruple turrets. The secondary armament of 5.1-inch guns was carried alongside the superstructure and just aft of it, with two aircraft catapults carried further aft.

Speed: 6 in. Armour: 5+ Special Traits: Aircraft 4, Torpedo Belt Turning: 1 Damage: 34/11 In Service: 1937 Target: 4+ Crew: 57/19

Weapon Range AD DD Special A Turret (4 x 13 in) 46 4 2 — B Turret (4 x 13 in) 46 4 2 — Secondary Armament 16 4 1 Weak AA 6 1 — —

Length: 685 ft. Displacement: 36,380 tons Speed: 29.5 kts. Crew: 1,431

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The French Navy : 605 : 711 Crew Crew cing their cing otilla leader otilla : 34 kts. : 33.5 kts. 91 Speed Speed Aircraft 2 Aircraft Aircraft 2 Aircraft 1934 1928 : 8,480 tons : 12,200 tons : 12,200 tons Special Traits: Special In Service: In Special Traits: Special In Service: In rst French design under the constraints of the under the constraints design rst French and torpedo tted in the US in 1944-5 she lost her aircraft Displacement Displacement : 9/3 : 13/4 : 2+ : 2+ : 28/9 : 24/8 Armour Crew Damage Crew Armour Damage : 2 : 2 : 547 ft. : 607 ft. : 5+ : 5+ : 7 in. : 7 in. armament while sacrifi anti-aircraft improved tted in the US, receiving Weapon (3 x 6 in)Turret A (3 x 6 in)Turret B (3 x 6 in)Turret Y AA TorpedoesPort 29 TorpedoesStarboard 29 Range 29 10 10 1 AD 1 6 1 2 2 1 DD 1 1 1 Special Weak Twin-Linked, 3 3Weak Twin-Linked, Weak Twin-Linked, — One-Shot AP, One-Shot AP, — Weapon (2 x 8 in)Turret A (2 x 8 in)Turret B (2 x 8 in)Turret X (2 x 8 in)Turret Y AA 33 TorpedoesPort 33 TorpedoesStarboard Range 33 33 10 1 10 AD 1 1 6 1 3 1 DD 3 1 1 1 1 Special — — 3 3 — — — One-Shot AP, One-Shot AP, — Length for a large squadron of powerful destroyers and in 1940 was at Martinique. She later She and in 1940 was at Martinique. destroyers of powerful for a large squadron joined the Allied cause. Refi Originally planned to be a minelaying cruiser concept, the single Originally based on the Pluton Bertain class became a very of the Emile vessel fast light cruiser armed with nine six- served the war as the fl inch guns in addition to torpedo tubes. She before Speed Ships of this class: Emile Bertain of this class: Emile Ships tubes but gained additional AA weaponry. Length Turning Target Washington Treaty, and owed a lot to the preceding Duguay Trouin class. Like Trouin Duguay a lot to the preceding owed and Treaty, Washington and were could maintain 30 knots under half power those ships, the Duquesnes seaworthy of eight was rather light. Armament consisted ships, though protection Allies in 1943 and joined the Both vessels dual turrets. eight-inch guns in four refi The Duquesne class was the fi The Duquesne Ships of this class: Duquesne, Tourville Duquesne, of this class: Ships Speed torpedo tubes. Both survivedtorpedo tubes. Both the war. Turning Target Emile Bertain-class Cruiser Duquesne-class Cruiser Duquesne-class Jeanne d’Arc-class Cruiser

Ships of this class: Jeanne d’Arc

The single vessel of the Jeanne d’Arc class was designed to use the same guns as the Duguay Trouin class. She was a training vessel and not considered to require the speed or armour of a cruiser. Stationed in Martinique, she joined the Allies in 1943, receiving a refi t in which her torpedo tubes and aircraft were deleted and improved AA armament was fi tted. After 1943 she served in the Mediterranean.

Speed: 5 in. Armour: 2+ Special Traits: Aircraft 2 Turning: 2 Damage: 9/3 In Service: 1931 Target: 5+ Crew: 26/8

Weapon Range AD DD Special A Turret (2 x 6.1 in) 28 1 1 Weak B Turret (2 x 6.1 in) 28 1 1 Weak X Turret (2 x 6.1 in) 28 1 1 Weak Y Turret (2 x 6.1 in) 28 1 1 Weak AA 6 1 — — Port Torpedoes 10 1 3 AP, One-Shot Starboard Torpedoes 10 1 3 AP, One-Shot

Length: 525 ft. Displacement: 8,950 tons Speed: 25 kts. Crew: 648

La Galissonniere-class Cruiser Ships of this class: La Galissonniere, Jean De Vienne, Marsellaise, Gloire, Montcalm Based on the preceding Emile Bertain class, the six vessels of the La Galissonniere class were fast The French Navy and well protected for their size. After the fi rst two ships, the design was somewhat modifi ed and refl ected experience gained. Rated at 31 knots, all six vessels reported speeds of 35-36 knots in trials. La Galissonniere, Jean De Vienne and Marsellaise were scuttled in 1942. The others were refi tted in the US in 1943 and lost their aircraft, gaining radar and additional AA armament instead. Speed: 6 in. Armour: 3+ Special Traits: Aircraft 4 Turning: 2 Damage: 10/3 In Service: 1934 Target: 5+ Crew: 22/7

Weapon Range AD DD Special A Turret (3 x 6 in) 29 1 1 Twin-Linked, Weak B Turret (3 x 6 in) 29 1 1 Twin-Linked, Weak Y Turret (3 x 6 in) 29 1 1 Twin-Linked, Weak AA 6 2 — — Port Torpedoes 10 1 3 AP, One-Shot Starboard Torpedoes 10 1 3 AP, One-Shot Length: 564 ft. Displacement: 9,100 tons Speed: 31 kts Crew: 540

