[1 Introduction]   2 Command & Movement   3 Gunnery & Torpedoes   4 Damage & Sinking

Scales - Models - Equipment - Turn Sequence

Welcome to Battlefleet 1915, a set of miniature wargame rules which recreates the war at sea during World War One.

In Battlefleet, many of the possibilities and realities of this time can be recreated, with your abilities having a direct effect on the results. During game play, your own range estimates of the actual enemy miniatures are used to establish hits and misses. Hence, personal skills of the fighting fleets become a tangible factor as you try to keep your ships afloat and in fighting trim!

  Small Medium
Recommend Scale 1/6000 1/2400
Measurement Format Metric Imperial (inches)
1 kilometer 85mm 10½ inches
1 nautical mile 157mm 19½ inches
1000 yards 78mm 9½ inches
Each range bracket 50cm 5 feet
Maximum gun range 150cm 15 feet
1 turn Three Minutes

« 1.1 Game Scales
Battlefleet can be played in one of two different scale formats; small and medium. The small format uses metric measurement and is designed for use with 1/6000 scale naval miniatures, allowing games to be played on a dining table. The medium scale format is imperial (inches) based, and is designed for use with 1/2400 and 1/3000 scale miniatures, which usually requires a large playing area. All scale ship speeds for these three formats have been pre-plotted on the Master Scale Chart, which covers most speed ranges needed for Battlefleet ship logs.

« 1.2 Mounting & Figures
There are many different scales of ship models available for use with Battlefleet. xxxxxxxxxxxxxxx

Front, Rear and Beam zones
Above: The four zones of a ship. The front and rear arcs are 60 degrees across, centered on the fore/aft line. Any vessels being fired upon by guns from within their front or rear arc may only use the second of their two armor values.

Mounting - Small scale vessels should be mounted on bases for ease of handling. The Battlefleet mounting standard for 1/6000 scale is ½ x 11/8 inches (13mm x 30mm). Most play-testing for Battlefleet was conducted using this scale, and within the rules text, the term "vessel," "model" or "ship" also applies to any base upon which that model might be mounted.

Each model has four zones into which it is divided; a front, a rear and two beam zones. These zones are used to establish whether a vessel is being "raked" or not during the fire phase. Note that the front and rear arcs are not referred to as bow and stern arcs in order to prevent confusing their definitions with those of the arcs-of-fire of weapons. See Figure at right.

« 1.3 Equipment
Naval wargames are a bit more technically demanding than some other forms of miniature wargaming and require a few extra tools. The standard gaming equipment of tape measures (metric or standard), 12 sided dice and pencils are definitely required. Players will also need to download the Battlefleet Combat Chart, Ship Log, Gunnery Log and Arcs sheet. Cutting out the arcs-of-fire and turning circles and mounting them on thin cardboard will give them extra strength. A clipboard is also valuable for writing on the ship and gunnery logs.

Combat Charts: Each player should have a copy of the Battlefleet Combat Chart, which can be downloaded off of the Battlefleet page in the WTJ Games section. There are two halves to the combat chart, a front and back. Both sides are needed for game play, and include turn sequence, gunnery, torpedo and damage charts. For related overviews of each section of the chart, see More About Combat Charts, which includes step by step illustrations of the charts.

Ship Logs: Each vessel used in combat will need to have an entry in one of the ship logs. These entries are used to track available speed, weapons and damage to each vessel. The information shown in the Ship Values listings on the Battlefleet page has all the information needed to fill out the ship logs for those vessels. For more detailed explanations, see More About Ship Logs.

1) Command
Players issue basic movement orders for the upcoming movement phase and attempt to send messages or order requests to other commanders.
2) Movement
Players simultaneously move their ships according to the basic movement orders issued during the Command Phase.
3) Ranging & Gunnery
Players simultaneously guess ranges to enemy ships and record them on their gunnery logs. All ranges are then marked as hits or misses.
4) Torpedo Launches
All torpedo launches are declared and any resulting hits marked.
5) Damage
a) Check for ongoing fire and flooding effects.
b) Resolve hit damage.
c) Attempt damage control.
d) Test for sinking and uneven flooding effects.

Gunnery Logs: Because Battlefleet uses a range estimate system to control gunnery, players use Gunnery Logs to record their range estimates. Each log contains two four-ship sections (most navy divisions are composed of four ships), along with a command line at the far left of each division. At the top of each gunnery log column, record the name of one ship. In the columns below, record salvo targets and hits. The boxes along the top edge of each division are for recording command arrows during times when vessels are not firing salvos and/or out of range. These spare command boxes eliminate the "wasting" of range boxes during preliminary maneuvers.

« 1.4 Turn Sequence
Once all players have filled out their ship and gunnery logs, placed their ships and arranged their formations, game play is ready to begin. Each phase of the turn sequence is conducted by both players simultaneously. At right is an outline of each turn sequence and its basic elements:

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All games shown here may be freely downloaded for personal use only. Not for resale or any other commercial venture not authorized by The War Times Journal.