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BATTLEFLEET 1915 ALPHA
WWI NAVAL WARFARE IN MINIATURE

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

Battlefleet 1915 is an alpha version World War One of the Battlefleet 1900 rules for predreadnought era naval combat. 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 - not unlike real life, where correct and skillful use of the available fire control systems depended on the men manning them. Hence, personal skills of the fighting fleets become a tangible factor as you try to keep your ships afloat and in fighting trim!






GAME SCALES
  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 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.


TURN SEQUENCE
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:

« 2.0 COMMAND
During the Command Phase, players issue orders for the upcoming Movement Phase. There are two types of orders; Divisional and Fleet. Divisional orders are recorded in the far left command column of the gunnery chart and apply only to the ships within a division, which are assumed to be under orders to follow the lead ship of that division. Fleet orders are written on small "post-it" style message pads and used for any communication between players.


« 2.1 Divisional Orders
If a division commander wants his ships to move in any direction other than straight during the upcoming movement phase, he must order them to do so in the Command Column of the Gunnery Log. Divisional orders are recorded as small arrows, which are drawn in the direction and approximate bearing which the commanding player wishes to move them. Refer to the examples below for the available division orders:

Turn-in-Succession - A turn-in-succession is drawn as an arrow using a single line. Only divisions deployed in line-ahead may use the turn-in-succession order. Ships turning in succession will maintain their line ahead formation while turning on a stationary pivot-point. Vessels which will turn less than 45° during their movement do not need to use a command arrow. Vessels which will turn between 45° and 90° during their turn use the 45° arrow, and vessels which will turn 90° or more during their movement use the horizontal arrow. Note that the arrows are direction specific. If a player draws an arrow pointing left (to port), then the division must turn in that direction during their movement. The Turn-in-Succession figure at right depicts a 90°+ turn in succession to starboard as executed by ships in a line-ahead formation. Turn Types
Turn-in-Succession  Arrows
Simultaneous Turn - A simultaneous turn is drawn as an arrow using two lines. Each vessel in a division ordered to turn simultaneously will individually turn in unison in the direction ordered. Vessels not in line ahead formation will always use the simultaneous turn command. If a turn-in-succession order is accidentally given to vessels not in line ahead, the command will be treated as if it were a simultaneous turn order. Note that if a division is in line abreast, only certain simultaneous turn commands will allow a return to line ahead.
Simultaneous Turn Arrows

A division must execute its turn orders at the very beginning of its move. If, once it has fulfilled the minimum requirement of its order, it has remaining movement, it may continue moving straight on its new bearing, or execute further multiple orders, if any (see multiple orders). If a vessel is ordered to execute a turn which it cannot fulfill even by using all available movement, it will complete as much of the turn as possible.


Stopping - Writing a dot or small filled-in circle on the command line of a division will order it to use the turn's movement phase to stop dead in the water. Vessels under a stop order must still move their minimum required movement for the turn, at which point they are considered at a complete stop.

Multiple Commands - Divisions with sufficient movement allowance may be issued multiple commands. Multiple commands will be executed in the order in which they are written, reading from left to right.

Transfer of Command - Division flagships which have suffered damage may have to transfer their command status to other ships within their division. There are two basic conditions under which this occurs; voluntary, and involuntary.

Voluntary: If a player's division leader has suffered damage which endangers the ship, he may want to transfer flag status to another vessel in the division. Division flagships which have not suffered conning tower hits may transfer their command to another vessel in their division by slowing to no faster than 1/6 original speed and declaring their transfer to any other qualified vessel which lies within 50mm (6 inches large scale) and which is also moving no faster than 1/6 original speed.

Involuntary: If a division's flagship is suffering either a steering or conning tower hit, the controlling player must roll for transfer of command to other vessels. In this case the transfer requires no slowing of the vessels, since it infers the assuming of command by another officer. Beginning on the command turn after the damage occurs, roll one 12 sided die. If a 10 through 12 is rolled, the ship closest to the flagship will assume command of the division (and of the fleet if it is the fleet flagship). Double the die roll range if the damaged flagship has two or more points of uneven flooding and/or five or more active fires at the time of each die roll. For example: A flagship with a conning tower hit, six fires, and three points of uneven flooding would automatically transfer command (doubled for fires and doubled again for an obvious list). If the damaged flagship "repairs" the steering or conning tower hit before another vessel assumes command, then the original flagship retains its command status and any attempts at involuntary transfer will cease. If a flagship blows up, or otherwise sinks, involuntary transfer is immediate and automatic.