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The French Navy : 220 : 1,946 Crew Crew : 30 kts. : 42 kts. 93 Speed Speed Aircraft 3, Armoured Deck, Torpedo Belt Torpedo Deck, 3, Armoured Aircraft 1940 eet. : Agile 1930 Special Traits: Traits: Special Service: In : 48,950 tons : 48,950 tons : 2,569 tons t in the US was Special Traits Special Service: In nished when France Displacement Displacement : 42/14 : 3/1 : 6+ : 2+ 78/26 : 9/3 nished at the time of the French nished at the time of the French Crew Damage Armour Crew: Damage Armour ve 5-inch guns and nine torpedo tubes, these large guns and nine torpedo tubes, these large 5-inch ve : 1 : 2 : 794 ft. : 434 ft. 4+ : 6+ : 6 in. : 9 in. nished ship opposed the Allied landings in North nished ship opposed the Allied landings in North Weapon (4 x 15 in)Turret A (4 x 15 in)Turret B Secondary ArmamentAA 46 46 20 Range 4 AD 4 3 6 3 DD 3 1 3 Special AP AP Weak — — WeaponSecondary ArmamentAA Torpedoes Port/Starboard ChargesDepth 12 10 Range 3 1 4 4 AD 4 1 3 DD 1 Weak Special One-Shot AP, 2 — Slow-Loading — Length Designed as a counter to powerful Italian battleships, Italian as a counter to powerful Designed against 15-inch shells the Richelieu class was protected ton hull. and mounted eight 15-inch guns on a 35,000 ship was fi Neither Ships of this class: Richelieu, Jean Bart of this class: Richelieu, Jean Ships was almost complete, escaped Richelieu, which surrender. 1942 strike. In the British and was damaged by to Dakar she joined the Allied cause and after a refi serve East to fl with the British to the Far deployed Turning Length Speed Turning Target fi was only three-quarters Bart Jean The but managed to escape to Casablanca. was overrun, unfi she was badly damaged and not again Africa where combat-capable until after the war. Target: In 1930 France began constructing a new series of contre-torpilleurs, 1930 France In pedestrian a fairly Mounting Fantasque. dubbed the Le or destroyers, armament of fi Speed Ships of this class: L’Audacieux, L’Indomptable, Le Fantasque, Le Le Le Fantasque, L’Indomptable, L’Audacieux, of this class: Ships Triomphant Le Terrible, Le Malin, speeds of no less than sustaining by up to their names lived destroyers short42 knots, and even bursts of 45 knots. Richelieu-class Battleship Le Fantasque-Class Destroyer Le Fantasque-Class Suffren-class Cruiser

Ships of this class: Suffren, Colbert, Foch, Dupleix

The four vessels of the Suffren class were based on the Duquesenes, though each was built to slightly different standards according to lessons learned from the preceding ship. Their hull form was sleek and graceful, taking a classic cruiser form. While the Duquesne lineage was apparent, the Suffrens had a much more modern look about them. Armour protection was somewhat better than the preceding class, though speed was reduced as a consequence. Suffren remained at Alexandria from 1940 to 1943, when she joined the Allied cause. The other vessels of the class were scuttled at Toulon.

Speed: 6 in. Armour: 2+ Special Traits: Aircraft 3 Turning: 2 Damage: 13/4 In Service: 1930 Target: 5+ Crew: 30/10

Weapon Range AD DD Special A Turret (2 x 8 in) 33 1 1 — B Turret (2 x 8 in) 33 1 1 — X Turret (2 x 8 in) 33 1 1 — Y Turret (2 x 8 in) 33 1 1 — AA 6 3 — — Port Torpedoes 10 2 3 AP, One-Shot Starboard Torpedoes 10 2 3 AP, One-Shot

Length: 607 ft. Displacement: 12,780 tons Speed: 31 kts. Crew: 752

Aircraft The following forms the air support for the French Navy: The French Navy Dewoitine D.520 With the distinction of having fought on both sides of the war, this aircraft could conceivably fi ght among the likes of the Me- 109 and Spitfi re but mass production did not start until after the war had begun, thus limiting its effect on history. During the , this aircraft claimed 108 kills and 39 probables, against 54 losses.

Type: Fighter Dodge: 2+ In Service: 1939 Speed: 24 in. Dogfi ght: +3 Target: 6+ Damage: 1

Loire Nieuport LN.401 With its distinctive gull-wing, the LN.401 was often confused by Allied pilots for the Ju-87 Stuka, leading to many French pilots becoming victims of friendly fi re – in fact, the LN.401 was sometimes dubbed the French Stuka. Designed for hunting submarines, it suffered heavily in the Battle of France.

Type: Dive-Bomber Dodge: 3+ In Service: 1939 Speed: 18 in. Dogfi ght: +1 Target: 5+ Damage: 1

Weapon Range AD DD Special Bombs — 1 3 AP, One-Shot

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Civilian Ships

e ps in to rine lting r, the r, c US submarines c US submarines nd the convoy. It also It nd the convoy. ghting strategy rather than giving y off and land a handful of aircraft, re or even engage a surfaced or even submarine with guns, but re 95 fl ight deck and could ghter, which would then crashland in the sea or head for the nearest land once its job was done. which would then crashland in the sea or head for the nearest ghter, Civilian Ships Civilian ying off a single fi Overall, merchant ships were vital assets that had to be protected – or destroyed – as part of a warfi – or destroyed vital assets that had to be protected ships were merchant Overall, the convoy they accompanied a measure of air defence or standoff antisubmarine capability. of air defence or standoff antisubmarine capability. they accompanied a measure the convoy fi been able to put up some antiaircraft They might have combat assets. cruiser) or the occasional fell to the escorting ships (usually destroyers helpless. It they were faced with any serious threat came up in support made their escape. Some force or the merchants as possible until either a heavy covering defend them as well ships. or troop of merchants and most mismatched, actions of the war took place in defence of convoys of the most heroic, Preventing attacks on defenceless merchant ships is the other main role of a navy, and it was here that the war was fought, day that the war was fought, and it was here of a navy, ships is the other main role merchant attacks on defenceless Preventing shi Grouping capability. of self-protection them a measure to give ships, or other ways to defend merchant however, were, There gradually starved Japan of raw materials by much the same methods. of raw materials by gradually starved Japan battled the subma These vessels escort escort by and later carriers. the humble ,and day out, by and destroyer usually resu against a major surface to do what they could forced raider, and at times were duration of the war, for the threat in being sunk. that a raider would not fi the hope was empty ocean out there; was a lot more meant that there into convoys a surface was hit by as a heavy cruiser raider such or battlecruise a convoy that but in the event effective, made escorts more One of the main reasons to maintain a navy is to deny use of the oceans to the enemy, preventing the movement of industrial the movement preventing the enemy, a navy is to deny use of the oceans to to maintain of the main reasons One raiding formed a critical part Commerce and supplies. of the strategy for some nations, and indeed troops goods and materials, victoryThat whilst in the Pacifi was almost achieved, Britain. for victory best hope over the Axis’s represented MAC ships (Merchant Aircraft Carrier) were equipped with a fl Carrier) were Aircraft ships (Merchant MAC CAM ships were mainly intended to allow convoys to deal with reconnaissance aircraft shadowing them, breaking contact before contact before breaking them, shadowing aircraft to deal with reconnaissance convoys to allow mainly intended CAM ships were path. the convoy’s a submarine ambush could be set up on Other attempts to defend civilian vessels included CAM and MAC ships. CAM (Catapult ) ships were ships were ships. CAM (Catapult Armed Merchantman) and MAC included CAM attempts to defend civilian vessels Other capable of fl Other measures included mounting a few light guns on merchant ships, often with army or navy reserve crews. While a couple included mounting a few or navy reserve ships, often with army crews. light guns on merchant measures Other they might be able to deal with a submarine. Many be no use against a serious warship, of four-inch guns in open mounts would as more dangerous This practice became more carried out on the surface, torpedoes. with guns, to save submarine attacks were at the last second, a Q-ship could quickly sink a her armament Revealing deployed. were armed and Q-ships were merchantmen submarine warfar unrestricted This was one reason merchant. in close enough to the ‘defenceless’ submarine if it could be lured less success. Even with mixed such vessels, use of made extensive ships could also function as raiders. Germany Armed merchant adding thin armour plate and a few vessel. by guns to a liner or fast merchant Cruisers created Armed Merchant successful were for lack of anything better. deployed warship but were no match for a real were and horribly vulnerable, such vessels slow Big, concentrated target would be devastated in short order. Nevertheless, the convoy system helped a great deal. system helped a great the convoy Nevertheless, short in concentrated target would be devastated order. strategy. was the only effective Liberty-class The need to replace merchant tonnage lost to enemy commerce raiding prompted the design of the ‘Liberty’ ships. Simple and easy to build, these rather basic merchantmen were put together in large numbers and very quickly – which is exactly what was needed. The fi rst was launched in 1941. The fastest construction of a (done as a PR exercise) was four days. Most took rather longer, but their simplicity and ease of production, coupled with the fact that they could be built in many locations to a standard design, meant that these workhorse vessels entered service at an impressive rate. At 11 knots the Liberty ships were not fast and they were certainly not pretty. However, they were there when the job needed doing. Each Liberty ship costs two civilian ship points.

