Wednesday, 27 September 2017

BATTLEFLEET WORLD WAR TWO

NAVAL WAR GAMES RULES 1939-1945

BASED ON BATTLEFLEET GOTHIC PUBLISHED BY GAMES WORKSHOP AND WRITTEN BY ANDY CHAMBERS

TURN SEQUENCE


THE MOVEMENT PHASE
THIS IS WHEN A PLAYER MOVES HIS SHIPS.

THE PLAYER BEGINS BY REMOVING ANY SPECIAL ORDER MARKERS PLACED LAST TURN ( EXCEPT BRACE FOR IMPACT WHICH REMAINS FOR THE REST OF THIS TURN)

NEXT, THE PLAYER MOVES HIS MODELS ONE AT A TIME. HE ALSO MAY TAKE COMMAND CHECKS TO MAKE SPECIAL ORDERS AT THIS TIME.

NOTE THAT SHIPS MUST MOVE AT LEAST  AT HALF THEIR SPEED WHEN MOVING IN THE BATTLE ZONE.


THE SHOOTING PHASE
THE PLAYER MAY SHOOT WITH HIS MODELS.


THE ORDNANCE PHASE
BOTH PLAYERS MAY MOVE TORPEDO AND AIRCRAFT MARKERS WHICH WERE LAUNCHED DURING THE SHOOTING PHASE OR ARE STILL IN PLAY FROM PREVIOUS TURNS.


THE END PHASE
BOTH PLAYERS MAY ATTEMPT TO REPAIR CRITICAL DAMAGE AND THE PLAYER WHOSE TURN IT IS MAY REMOVE D6 SPLASH MARKERS.



THE MOVEMENT PHASE

THE PLAYER MOVES HIS MODELS ONE AT A TIME AT A DISTANCE BETWEEN HALF AND FULL ALLOWANCE.

MEASURE ALL MOVES FROM THE TIP OF THE BOW.

ONE INCH MOVED ON THE TABLE REPRESENTS 2 KNOTS OF SPEED.

TURNING

A CAPITAL SHIP (BATTLESHIPS, CRUISERS AND CARRIERS) MUST TRAVEL 4 INCHES FORWARD BEFORE MAKING A TURN OF UP TO 45 DEGREES.
AN ESCORT VESSEL MAY TURN UP TO 90 DEGREES WITHOUT HAVING TO MOVE FIRST.
 


SPECIAL ORDERS

TO PUT A SHIP ON SPECIAL ORDERS A COMMAND CHECK MUST BE MADE.
EACH SHIP HAS A RANDOMISED LEADERSHIP VALUE (LD) DECIDED BEFORE THE BATTLE.

ROLL 1D6  1   UNTRIED LD6
                2-3  EXPERIENCED LD7
                4-5  VETERAN   LD8
                 6    CRACK   LD9

TO TAKE A COMMAND CHECK ROLL2D6 AND IF THE SCORE IS EQUAL TO OR LESS THAN THE LD VALUE THEN THE CHECK IS PASSED.




SPECIAL ORDERS:

FULL STEAM AHEAD - ADDS 6 INCHES TO SPEED, THE SHIP MAY NOT TURN AND THE SHIPS FIREPOWER IS REDUCED TO  HALF.


COME TO NEW HEADING - A VESSEL MAY TURN TWICE THIS TURN BUT THE SHIPS FIREPOWER IS REDUCED TO  HALF.


LOCK ON - REROLL MISSES WHEN SHOOTING BUT THE  SHIP MAY NOT TURN.

RELOAD ORDNANCE - SHIPS START THE GAME WITH ORDNANCE READY BUT ONCE USED THIS ORDER IS NEEDED TO LAUNCH ORDNANCE AGAIN.


BRACE FOR IMPACT - THIS ORDER IS ONLY USED DURING THE ORDNANCE PHASE OR DURING THE OTHER PLAYERS TURN. A SHIP GAINS A SAVING THROW OF 4,5 OR 6 ON A D6 AGAINST ANY HITS SCORED ON IT BY THE ENEMY.  THE SHIPS FIREPOWER IS REDUCED TO  HALF AND THE SHIP MAY NOT USE ANY SPECIAL ORDERS NEXT TURN.