Hint for Small Battles

If two players share a division and they need to communicate, they should also use the Fleet Order method. This is common with smaller battles in which there may be no divisions. In these cases, each player commonly controls only one or two ships which operate independently. Such a situation existed at the Battle of Santiago Bay, during which few of the U.S. ships, despite belonging to the same "division," demonstrated much coordination of effort. In fact, there were several near collisions during the scramble to engage the Spanish ships.

« 2.2 Fleet Orders
There are two types of fleet orders: Divisional and Inter-Divisional. Divisional fleet orders are only required when the flagship of a division is not located at the front of a line ahead. In this case, the flagship must successfully roll a Send Message command in order to be allowed to enter a movement command on the gunnery log. If the Send Message die roll fails, the controlling player may not vary the course of the division from that of the previous turn. Hence the wisdom of placing one's flagship at the front of their line!

Inter-divisional fleet orders or "messages" are how participating players commanding different divisions are allowed to communicate with one another regarding battle tactics, instructions, etc. In order to send an interdivisional message, a player will write a message on any small "post-it" style sheet of paper, and then roll the Send Message die. If the player succeeds in rolling a 7 through 12, the message may be handed to the player for which it was meant. If the die roll fails, no further messages may be sent by the "sending" player during the remainder of that command phase. Before 1903, players attempting interdivisional orders must also have a clear line-of-sight between their flagships.

Recommended Fleet Orders - Since many players are often unsure of what to write, especially on a small square of paper, the following small list offers a few ideas about what orders a commander might want to issue to adjoining divisions of a fleet. Some are historical, and others are merely the result of previous games:
Engage Enemy: Normally issued to capital ships such as battleships and cruisers. This order instructs all friendly divisions to move as close as possible to the enemy, while keeping out of torpedo range.
Follow Me: This self-explanatory order was issued several times historically by divisional commanders when a commander-in-chief's ship was damaged or sunk. Commonly used when signalling a general withdrawal.
Torpedo Attack: Most commonly given to destroyers, this was the signal to move as quickly as possible into effective torpedo range and launch torpedoes.
We Surrender: That's right, ships which want to surrender must make that fact known to the enemy, which is done via this command.

« 2.5 MOVEMENT
During every movement phase, each vessel may expend its allotted movement allowance as shown in the propulsion boxes on the ship chart. Vessels may only use the maximum speed shown by the highest undamaged box. Propulsion boxes with temporary or permanent damage may not be used to establish available speed (see propulsion damage). Maximum available speed applies only to travel in a straight line. Turning will cause a ship to slow down, thereby "using up" available speed points more quickly.

How to use a turning circle
Turning - The turning circle is held over the forward center-line of the vessel. Note that the rear of the ship base swings away from the circle as the base is moved along the periphery. The values shown on the metric circles are the amounts of movement used to reach those points along the circumference of the circle. Each increment on the large turning circle represents one inch of available movement used.

« 2.6 Turning
Turning circles are used during game play to recreate both the minimum allowable turn radius of a ship and the loss of speed the vessel suffers when turning. All Battlefleet turning circles needed for small, medium and large scale formats may be downloaded from the Playing Aids section of the Battlefleet page. Each circle is categorized according to the size of vessels to which it applies, and is marked at 30 degree increments for small and medium scales, and at "one inch" increments for the large scale format. As a vessel "tracks" along the edge of the circle, it will swing around to its new bearing, expending the appropriate movement points in the process. Ship bases executing a turn are not limited to moving only in the turn increments shown. The increments are for reference only, and players may stop at any point along a circle's circumference by estimating the amount of available movement expended to reach that position.

Note that because the turning circles recreate a vessel's loss of speed while turning, the actual measurements of the turning circle increments are always less than the amount shown. This is planned, and not a problem with the circles themselves.

« 2.7 Changing Speed
During each movement phase, vessels may change their actual speed by the equivalent of two propulsion boxes worth of movement. The Actual Speed is the amount of movement used by any one vessel on its previous turn. This contrasts with maximum Available Speed, which is the highest speed available to that vessel according to its propulsion ratings. For example; if a vessel whose normal maximum speed is 120mm per turn moves only 20mm on any one turn, it would only be able to move a maximum speed of 60mm on the following turn, an increase of 40mm, or two propulsion boxes worth of speed. Note that destroyers only have three propulsion boxes, which gives them the ability to greatly vary their speeds within a turn, although the fewer boxes also make them vulnerable to power plant damage due to their lack of redundant propulsion systems.

« 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.