Speed: 1 in. Armour: 2+ Special Traits: None Turning: 1 Damage: 7/2 In Service: 1941 Target: 4+ Crew: 2/0

Weapon Range AD DD Special AA 4 1 — —

Length: 441 ft. Displacement: 7,000 tons Speed: 11 kts. Crew: 70

Tramp Freighter Covering a multitude of individual classes of merchant shipping, tramp freighters can be found in every sea of the world, plying their trade while avoiding the larger political issues around them. In the Second World War, many tramp freighters were lucky enough to be escorted in convoys by warships, thus keeping them relatively safe from submarines and commerce raiders. Any such ship caught alone at sea by so much as a destroyer was utterly helpless. Each tramp freighter costs one civilian ship point.

Civilian Ships Speed: 1 in. Armour: 2+ Special Traits: None Turning: 1 Damage: 3/1 In Service: 1920 Target: 6+ Crew: 1/0

Length: 408 ft. Displacement: 2,000 tons Speed: 10 kts. Crew: 18

Victory-class Cargo Ship From 1943 onward, the Allies perceived a need for faster transport ships. The desperate shipping crisis of the early had receded somewhat and emphasis could now be placed on improved quality and speed. The result was the Victory ships, capable of 15-17 knots and propelled by a rather than a simple steam engine. Hundreds of Victory ships served as cargo vessels and attack transports for the remainder of the war. Each Victory ship costs three civilian ship points.

Speed: 3 in. Armour: 2+ Special Traits: None Turning: 1 Damage: 16/5 In Service: 1944 Target: 4+ Crew: 3/1

Weapon Range AD DD Special Secondary Armament 8 1 1 Slow-Loading, Weak AA 4 2 — —

Length: 455 ft. Displacement: 15,580 tons Speed: 17 kts. Crew: 90

96

205.200.206.202 1 2 r r r r e e e e s s s s i i i i u u u u r r r r r e C C C C

s i s s s s s s s s u a a a a r l l l SS-class-class SSubmersibleubmersible SS-class-class SubmersibleSubmersible l c c c c C

-class Cruiser - -class Cruiser -class Cruiser -class Cruiser - - - s k k k k s l l l l a o o o 3 4 o l f f f f c r r r r -class Cruiser - o o o o h t N N N Norfolk N Norfolk Norfolk Norfolk r e 4 2 1 P Perth 3 S-classS-class SubmersibleSubmersible SS-class-class SubmersibleSubmersible 3 1 2 r r e e r s s e i i s u u i r r u c cruiser c cruiser r e e c cruiser l l t t e t t l t a a YYorkork--classclass CCruiserruiser YYorkork--classclass CCruiserruiser t a Battle B r Battle B

e s Battle B s s

s s i s a 1 2 a s u l l r a c c l - -class c - -class C

n n -class - s s d w w a o l o o o c n n e e - -class Cruiser H Hood h t Renown R Renown R

T-class-class SubmersibleSubmersible T--classclass SSubmersibleubmersible r e Perth 3 4 P 2 1 1 2 r r r e e e i i T-class-class SubmersibleSubmersible T--classclass SSubmersibleubmersible i r r r r r r a a a C C C

1 2 t t t f f f a a a r r r r e s c c c i r r r i i i u r Aircraft Carrier A Aircraft Carrier A Aircraft Carrier A

C s s s

s s s s s a a a l l l

LLeandereander--classclass CCruiserruiser LLeandereander--classclass CCruiserruiser a c c c l c - -class - -class - -class s s s -class Cruiser - u u u h t o o 3 4 o r i i i r r r e t t t s s s P Perth u u u l l l l l l Illustrious I Illustrious I I Illustrious 1 3 2 LLeandereander--classclass CCruiserruiser LLeandereander--classclass CCruiserruiser 1

205.200.206.202 1 2 3 4 5 6 7 8 9 1100

SSupermarineupermarine SSeafireeafire SSupermarineupermarine SeafireSeafire SSupermarineupermarine SSeafireeafire SSupermarineupermarine SSeafireeafire SSupermarineupermarine SSeafireeafire SSupermarineupermarine SSeafireeafire SSupermarineupermarine SSeafireeafire SupermarineSupermarine SeafireSeafire SupermarineSupermarine SeafireSeafire SupermarineSupermarine SeafireSeafire

1 2 3 4 5 6 7 8 9 1100

FaireyFairey FulmarFulmar FFaireyairey FFulmarulmar FFaireyairey FFulmarulmar FaireyFairey FFulmarulmar FaireyFairey FFulmarulmar FFaireyairey FFulmarulmar FFaireyairey FFulmarulmar FaireyFairey FulmarFulmar FaireyFairey FulmarFulmar FaireyFairey FulmarFulmar

1 2 3 4 5 6 7 8 9 1100

BBristolristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter BristolBristol BeaufighterBeaufighter BristolBristol BBeaufightereaufighter BristolBristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter BBristolristol BBeaufightereaufighter

1 2 3 4 5 6 7 8 9 1100

GGrummanrumman MMartletartlet GGrummanrumman MartletMartlet GGrummanrumman MartletMartlet GGrummanrumman MartletMartlet GrummanGrumman MartletMartlet GrummanGrumman MartletMartlet GrummanGrumman MartletMartlet GGrummanrumman MartletMartlet GGrummanrumman MartletMartlet GGrummanrumman MartletMartlet

1 2 3 4 5 6 7 8 9 1100

HawkerHawker HurricaneHurricane HHawkerawker HHurricaneurricane HHawkerawker HHurricaneurricane HHawkerawker HHurricaneurricane HawkerHawker HHurricaneurricane HawkerHawker HHurricaneurricane HHawkerawker HHurricaneurricane HawkerHawker HurricaneHurricane HawkerHawker HurricaneHurricane HawkerHawker HurricaneHurricane