IF A SHIP HAS SPLASH MARKERS IN CONTACT IT SUFFERS A -1 MODIFIER TO ITS LEADERSHIP RATING.



THE SHOOTING PHASE

ONE INCH ON THE TABLETOP REPRESENTS 500 YARDS. MEASURE ALL RANGES FROM THE TIP OF THE BOW TO THE TIP OF THE BOW ON EACH MODEL.


ROLL 1D6 PER GUN ELIGIBLE TO FIRE( IN RANGE AND LINE OF SIGHT), SCORE 4,5 OR 6 TO HIT.
GUNS HIT ON A SCORE OF 3,4,5 OR 6 AT A RANGE OF 12" AND UNDER.
SHOOTING AT SMALL TARGETS SUCH AS ESCORTS HAS A MINUS 1 MODIFIER.
GUN RANGES
ULTRA HEAVY GUN 16"+           60" RANGE      3 DAMAGE POINTS

HEAVY GUN   11"-15"                 48" RANGE     2 DAMAGE POINTS

MEDIUM GUN  8"-10"                 36" RANGE      1 DAMAGE POINT

LIGHT GUN  LESS THAN 8"        24" RANGE      1 DAMAGE POINT    NB. MAY NOT DAMAGE/HIT BATTLESHIPS OR
                                                                                                             BATTLECRUISERS

TORPEDO                                 30" RANGE     1D6 DAMAGE POINTS    NB. SCORE 6 TO HIT WITH EACH TORPEDO.

FLAK                                         6" RANGE     * SPECIAL SEE THE ORDNANCE PHASE

DAMAGE

WHEN A SHIP IS DAMAGED NOTE THE NUMBER OF HITS IT HAS TAKEN ON THE SHIPS ROSTER.

WHEN A SHIP LOSES ALL ITS DAMAGE POINTS IT IS OUT OF ACTION AND MUST ROLL ON THE CATASTROPHIC DAMAGE TABLE TO DETERMINE ITS FATE.

CRITICAL HITS
ROLL 1D6 PER DAMAGE POINT INFLICTED ON THE SHIP AND SCORES OF 6 ROLL 2D6 ON THE FOLLOWING TABLE:

SCORE        EXTRA DAMAGE                   RESULT
2 - 5                     0                      MAIN GUN TURRET  DAMAGED - MAY NOT FIRE UNTIL REPAIRED.

6                         1                       RUDDER DAMAGED - NO TURNS MAY BE MADE UNTIL REPAIRED.

7                         0                        FIRE! - ROLL TO REPAIR IN THE END PHASE IF IT IS NOT PUT OUT THEN 1 POINT OF         
                                                     DAMAGE OCCURS AND THE FIRE KEEPS BURNING.

8,9                         1                        BOILER ROOM DAMAGED - THE SHIPS SPEED IS REDUCED BY 6" UNTIL REPAIRED.

10                        0                        BRIDGE SMASHED - REDUCE LD BY 3, THIS MAY NOT BE REPAIRED!.
 
11                      D6                      HULL BREACHED - MANY CREW ARE INJURED.

12                     2D6                     BULKHEADS COLLAPSE.

NB. ESCORTS THAT SUFFER ANY CRITICAL HIT ARE DESTROYED!.




SPLASH MARKERS

WHEN SHIPS ARE FIRED ON SOME OF THE EFFECTS ARE SHOWN BY SPLASH MARKERS, THESE ARE PLACED IN CONTACT WITH THE MODEL SHIP WHEN A HIT IS ABSORBED BY THE SHIPS ARMOUR.

THEY ARE NOT REMOVED TILL THE END PHASE AND SOME MAY REMAIN INTO SUBSEQUENT TURNS.