« 4.0 Recording Damage
As a vessel sustains successive hits, that vessel's Ship Log is used to record damage and its effect. Areas affected include armament, speed, hull (flooding), fires, damage control and other supporting features like steering, searchlights and the conning tower. Steps One, Two and Four of the Damage Phase are used to calculate damage or its after-effects (See Damage Control for descriptions of Step Three):

Step One - Fire & Flooding: Check for complications of ongoing fire and heavy flooding. All commanders whose vessels have active fires and/or heavy or severe flooding must roll once for each fire, and once for each flooded compartment on the Fire and/or Hvy/Sev FL lines of the Critical Effects Chart.

Step Two - Hits: Vessels which correctly guessed the ranges of enemy vessels or positions during the Gunnery Phase may now roll for hits on the Shell Hits Chart. Any hits which occur as a result are then applied to the vessels or positions in question. All shell hits are considered to occur simultaneously. Hits scored by weapons which were then lost during the Fire & Flooding Step are removed and may not applied to the target vessels.

During the same step, players also calculate and apply damage for any torpedoes which struck vessels during the Torpedo Movement Phase of that turn. Use the Flooding Occurrence and Effects Charts to roll for damage and effects of each torpedo hit. Torpedo hits are considered to occur simultaneously with all other torpedo and shell hits for that turn.


Step Four - Sinking & Uneven Flooding: As a vessel suffers flooding, each of its four main compartments will be marked with the most severe type of flooding (if any) present in that area. Each level of flooding carries an inherent point value; light flooding equals one point, moderate equals two points, heavy equals three points and severe flooding equals four points.

Uneven Flooding: If opposing vessel compartments suffer from different flooding levels, the uneven weight distribution of the water will cause the ship to tilt or list. If the difference is from side-to-side, the ship will list to port or starboard. It the difference is between fore and aft sections, the vessel will be "down by the bows" or "down by the stern." A famous example of the former was the civilian ocean liner Titanic, which before sinking, was dramatically down by the bows. Players whose vessels suffer from uneven flooding must consult the Uneven Flooding chart and apply its effects to the ship in question. Note that a fore/aft disparity is less likely to result in the loss of a ship.

Sinking: When the total flooding points present on a vessel reaches five or more, the player must roll on the Sinking Chart. If the modified die roll matches the corresponding Sink Roll numbers, the vessel in question has irredeemably begun to sink. At this point, all weapons cease firing, all damage tracking and control stops, and the vessel stops moving. The value of one additional die roll equals the number of turns the vessel will take to sink. Until it sinks, it will remain a navigational and line-of-sight obstacle as well as a generator of smoke if it was on fire at the time sinking began.

« 4.1 Damage Types
Six of the charts on the Battlefleet Combat Sheet contain abbreviations of damage which may be "inflicted" on participating vessels. Each of these damage codes triggers a very specific set of events, including fires, flooding, explosions and damaged or destroyed weapons. The glossary below offers definitions of all damage codes. Immediately following are guidelines for recording and positioning the various damage types.

Damage Code Glossary
C Conning tower hit Mark the Conning Tower box on the vessel's ship log with a single damage slash. Until the hit is "repaired," the vessel may not change its own course and will not respond to change course orders from divisional or fleet flagships. If the vessel is a flagship, it may not issue divisional or fleet orders or otherwise execute command functions, including counter-flood or flood magazine orders.
CAP Capsize Vessel has suffered uneven flooding which has caused it to flip onto its side and begin sinking. No further movement, command functions or weapon fire may be conducted by/ from the vessel. Roll ¼ die to establish how many turns elapse before the vessel sinks and is removed from the playing area.
DC Damage control disabled Mark the vessel's damage control box with a single damage slash. Until repaired, all damage control attempts for that vessel are reduced to a 12 die roll.
E Explosion Roll for an explosion on the Critical Effects Chart, adding to the vessel's ship log any resulting fire and flood damage and effects which come about as a result of the occurrence. Also, roll once on the Misc. Damage Chart for side effects.
EH Electric/Hydraulic Damage Roll for Electric/Hydraulic hits on the Critical Effects Chart, adding to the vessel's ship log any resulting weapon and damage control effects which occur as a result.
F Fire One fire is started one board the vessel. Mark one of the fire boxes in the Damage section of the vessel's ship log.

During the first step of each Damage Phase, the captains of any vessels who have active fires on board must roll one die for each fire. A roll of 10 or 11 will trigger an additional roll on the Miscellaneous Damage Chart. Immediately apply the effects of any damage sustained as a result.
FL Flooding Roll once on the appropriate Flooding Occurrence and Effects sections of the Flooding Chart and apply the results to the Ship Log.