1 2 3 4 5 6 7 8 9 1100

FaireyFairey SSwordfishwordfish FFaireyairey SSwordfishwordfish FFaireyairey SSwordfishwordfish FFaireyairey SwordfishSwordfish FaireyFairey SwordfishSwordfish FaireyFairey SwordfishSwordfish FFaireyairey SSwordfishwordfish FaireyFairey SwordfishSwordfish FaireyFairey SwordfishSwordfish FaireyFairey SwordfishSwordfish

1 2 3 4 5 6 7 8 9 10

SpotterSpotter SSpotterpotter SSpotterpotter SpotterSpotter SSpotterpotter SSpotterpotter SpotterSpotter SpotterSpotter SSpotterpotter SSpotterpotter

205.200.206.202 r r r r e e e 1 2 e s s s s i i i i u u u u r r r r r C C C C e

s s s s s i s s s s u a a a a r l l l l c c c c C

-class Cruiser -class Cruiser - -class Cruiser - -class Cruiser - TribalTribal--classclass DDestroyerestroyer TTribalribal--classclass DDestroyerestroyer - s n n n n s o o o o a t t t t l p p p p 3 4 c m m m m - -class Cruiser r a a a a e h h h h t t t t t s u u u u e o o o o c u Southampton Southampton S Southampton S Southampton S S o 4 1 2 3 l Gloucester TribalTribal--classclass DDestroyerestroyer TTribalribal--classclass DDestroyerestroyer G 1 5 6 p i h s e l p p t i i t h h a s s e e l l Battleship B t t

t t s s a a

TribalTribal--classclass DDestroyerestroyer r TTribalribal--classclass DDestroyerestroyer a e l Battleship B Battleship B s c

i s s - -class u s s r a a l 2 l 1 V

C c c

e s - -class - -class g s n n r a o o l o s s c e l l e e -class Cruiser - G r

Nelson N Nelson N e g t s n i JJ,K,K & N--classclass DDestroyerestroyer JJ,K,K & N--classclass DDestroyerestroyer e c King George V K u o 3 4 l G Gloucester 3 2 1 2 r p p e i i i h JJ,K,K & N--classclass DDestroyerestroyer JJ,K,K & N--classclass DDestroyerestroyer h r s s r e e l l a t t t t C a a

5 r

6 t f e Battleship B Battleship B s a

i r s s u s s c r r a a l l i C c c

Aircraft Carrier A s -class - -class -

s s s a V V l

a c l e JJ,K,K & N--classclass DDestroyerestroyer JJ,K,K & N--classclass DDestroyerestroyer e c -class Cruiser - g g r - -class r r l e o o t a e e s y

1 2 e o G G c

u g g R o

n n l i i k r Gloucester G K King George V K King George V A Ark Royal 3 2 1 EEdinburghdinburgh--classclass CCruiserruiser Eddinburghinburgh--classclass CCruiserruiser 1

205.200.206.202 1 2 t t t t a a a a o o o o p b b b b i h - - - - s e l t U U U U t

a s s s s s s s s B a a a a

l l l l t class U-boat class U-boat class U-boat class U-boat c c c c AAdmiraldmiral HHipperipper--classclass CCruiserruiser AAdmiraldmiral HHipperipper--classclass CCruiserruiser e k - - - - c o I I I I I I I I P Pocket Battleship

s

3 4 s V VII V VII V VII V VII a

l e e e e c p p p p -class - y y y y d n a T T T T Type Type Type Type l h c s 3 4 6 5 t u AAdmiraldmiral HHipperipper--classclass CCruiserruiser AAdmiraldmiral HHipperipper--classclass CCruiserruiser e D Deutschland 3 r e 1 2 i r r a p p i i C h

h t s s f e e l l a t t r t t c a a p r i i h Battleship B Battleship K-class-class CCruiserruiser K--classclass CCruiserruiser B s

e A Aircraft Carrier l s s

t s s t s a s a a l l a B c l c 3 4 t c - -class - -class e -class - k k k c c c n o i r r l P Pocket Battleship a a e

s p s m m p s a s l ismarck i ismarck i e c -class - Z Zeppelin B B d

n K-class-class CCruiserruiser K--classclass CCruiserruiser f a l a h r c s t G Graf u

1 2 e 2 2 1 Deutschland D 2 r e i r r r r e TTypeype IIXX-cclasslass UU-boat-boat TypeType IXIX-cclasslass UU-boat-boat e s s a i i u u C

r r t p c c i f h e 3 e

4 a s l l t t e r l t t t c t a a r a i B Battlecruiser B Battlecruiser B

Aircraft Carrier A

t

s s e s s s k s c a a l l a o l c c c Pocket Battleship P

- -class - -class

TTypeype IIXX-cclasslass UU-boat-boat TypeType IXIX-cclasslass UU-boat-boat s - -class t t s s s n a l i r r l c o o e -class - h h d p n n n

1 2 p a r r l e h a a c h h Zeppelin Z s t

c c f u e a S Scharnhorst S Scharnhorst r Deutschland D 1 Graf G 2 1 TTypeype VVIIII-classclass U-boatU-boat TTypeype VVIIII-cclasslass U-boatU-boat 1

205.200.206.202 1 2 3 4 5 6 7 8 9 1100

DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine D.520D.520 DDewoitineewoitine D.520D.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520

1 2 3 4 5 6 7 8 9 1100

FFocke-Wulfocke-Wulf FFW190W190 Focke-WulfFocke-Wulf FW190FW190 FFocke-Wulfocke-Wulf FFW190W190 FFocke-Wulfocke-Wulf FFW190W190 Focke-WulfFocke-Wulf FW190FW190 FFocke-Wulfocke-Wulf FFW190W190 FFocke-Wulfocke-Wulf FFW190W190 FFocke-Wulfocke-Wulf FFW190W190 FFocke-Wulfocke-Wulf FW190FW190 FFocke-Wulfocke-Wulf FFW190W190

1111 1122 1 2 3 4 5 6 7 8

FFocke-Wulfocke-Wulf FFW190W190 FFocke-Wulfocke-Wulf FFW190W190 SSpotterpotter SSpotterpotter SpotterSpotter SpotterSpotter SpotterSpotter SSpotterpotter SpotterSpotter SpotterSpotter

1 2 3 4 5 6 7 8 9 1100

MMesserschmittesserschmitt Me-109Me-109 MMesserschmittesserschmitt Me-109Me-109 MMesserschmittesserschmitt MMe-109e-109 MMesserschmittesserschmitt Me-109Me-109 MMesserschmittesserschmitt MMe-109e-109 MMesserschmittesserschmitt Me-109Me-109 MesserschmittMesserschmitt Me-109Me-109 MesserschmittMesserschmitt Me-109Me-109 MesserschmittMesserschmitt MMe-109e-109 MMesserschmittesserschmitt MMe-109e-109

1111 1122 1133 1144 1155 1111 1122 1133 1144 1155

MMesserschmittesserschmitt MMe-109e-109 MMesserschmittesserschmitt MMe-109e-109 MMesserschmittesserschmitt Me-109Me-109 MMesserschmittesserschmitt MMe-109e-109 MesserschmittMesserschmitt Me-109Me-109 DDewoitineewoitine D.520D.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520 DDewoitineewoitine DD.520.520

