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« 3.0
GUNNERY Players begin the gunnery phase by establishing targets for
each of their vessels and then visually estimating the distance from those
vessels to their targets. The name of each target is recorded on the respective
vessel's gunnery log, followed by the controlling player's estimate of the
target's distance. Once all ranging is complete, players measure each range
estimate, marking its termination point with a white marker for misses and a
red marker for hits. The maximum allowable range for guns depends on the
game scale being used. Consult section 1.1
Game Scales for a list of all maximum range and range bracket
distances.
« 3.1
Targets Vessels may fire upon one or more targets during their turn.
Each target must be recorded separately by name on the gunnery log, along with
the gun types assigned to that target and one range estimate for
that target (each vessel may only make one range estimate per targeted ship per
turn). Line of Sight - Vessels may only fire upon targets which
are within their direct line-of-sight. Line-of-sight is drawn from the forward
smokestack of a firing vessel to the forward smokestack of a target vessel. The
potential target may not be fired upon if line-of-sight is blocked in any way
by other vessels, their bases, clouds of smoke or land. Rates of
Fire - Each weapon has an inherent rate-of-fire (ROF) shown in the data
line of the ship log's armament section. The rate-of-fire is the number of
rounds per turn which each gun in each position may fire. A ½
value for ROF means that the weapon in question may only fire every other turn
due to their agonizingly slow loading technology. A 1 value means that
each weapon may fire once each turn. A 2 value for ROF means that the
weapons in question may fire twice each turn. The extra rounds fired due to a 2
ROF may be fired at different targets, although multiple gun positions may not
split their extra fire unevenly. For example: a two-gun 15cm turret may fire
two rounds at each of two other ships, or four rounds at one ship, but it may
not fire four rounds at four different ships, or three rounds at one and one
round at another. In this regard, single mountings are more flexible in their
ability to send up a curtain of fire at smaller vessels.
Gun Positions, Beam Patterns and Arcs-of-Fire - The
tables below show the major locations for individual guns positions used
throughout this period. There are two major locating systems: positions
and beam-patterns. ........... (old section
obsolete. New position chart required here)
« 3.2
Ranging In order for players to fire salvos at an enemy unit, the
range between the firing unit and its target must be accurately guessed. In
most cases, this involves ship-to-ship firing, although in some cases land
mounted cannon will be firing at ships and visa-versa. In either case, the
successful guessing of the range to the enemy is required in order to have a
chance to score hits. In order to assign targets and guess ranges, players use
the Battlefleet Gunnery Log to record the name or names of each of their
vessel's target(s) and the estimated range to each of these targets. A vessel
may engage as many targets as they have firing positions, but they may only
guess one range per target. No pre-measuring of ranges is allowed.
Ranging Shots - Players may at any time conduct
ranging shots in order to estimate the distance to enemy vessels. A ranging
shot is a single maximum range round fired from a vessel toward any declared
enemy vessel. It is measured normally, and a splash marker is placed at its end
point. Ranging shots can never result in damage to an enemy ship, and their
range is not recorded on the gunnery log. A vessel may not fire normal salvos
on the same turn as ranging shots.
« 3.3
Measuring Once all target assignments and range estimates are
completed, players measure the ranges for each assigned target to establish
whether the firing vessels estimated the correct ranges to their respective
targets. Ranges are measured along a line running from the forward funnel on
the firing vessel to the forward funnel on the target vessel. A hit zone
is achieved if the estimated range from the firing vessel's forward funnel
intersects with any part of the target vessel's base (while still maintaining
alignment with the target's forward funnel). If a hit zone is achieved,
mark the target vessel or its base with a red hit marker. If the estimated
range does not land on any part of the target base, the rounds for that turn
are considered too far away to have a chance of hitting, and a white "splash"
marker is placed at the incorrectly guessed range point.
Danger Zone - Add new text
here.
« 3.5 TORPEDO
FIRE After all movement and gunnery has been completed, players may
conduct torpedo fire. All torpedo launches must be declared at the beginning of
the phase, and once declared, may not be canceled. Torpedoes fired are crossed
off of the firing vessel's ship log, and if necessary, a launch marker may be
placed next to the vessel's base on the launching side. For smaller games with
a limited number of launches, launch markers may not be needed. Due to their
relatively shallow draft, vessels of size 2 or smaller may not be targeted by
torpedo fire.
« 3.6 Launch
Arcs The arc of fire for torpedo positions mounted on a vessel's
center-line is 95 degrees. The arc-of-fire for torpedoes mounted within the
side or end of a vessel is 60 degrees. In order to establish a 60 degree arc
for side/end mounted positions, use the 150 degree arc-of-fire card to
establish the blind zone for the respective positions. See the Arcs-of-Fire
page for examples.
« 3.7 Calculating
Hits Measure in a straight line from the forward funnel of the
firing vessel to the forward funnel of the declared target vessel. The first
vessel touched by this line must roll on the Torpedo Hits chart. If a hit is
scored, place a torpedo-hit marker along the side of the vessel struck. The
torpedo is considered "destroyed" and may not be applied against any further
vessels. If no hit is scored, continue measuring along the same line to
establish whether there are any further vessels which intersect the line,
rolling for each in turn. The maximum range for a torpedo is one-half of a
range bracket [ possibly expand torpdeo range to one
range bracket... probably not though ] , measured from the launching
vessel's forward funnel. If a launched torpedo reaches its maximum range
without detonating against a vessel, it is considered destroyed and is
eliminated from play.
- Torpedo Hit Modifiers:
- 50% Speed Differential - A vessel firing a
torpedo will suffer a -1 modifier to the torpedo hit die roll if
its speed is half or less than the speed of the targeted vessel.
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