There are four different magnitudes of flooding; light, moderate, heavy and severe. These flooding events can be triggered by shell fire, torpedo hits, and explosions. Affected compartments are marked only with the worst level of flooding occurring in that compartment. Vessels always roll on the Flooding Effects section for each and every flooding hit, even if the hit in question is of a lesser magnitude than that already affecting the compartment in question.
FU Funnel damage Cross out one propulsion box as destroyed. Destroyed propulsion boxes are not repairable.
JP Rudder jammed
to port
Vessel conducts all further movement as a turn to port (left) using the smallest allowable turning circle. Repairable on a DC roll of 12.
JS Rudder jammed
to starboard
Vessel conducts all further movement as a turn to starboard (right) using the smallest allowable turning circle. Repairable on a DC roll of 12.
LTX Searchlights destroyed Cross out one searchlight box as destroyed. Destroyed searchlight boxes are not repairable.
     
M Main position hit Mark one randomly selected main armament position with a damage slash. Main weapons at that position may not fire again until the position is repaired on a damage control roll of 12. An "MX" result causes a main position to be destroyed instead of damaged.

Each main hit triggers an immediate roll on the Main/TT line of the Critical Effects Chart. A roll of 12 will trigger an explosion roll on the adjoining line of the chart. Torpedo tubes which have already fired their torpedoes and main positions which have flooded magazines are exempt from this critical effect roll.
P Propulsion damage Mark one previously undamaged propulsion box with a damage slash. Available speed for the vessel is reduced to the next highest unmarked box. A "PX" result causes a propulsion box to be destroyed instead of damaged.
S Secondary position hit Mark one each secondary class weapon/position and lower with a damage slash. Weapons at those positions may not fire again until they are individually repaired on a damage control roll of 11,12. An "SX" result causes the involved positions to be destroyed instead of damaged.
ST Steering damaged Roll for Steering damage on the Critical Effects Chart, adding to the vessel's ship log any resulting steering or turning effects which occur as a result. Once steering damage has occurred, no further steering damage may be inflicted until the previous damage is repaired.
TT Torpedo tube disabled Cross out one torpedo launch position as destroyed. If the torpedo tube has not yet launched its torpedo, roll once on the Main/TT line of the Critical Effects Chart for possible damage on the Misc. Damage Chart.
TR Turn radius impaired Vessel must use the next largest available turning circle. A TR hit caused by uneven flooding will disappear if the vessel is "evened" out via counter-flooding. All other TR hits are not repairable. If consecutive TR hits require a vessel to use a turning circle larger than that available, the vessel in question may no longer execute turns.
W All weapons All main and secondary armaments are marked with damage slashes.



Damage Code Modifiers (Y = Example Code)
YY Two positions hit Two identical damage codes side-by-side requires that two different positions of that feature type each receive a damage slash.
YX Position destroyed A letter X after a damage code requires that the position in question be crossed out with a destroyed mark.
all Every position The world "all" before a damage code requires that every presently undamaged position of that type be marked with a damage slash.

« 4.2 Damage Locations
Some types of damage require players to establish where on the vessel that the damage occurred. Some damage only applies to random positions or features, whereas other types of damage must be applied in a specific order. Refer to the Battlefleet Randomizer to randomly select awkwardly or oddly arranged weapon positions.

Propulsion - Propulsion boxes are marked-off progressively, beginning with the highest value and working down to the lowest value, at which point the vessel may no longer move. Each of the boxes may only have one damage or destroyed mark on them at any one time. Propulsion hits which occur beyond the available boxes are recorded in the margin and must be repaired before repairs to any propulsion boxes may be attempted. Damaged boxes are always "bumped" down to make room for destroyed boxes.
Example: A destroyed-box result is inflicted on a cruiser which already has two boxes destroyed and four damaged (dead in the water). One damage mark would be recorded in the margin, and the third damaged box would be converted into a destroyed box. The vessel will now have three destroyed propulsion boxes, three damaged propulsion boxes, and an additional damage to "propulsion access" which must be repaired before any repairs of the propulsion boxes proper may be attempted.

Main - Each main armament hit must be randomly assigned to a position, which is usually an easy task due to most main guns being positioned in two turrets. Most players assign a 1 through 6 roll to the forward turret and a 7 through 12 roll to the aft turret. French style battleships with a lozenge arrangement should use the embattled-side rule and break the location die roll into thirds instead of halves. All main positions are available for damage regardless of their current status. Hence, a main position already destroyed from several hits may be hit yet again, something the attacker will consider a "wasted" shot. A previously destroyed main position which sustains a hit will still trigger a critical hit check unless its magazine has been successfully flooded by the vessel's commander.