1 2 3 4 5 6 7 8 9 1100

JJunkersunkers JJu-87u-87 JunkersJunkers Ju-87Ju-87 JJunkersunkers Ju-87Ju-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JunkersJunkers Ju-87Ju-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JunkersJunkers Ju-87Ju-87

1111 1122 1133 1144 1155 1166 1177 1188 1199 20

JJunkersunkers JJu-87u-87 JunkersJunkers Ju-87Ju-87 JJunkersunkers Ju-87Ju-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JJunkersunkers JJu-87u-87 JunkersJunkers Ju-87Ju-87 JunkersJunkers Ju-87Ju-87

205.200.206.202 r r r 1 2 r e e e e y y y y o o o o r r r r r t t t t s s s s e e e e e y o r D Destroyer D Destroyer D Destroyer D Destroyer t

s s s s s s s s s e a a a BBrooklyn-classrooklyn-class CruiserCruiser BBrooklyn-classrooklyn-class CruiserCruiser a l l l l D Destroyer c c c c

s - -class - -class - -class - -class s r r r r

3 4 a e e e e l h h h h c c c c c t t t t - -class e e e e n l l l l o s F Fletcher F Fletcher Fletcher F F Fletcher m 6 4 3 5 e l C BBrooklyn-classrooklyn-class CruiserCruiser BBrooklyn-classrooklyn-class CruiserCruiser Clemson 6 1 2 p i h p p s i i e h h l s s t t e e l l a t t t t r a a Battleship AAtlantatlanta--classclass CCruiserruiser AAtlantatlanta--classclass CruiserCruiser B

e s y Battleship B Battleship B s

o a s s l r s s t c s a 3 4 a l l -class - e c c k r - -class - -class Destroyer D o

a a s Y s

w w a o o l w c I Iowa I Iowa e - -class New York N n

AAtlantatlanta--classclass CCruiserruiser AAtlantatlanta--classclass CruiserCruiser o s m e 1 2 l Clemson C 2 2 1 5 p p i NNewew OOrleansrleans--classclass CCruiserruiser NNewew OOrleansrleans--classclass CCruiserruiser i h h s s p i e e l l h t t s t t e r a a 3 4 l t e t y Battleship B Battleship B a

o s s r s s Battleship B t

a a s l l s e s c c a - -class - -class l Destroyer D a a c

s n n - -class s i i l l

NNewew OOrleansrleans--classclass CCruiserruiser NNewew OOrleansrleans--classclass CCruiserruiser k a o o l r c r r o a a Y - -class

n C C

2 o

1 w s h h e t t m r r N New York e o o l N North Carolina N North Carolina Clemson C 4 1 2 FFletcherletcher-class-class DDestroyerestroyer FFletcherletcher-class-class DDestroyerestroyer 1

205.200.206.202 t t t 1 2 t a a a a o o o o b b b b - - - - r e U U U-boat U-boat U U-boat U U-boat y

s s s s o s s s s r t a a a a s l l l l c c c c GatoGato-class-class SubmarineSubmarine GGatoato--classclass SSubmarineubmarine e - -class - -class - -class - -class D Destroyer I I I I

s s X X X X

3 4 a l X X X X c

e e e e - -class p p p p n y y y y o s T Type XXI T Type XXI T Type XXI T Type XXI m 1 2 4 3 e l C GatoGato-class-class SSubmarineubmarine GGatoato--classclass SSubmarineubmarine Clemson 1 5 6 r p p e i i i h h r s s r e e l l a t t t t C a

a t f Battleship B Battleship B a

r s s r c s GatoGato-class-class SubmarineSubmarine GGatoato--classclass SSubmarineubmarine s e r a a i l l y c c o A Aircraft Carrier r - -class -class -

t s a a 1 2 s s t t e a o o l k k c Destroyer D a a

-class - s n s D D a

l w h h c o t t t u - -class u k n o o r

PPensacolaensacola--classclass CCruiserruiser PPensacolaensacola--classclass CCruiserruiser o o s South Dakota S South Dakota S Yorktown Y m e 1 2 l Clemson C 2 2 1 2 r e

PPortlandortland--classclass CCruiserruiser PortlandPortland--classclass CCruiserruiser i r p p r i i a h h s s C r 1 e e

2 l l e t t t f t t y a a a o r r c t Battleship Battleship B B s r

i s s e s s Aircraft Carrier A a a

l l Destroyer D

s c c s s s - -class - -class a

FFijiiji--classclass CCruiserruiser FFijiiji--classclass CCruiserruiser l a o o l c d d c - -class a a - -class n r r n o o l 4 l w 3 o s o o o t m C C Colorado Colorado k e r l o Clemson C Y Yorktown 3

FFijiiji--classclass CCruiserruiser FFijiiji--classclass CCruiserruiser 1 2 1

205.200.206.202 1 2 3 4 5 6 7 8 9 10

GGrummanrumman FF4F4F WWildcatildcat GGrummanrumman FF4F4F WildcatWildcat GGrummanrumman FF4F4F WWildcatildcat GrummanGrumman F4FF4F WildcatWildcat GrummanGrumman F4FF4F WildcatWildcat GrummanGrumman F4FF4F WildcatWildcat GrummanGrumman FF4F4F WildcatWildcat GGrummanrumman FF4F4F WWildcatildcat GGrummanrumman FF4F4F WWildcatildcat GrummanGrumman F4FF4F WildcatWildcat

1 2 3 4 5 6 7 8 9 1100

DDouglasouglas TTBDBD DDevevaastatorstator DDouglasouglas TTBDBD DevDevaastatorstator DDouglasouglas TBDTBD DevDevaastatorstator DDouglasouglas TBDTBD DDevevastatorastator DDouglasouglas TBDTBD DDevevastatorastator DDouglasouglas TBDTBD DDevevaastatorstator DDouglasouglas TTBDBD DDevevaastatorstator DDouglasouglas TTBDBD DDevevastatorastator DouglasDouglas TTBDBD DDevevaastatorstator DDouglasouglas TTBDBD DDevevaastatorstator

1111 1122 1133 1144 1155 1111 1122 1133 1144 1155

DDouglasouglas TTBDBD DDevevaastatorstator DDouglasouglas TTBDBD DDevevaastatorstator DDouglasouglas TBDTBD DevDevaastatorstator DDouglasouglas TBDTBD DevDevaastatorstator DDouglasouglas TTBDBD DDevevaastatorstator GGrummanrumman FF4F4F WildcatWildcat GrummanGrumman F4FF4F WWildcatildcat GGrummanrumman F4FF4F WWildcatildcat GGrummanrumman FF4F4F WWildcatildcat GrummanGrumman F4FF4F WildcatWildcat

1 2 3 4 5 6 7 8 9 1100

GGrummanrumman FFBF/BF/FFB

1111 1122 1133 1144 1155 1111 1122 1133 1144 1155

GGrummanrumman FFBF/BF/FFB

1 2 3 4 5 6 7 8 9 1100

DDouglasouglas SSBDBD DDauntauntllessess DDouglasouglas SSBDBD DDauntauntllessess DDouglasouglas SSBDBD DDauntauntlessless DDouglasouglas SSBDBD DDauntauntlessless DDouglasouglas SSBDBD DDauntauntlessless DDouglasouglas SBDSBD DauntDauntllessess DouglasDouglas SBDSBD DauntDauntlessless DDouglasouglas SBDSBD DauntDauntllessess DDouglasouglas SSBDBD DDauntauntlessless DDouglasouglas SBDSBD DauntDauntlessless

1 2 3 4 5 6 7 8 9 10

SSpotterpotter SSpotterpotter SSpotterpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SSpotterpotter

205.200.206.202 1 2 3 4 5 6 7 8 9 1100

LLoireoire NieuportNieuport LLN.411N.411 LLoireoire NNieuportieuport LLN.411N.411 LLoireoire NieuportNieuport LLN.411N.411 LLoireoire NNieuportieuport LN.411LN.411 LLoireoire NNieuportieuport LLN.411N.411 LLoireoire NNieuportieuport LLN.411N.411 LLoireoire NNieuportieuport LN.411LN.411 LLoireoire NNieuportieuport LN.411LN.411 LoireLoire NNieuportieuport LN.411LN.411 LLoireoire NieuportNieuport LN.411LN.411

11 12 13 14 15 1111 1122 13 14 15

BellBell P39P39 AiracobraAiracobra BBellell PP3939 AiracobraAiracobra BBellell PP3939 AiracobraAiracobra BBellell P39P39 AAiracobrairacobra BellBell P39P39 AAiracobrairacobra LLoireoire NNieuportieuport LLN.411N.411 LLoireoire NNieuportieuport LN.411LN.411 LLoireoire NNieuportieuport LN.411LN.411 LoireLoire NNieuportieuport LN.411LN.411 LLoireoire NieuportNieuport LN.411LN.411

1 2 3 4 5 6 7 8 9 1100

CurtisCurtis SB2CSB2C HelldiverHelldiver CCurtisurtis SSB2CB2C HHelldiverelldiver CurtisCurtis SB2CSB2C HelldiverHelldiver CurtisCurtis SSB2CB2C HelldiverHelldiver CCurtisurtis SB2CSB2C HelldiverHelldiver CurtisCurtis SSB2CB2C HelldiverHelldiver CCurtisurtis SSB2CB2C HHelldiverelldiver CurtisCurtis SB2CSB2C HelldiverHelldiver CurtisCurtis SB2CSB2C HelldiverHelldiver CCurtisurtis SB2CSB2C HHelldiverelldiver

1 2 3 4 5 6 7 8 9 1100

PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang

1111 1122 1133 1144 1155 1111 1122 1133 1144 1155

PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang PP5151 MMustangustang CurtisCurtis SSB2CB2C HelldiverHelldiver CCurtisurtis SSB2CB2C HHelldiverelldiver CurtisCurtis SB2CSB2C HelldiverHelldiver CurtisCurtis SB2CSB2C HelldiverHelldiver CCurtisurtis SB2CSB2C HHelldiverelldiver

1 2 3 4 5 6 7 8 9 1100

VVoughtought FF4U4U CCorsairorsair VVoughtought FF4U4U CCorsairorsair VVoughtought FF4U4U CCorsairorsair VVoughtought FF4U4U CorsairCorsair VVoughtought F4UF4U CorsairCorsair VVoughtought F4UF4U CorsairCorsair VVoughtought FF4U4U CCorsairorsair VoughtVought FF4U4U CCorsairorsair VoughtVought FF4U4U CCorsairorsair VoughtVought FF4U4U CorsairCorsair

1111 1122 1 2 3 4 5 6 7 8

VVoughtought FF4U4U CCorsairorsair VVoughtought FF4U4U CCorsairorsair SSpotterpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SSpotterpotter

205.200.206.202 1 2 r r e e r r s s i i e e s s u u i i r r u u r r r C C e

s s s C C i s s

u s s a a l l s s r c c a MogamiMogami--classclass CCruiserruiser MMogamiogami--classclass CCruiserruiser a l l C -class Cruiser - -class Cruiser -

c c s a a -class Cruiser - -class Cruiser - s k k o o a a a 3 4 l a a t t c k k u u -class Cruiser - a a r r i u u a Takao T Takao T d Furutaka F Furutaka F n e 2 4 3 1 S Sendai MMogamiogami--classclass CCruiserruiser MMogamiogami--classclass CCruiserruiser 1 1 2 r r e e i i r r r r p a i a h C C s

e t t l f f t t a a r a r c AAobaoba--classclass CCruiserruiser AAobaoba--classclass CCruiserruiser c r r Battleship B r i i

e s s s Aircraft Carrier A Aircraft Carrier A i

a s s u 1 2 l s s r c a a l l - -class C c

c o s t - -class - -class s a u u a l k k m c a a a -class Cruiser - k Yamato Y k i o o a h h NNagaraagara--classclass CCruiserruiser NNagaraagara--classclass CCruiserruiser d n Shokaku S Shokaku S e

3 4 S Sendai 2 2 1 2

NNagaraagara--classclass CCruiserruiser NNagaraagara--classclass CCruiserruiser p p p i i i h h h s s 5 6 s e e e l l l r t t t t t e t s a a a i u Battleship B Battleship B Battleship B r

s s s C s s s

a a a s l l l s c c c a

NNagaraagara--classclass CCruiserruiser NNagaraagara--classclass CCruiserruiser l - -class - -class - -class c a a o t t t -class Cruiser - i a a a g g a m a agata a agata 1 2 d a n Yamato Y N N e Sendai S 3 2 1 TTakaoakao--classclass CCruiserruiser TTakaoakao--classclass CCruiserruiser 1

205.200.206.202 1 2 r r r r e e e e y y y y e o o o o n r r r r i t t t t r s s s s a e e e e m Destroyer D D D Destroyer D Destroyer Destroyer b

u s s s s s s s KKageroagero--classclass DDestroyerestroyer KageroKagero-class-class DestroyerDestroyer s Submarine S a a a a

l l l l s c c c c s - -class - -class - -class - -class a i i i i 3 4 l k k k k c u u u u -class - b b b b a t u u u u a Fubuki Fubuki F Fubuki F F Fubuki F G 5 6 8 - 7 i KKageroagero--classclass DDestroyerestroyer e H KageroKagero-class-class DestroyerDestroyer Hei-Gata 3 5 p p 6 p i i i h h h s s s e e e l l l t t t t t t a a a Battleship B Battleship B Battleship B

s s s e s s s n i a a KKageroagero--classclass DDestroyerestroyer KageroKagero-class-class DestroyerDestroyer a l l l r c c c a - -class - -class - -class m h h h t t b 2 t e 1 e e u b b b a a a Submarine S

z z z s i i i l l l s a l E E E

c n n n -class - e e e a e e e t u u u Kadaidai 7--classclass SSubmarineubmarine Kaddaiai 7--classclass SSubmarineubmarine a G Queen Elizabeth Q Queen Elizabeth Q Queen Elizabeth Q - i