Secondary - Each secondary hit causes the damage or destruction of one position for each weapon type of secondary class or less. For example, if a vessel has both secondary and boat gun armaments, one position of each will be lost by an S result. Lost positions are always taken off of the embattled side of a vessel first. If no weapons are surviving on the embattled side, then other previously undamaged weapons on the non-embattled side will be affected. Weapons in beam patterns 1 or 2 are split into sections (fore, mid, aft) and must roll for the random location of their damage on the Position Randomizer. Weapons arranged according to beam pattern 0 represent a homogenous layout and do not need to have their damage randomized.

Flooding - Flooding due to shell or torpedo fire will occur randomly on the embattled side of a vessel. For example: Hits striking the port side of a vessel will be randomly established as being in either the forward, port amidships, or aft compartment by splitting a 12 sided die roll into thirds. If hit from ahead, the damage will be randomly established as being in the forward, port amidships or starboard amidships compartments. If due to an explosion, the damage will be randomly located in any one of the four compartments.


« 4.3 Damage Control
Step three of the Damage Phase is used to repair damage and otherwise prevent the ocean from fully reclaiming the inside of the vessel. During this phase, players may attempt to repair damaged areas, flood magazines, counter-flood to correct listing or extinguish fires. All damage control actions taken during this step are considered simultaneous, and they do not need to be executed in any particular order within the step.

All damage control actions are conducted according to the results of "damage dice," up to two of which may be rolled against any one damage event. The number of damage control dice which a ship may use on any one turn is equal to the number of propulsion boxes on that vessel which were not permanently destroyed as of the current turn's command phase. This will give most ships a maximum of six damage control dice in their normal undamaged state. As propulsion boxes are destroyed (not damaged), the number of available dice is reduced accordingly.

Repair Actions - Ship-board positions which have been destroyed are not repairable, and are marked off with a full X instead of a diagonal slash mark, which indicates repairable damage. In order to attempt the repair of a damaged area, look up the corresponding roll value for that damage type as shown on the Damage Control Chart. This represents the value a ship's commander must roll in order to repair the damaged feature. Each main, propulsion and steering damage slash requires a die roll of 12 to "repair," allowing that damage slash to be erased. Secondary damage requires an 11 or 12 to repair. Fires are considered extinguished on a roll of 11or 12. Players may attempt to modify a pending sink roll by one die point by rolling a 10, 11or 12. If a position has more than one damage slash, each slash must be individually repaired, otherwise the position is still considered damaged and out of commission. Non-command related repair actions may still be conducted even if a vessel has suffered a Conning Tower hit (See below).

Command Actions - Command actions are somewhat different than repair actions in that they depend on an intact chain of command. Counterflood and Flood magazine orders may only be executed if the vessel is not suffering the effects of a Conning Tower hit.

Flood Magazine: Destroyed and damaged main gun positions remain a hazard to their ship because their powder magazines may still trigger on-board explosions if they suffer penetration hits. To protect against this danger, any main gun position's magazine may be flooded on a die roll of 4 through 12. A flooded magazine will cause its corresponding vessel compartment to gain one level of flooding; none becomes light, heavy flooding becomes severe, etc. Once its magazine is flooded, a main position is considered out of commission for the remainder of the game. If that position is later hit, the vessel commander will not have to test for an explosion on the Critical Hit Chart.

Counter-flood: A vessel suffering from uneven flooding may purposefully flood an opposing compartment in order to reduce the vessel's list and eliminate (or reduce) the uneven flooding's more dangerous effects. Counter-flooding adds to the overall flooding points present on a vessel, which will affect that vessel's sink roll. However, counterflooded compartments do not trigger flooding effect rolls or critical hits (counterflooding is done in secondary bunker areas, not in critical propulsion or weapon compartments).

A commander wishing to conduct counterflooding must roll a 4 through 12 on a 12 sided die. If successful, any one compartment on the vessel may then be flooded to whatever degree the commander wishes. Once counter-flooding is complete, reduce the damage hits to the appropriate level called for by the Uneven Flooding Chart.

Note that counter-flooding may also be used to scuttle a vessel by rolling for "counterflooding" in each of the vessel's four compartments and then assigning severe flooding to them.

Recover from CT Hit: The one command action allowed after a conning tower hit is the Recover from CT Hit roll. The controlling player of a vessel with a CT hit may roll once each turn in an attempt to reestablish command of a vessel. A die roll of 7 through 12 will reestablish a new vessel commander, and the ship in question may then operate normally from that point on. Note that because of the involuntary transfer command rule, nearby vessels may end up assuming command of a division before a damaged flagship is able to reestablish bridge control of their own vessel. See Command & Control.
 
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