3 4 e 2 3 1 H Hei-Gata 2

Kaddaiai 7--classclass SSubmarineubmarine Kaddaiai 7--classclass SSubmarineubmarine r r r e e e s s s i i i e n u u 1 u

2 i r r r r cruiser c cruiser c cruiser c a e e e l l l t t t m t t t b a a a u Battle B Battle B Battle B Submarine S

s s s s s s s s a a a a l l l

FFubukiubuki--classclass DDestroyerestroyer FFubukiubuki--classclass DDestroyerestroyer l c c c c - -class - -class - -class - -class o o o a t g g g a n n 3 4 n o o o G Kongo K Kongo K Kongo K - i e H Hei-Gata 1 2 3 FFubukiubuki--classclass DDestroyerestroyer FFubukiubuki--classclass DDestroyerestroyer 1

205.200.206.202 1 2 3 4 5 6 7 8 9 10

AAichiichi D3AD3A ValVal AAichiichi DD3A3A ValVal AAichiichi DD3A3A ValVal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal

1 2 3 4 5 6 7 8 9 1100

KKawanishiawanishi NN1K1-J1K1-J KKawanishiawanishi NN1K1-J1K1-J KKawanishiawanishi NN1K1-J1K1-J KawanishiKawanishi NN1K1-J1K1-J KKawanishiawanishi NN1K1-J1K1-J KKawanishiawanishi NN1K1-J1K1-J KawanishiKawanishi N1K1-JN1K1-J KawanishiKawanishi NN1K1-J1K1-J KawanishiKawanishi NN1K1-J1K1-J KawanishiKawanishi NN1K1-J1K1-J

1111 1122 1133 1144 1155 1111 1122 1133 1144 1155

AichiAichi D3AD3A ValVal AAichiichi DD3A3A ValVal AAichiichi DD3A3A ValVal AAichiichi DD3A3A VValal AAichiichi DD3A3A VValal MMitsubishiitsubishi A6MA6M ZZeroero MMitsubishiitsubishi A6MA6M ZZeroero MitsubishiMitsubishi A6MA6M ZeroZero MitsubishiMitsubishi A6MA6M ZeroZero MitsubishiMitsubishi A6MA6M ZeroZero

1 2 3 4 5 6 7 8 9 1100

MMitsubishiitsubishi GG4M4M BBettyetty MMitsubishiitsubishi GG4M4M BBettyetty MMitsubishiitsubishi GG4M4M BBettyetty MMitsubishiitsubishi GG4M4M BBettyetty MMitsubishiitsubishi G4MG4M BettyBetty MMitsubishiitsubishi G4MG4M BettyBetty MitsubishiMitsubishi G4MG4M BettyBetty MitsubishiMitsubishi GG4M4M BettyBetty MMitsubishiitsubishi GG4M4M BettyBetty MitsubishiMitsubishi G4MG4M BettyBetty

1 2 3 4 5 6 7 8 9 10

MitsubishiMitsubishi A6MA6M ZZeroero MMitsubishiitsubishi AA6M6M ZZeroero MMitsubishiitsubishi AA6M6M ZeroZero MMitsubishiitsubishi AA6M6M ZeroZero MMitsubishiitsubishi AA6M6M ZZeroero MMitsubishiitsubishi A6MA6M ZZeroero MMitsubishiitsubishi A6MA6M ZZeroero MitsubishiMitsubishi A6MA6M ZeroZero MitsubishiMitsubishi A6MA6M ZeroZero MitsubishiMitsubishi A6MA6M ZeroZero

1 2 3 4 5 6 7 8 9 1100

NNakajimaakajima BB5N5N KKateate NNakajimaakajima BB5N5N KateKate NNakajimaakajima BB5N5N KateKate NNakajimaakajima BB5N5N KateKate NakajimaNakajima BB5N5N KateKate NNakajimaakajima BB5N5N KKateate NNakajimaakajima BB5N5N KKateate NNakajimaakajima BB5N5N KKateate NNakajimaakajima BB5N5N KKateate NNakajimaakajima BB5N5N KKateate

1111 1122 1 2 3 4 5 6 7 8

NakajimaNakajima B5NB5N KateKate NNakajimaakajima BB5N5N KateKate SSpotterpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SpotterSpotter SSpotterpotter

205.200.206.202 r r e e s s i 1 2 i u u r r r r e e r s s e C C i i s

i u u s s r r s s u r a a l l C C

c c C s s

s s -class Cruiser - -class Cruiser - s s a a n n l l i LLaa FFantasqueantasque-class-class DDestroyerestroyer LLaa FFantasqueantasque-class-class DDestroyerestroyer i a c c l u u c -class Cruiser - -class Cruiser - o o r r n n - -class Cruiser e e 3 4 n i T T r r

f f a f f y y t r u u a a e u u Suffren S Suffren S g g B u u

e 2 4 3 l 1 D Duguay Trouin D Duguay Trouin i

LaLa FantasqueFantasque-class-class DDestroyerestroyer LLaa FFantasqueantasque-class-class DDestroyerestroyer m 1 Emile Bertain E 5 6 r e i p p i i r h h r s s a e e l l t t C t t

t a a f r a e Battleship B Battleship B

LLaa FFantasqueantasque-class-class DDestroyerestroyer r

EmileEmile BertainBertain--classclass CCruiserruiser s

i c s s r u s s i r a a l l Aircraft Carrier A C c c

2 1 s s -class - -class - s s u u a a e e l l i i c l l c e e - -class - -class Cruiser h h n c c c r r i i a A e ’ Richelieu R R Richelieu d

LLaa Gaalissonnierelissonniere--classclass CCruiserruiser LLaa Gaalissonnierelissonniere-class-class CCruiserruiser Bearn B e n n a

3 4 e 2 1 1 J Jeanne d’Arc 1

LLaa Gaalissonnierelissonniere--classclass CCruiserruiser LLaa Gaalissonnierelissonniere-class-class CCruiserruiser r r r e e e i i i r r r r r r a a 1 2 a C C C r

t t t e f f f s i a a a r r r u c c c r r r r i i i C

s Aircraft Carrier A Aircraft Carrier A A Aircraft Carrier s

s s s DDuquesneuquesne--classclass CCruiserruiser DDuquesneuquesne--classclass CCruiserruiser a s s s l c a a a l l l -class Cruiser - c c c e - -class - -class - -class i r x x 1 2 x erie e e e e s s s g l s s s A Alg E Essex E Essex E Essex 1 2 3 SSuffrenuffren--classclass CCruiserruiser SSuffrenuffren--classclass CCruiserruiser 1

205.200.206.202 1 2 r r r r e e e e s s s s i i i i u u u u r r r r r e s i Cruiser C Cruiser C Cruiser C Cruiser C

u s s s s r s s s AAduadua-class-class SubmarineSubmarine AAduadua--classclass SSubmarineubmarine s a a a a Cruiser C l l l l

c c c c s s - -class - -class - -class - -class a a a a a 3 4 l r r r r c a a a a - -class o Z Zara Z Zara Z Zara Z Zara t n e r 1 2 4 3 T Trento AAduadua-class-class SSubmarineubmarine AAduadua--classclass SSubmarineubmarine 3 5 6 p i h p p s i i e h h l s s t t e e l l a t t t t a a Battleship B

AAduadua-class-class SubmarineSubmarine AAduadua--classclass SSubmarineubmarine s Battleship B Battleship B s r

s a s e l s s s i c a a l l 2 u - 1 -class c c r e -class - -class - u Cruiser C o o

q i i s r r r s e o o a k t l t t t c n i i u -class - Littorio L Littorio L o t Dunkerque D

NNavigatavigatooriri-class-class DDestroyerestroyer NNavigatavigatooriri-class-class DDestroyerestroyer n e r Trento 3 4 T 2 2 1 2

NNavigatavigatooriri-class-class DDestroyerestroyer NNavigatavigatooriri-class-class DDestroyerestroyer p p p i i i h h h s s s e e e l l l t t

5 t t 6 t t a a a r e Battleship B Battleship B s Battleship B

i

s s s u s s s r a a a l l l Cruiser C c class c class c

s - - - -class s o o e i i a l NNavigatavigatooriri-class-class DDestroyerestroyer NNavigatavigatooriri-class-class DDestroyerestroyer l l u i i c q u u r - -class e o t D D k

7 8 n n o o e io Duilio i io Duilio i u r a a Trento T Dunkerque D C Ca C Ca 1 2 1 NNavigatavigatooriri-class-class DDestroyerestroyer NNavigatavigatooriri-class-class DDestroyerestroyer 1

205.200.206.202 1 2 3 4 5

BBourasqueourasque--classclass DDestroyerestroyer BBourasqueourasque-class-class DestroyerDestroyer BBourasqueourasque--classclass DestroyerDestroyer BBourasqueourasque-class-class DestroyerDestroyer BBourasqueourasque-class-class DDestroyerestroyer 1 2 3 4 5

TTrampramp FFreighterreighter TTrampramp FFreighterreighter TrampTramp FreighterFreighter TTrampramp FFreighterreighter TTrampramp FFreighterreighter

6 7 8 9 1100

TTrampramp FFreighterreighter TTrampramp FFreighterreighter TTrampramp FFreighterreighter TrampTramp FFreighterreighter TTrampramp FFreighterreighter

1 2 3 4 5

LibertyLiberty-cclasslass CCargoargo sshiphip LLibertyiberty-cclasslass CCargoargo shipship LLibertyiberty-cclasslass CCargoargo shipship LLibertyiberty-cclasslass CCargoargo sshiphip LibertyLiberty-cclasslass CCargoargo sshiphip 6 7 1 2 3

LibertyLiberty-cclasslass CCargoargo sshiphip PPensacolaensacola--classclass CCruiserruiser ZerstorerZerstorer 19361936--classclass DDestroyerestroyer ZZerstorererstorer 11936936-class-class DestroyerDestroyer ZZerstorererstorer 11936936-class-class DestroyerDestroyer

1 2 3 4 5

VictoryVictory-cclasslass CCargoargo sshiphip VVictoryictory-cclasslass CCargoargo sshiphip VVictoryictory-cclasslass CCargoargo sshiphip VictoryVictory-cclasslass CCargoargo sshiphip VVictoryictory-cclasslass CargoCargo sshiphip

6 7 4 5 6

VictoryVictory-cclasslass CCargoargo sshiphip VVictoryictory-cclasslass CCargoargo sshiphip ZZerstorererstorer 11936936--classclass DDestroyerestroyer ZZerstorererstorer 11936936--classclass DestroyerDestroyer ZZerstorererstorer 11936936--classclass DDestroyerestroyer 205.200.206.202 1 2 3 4 5 6 7 8 9 10

TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TorpedoTorpedo TorpedoTorpedo TorpedoTorpedo

1 2 3 4 5 6 7 8 9 1100

BellBell P39P39 AiracobraAiracobra BBellell PP3939 AiracobraAiracobra BBellell PP3939 AiracobraAiracobra BBellell P39P39 AAiracobrairacobra BellBell P39P39 AAiracobrairacobra BellBell P39P39 AAiracobrairacobra BBellell PP3939 AAiracobrairacobra BBellell PP3939 AAiracobrairacobra BBellell PP3939 AAiracobrairacobra BBellell PP3939 AAiracobrairacobra

1111 1122 1133 1144 1155

TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo TTorpedoorpedo SSubmergedubmerged SSubmergedubmerged SubmergedSubmerged SubmergedSubmerged SSubmergedubmerged

1 2 3 4 5 6 7 8 9 1100

CCurtissurtiss PP4040 KKittyitty HawkHawk CCurtissurtiss PP4040 KKittyitty HawkHawk CCurtissurtiss PP4040 KittyKitty HawkHawk CurtissCurtiss PP4040 KKittyitty HHawkawk CurtissCurtiss P40P40 KKittyitty HawkHawk CCurtissurtiss PP4040 KKittyitty HHawkawk CCurtissurtiss PP4040 KKittyitty HHawkawk CCurtissurtiss PP4040 KKittyitty HHawkawk CCurtissurtiss PP4040 KKittyitty HHawkawk CCurtissurtiss PP4040 KKittyitty HHawkawk

1111 1122 1 2 3 4 5 6 7 8

CCurtissurtiss PP4040 KKittyitty HHawkawk CCurtissurtiss PP4040 KKittyitty HawkHawk SSpotterpotter SSpotterpotter SpotterSpotter SpotterSpotter SpotterSpotter SSpotterpotter SpotterSpotter SpotterSpotter

1 2 3 4 5 6 7 8 9 1100

GGrummanrumman FF6F6F HHellcatellcat GGrummanrumman FF6F6F HHellcatellcat GGrummanrumman FF6F6F HellcatHellcat GrummanGrumman F6FF6F HellcatHellcat GGrummanrumman FF6F6F HellcatHellcat GrummanGrumman F6FF6F HellcatHellcat GrummanGrumman F6FF6F HellcatHellcat GGrummanrumman F6FF6F HHellcatellcat GGrummanrumman F6FF6F HHellcatellcat GGrummanrumman F6FF6F HHellcatellcat

1111 1122 1133 1144 1155

GGrummanrumman FF6F6F HHellcatellcat GGrummanrumman FF6F6F HHellcatellcat GGrummanrumman FF6F6F HHellcatellcat GGrummanrumman FF6F6F HHellcatellcat GrummanGrumman F6FF6F HellcatHellcat SSubmergedubmerged SSubmergedubmerged SubmergedSubmerged SubmergedSubmerged SSubmergedubmerged

205.200.206.202 205.200.206.202 205.200.206.202