THEY REPRESENT SOME OF THE MAYHEM INVOLVED IN A SEA FIGHT AND TEMPORARILY BECOME PART OF THE BATTLEZONE.

EFFECTS OF SPLASH MARKERS

A SHIP IN CONTACT WITH SPLASH MARKERS HAS ITS MAXIMUM SPEED REDUCED BY 4".
AN UNARMOURED VESSEL TAKES 1 DAMAGE POINT FOR EACH SPLASH MARKER CONTACTED.
A TORPEDO SALVO IS DESTROYED ON A D6 SCORE OF 5 OR 6 FOR EACH SPLASH MARKER CONTACTED.
A SHIP SUFFERS A LEADERSHIP PENALTY OF 1 IF IN CONTACT WITH SPLASH MARKERS.



ARMOUR PLATE

EACH FIGHTING SHIP HAS AN ARMOUR PLATE RATING WHICH ABSORBS A CERTAIN AMOUNT OF ENEMY FIREPOWER.
EACH POINT OF ARMOUR WILL BLOCK ONE POINT OF DAMAGE EACH SHOOTING PHASE, A SPLASH MARKER IS PLACED EACH TIME. ONCE THE MARKERS EQUAL THE ARMOUR VALUE ANY SUBSEQUENT HITS IN THE CURRENT SHOOTING PHASE DAMAGE THE SHIP.



CATASTROPHIC DAMAGE 

ROLL 2D6

SCORE                            RESULT

2-5                            DRIFTING WRECK - THE SHIP DRIFTS FORWARD 1D6 EACH MOVE.
6-7                            BLAZING WRECK  -  THE SHIP DRIFTS FORWARD 1D6 EACH MOVE, ROLL AGAIN EACH TURN.
8-12                          MASSIVE EXPLOSION - THE SHIP IS DESTROYED AND SINKS IMMEDIATELY.



THE ORDNANCE PHASE



LAUNCH TORPEDOES OR AIRCRAFT IN THIS PHASE.
TORPEDOES ARE LAUNCHED IN A SALVO AND MUST MOVE IN A STRAIGHT LINE UNTIL THEY COME INTO BASE CONTACT WITH A MODEL, RUN OUT OF RANGE OR LEAVE THE TABLE, THEY MOVE AT THIRTY KNOTS (15") PER MOVE. SCORE 6 TO HIT WITH EACH TORPEDO.

AIRCRAFT ARE LAUNCHED IN FLIGHTS FROM A CARRIER OR AIRBASE THEY MOVE VERY FAST AND SO ARE PLACED IN CONTACT WITH THEIR TARGET THEY THEN MUST TAKE ON THE FLAK FROM THEIR TARGET. A FRIENDLY SHIP WITHIN 6" MAY ALSO USE FLAK IN SUPPORT OF THE TARGET.

AIRCRAFT CARRIERS AND AIRBASES HAVE A SET NUMBER OF FLIGHTS THAT MAY BE LAUNCHED, WHEN THEY HAVE ALL GONE ON A SORTIE THE CARRIER OR BASE MUST GO ON A RELOAD ORDNANCE SPECIAL ORDER TO LAUNCH ANY MORE SORTIES, LOSSES IN COMBAT ARE DISREGARDED.

EACH FLAK POINT COUNTS AS AN ATTACK ON THE INCOMING AIRCRAFT, ROLL 4,5 OR 6 TO REMOVE AN ATTACKING FLIGHT. FLIGHTS OF AIRCRAFT REMAINING ARE THEN FREE TO ATTACK THE SHIP WITH BOMBS OR TORPEDOES.

EACH FLIGHT ROLLS 1D6 MINUS THE FLAK RATING OF THE TARGET ( NOT SUPPORTING VESSELS) THE RESULT IS THE NUMBER OF HITS ON THE SHIP, ROLL FOR CRITICAL HITS AS FOR GUNFIRE AND TORPEDOES.

ONCE THE COMBAT IS RESOLVED THE AIRCRAFT RETURN TO BASE AND MAY SORTIE AGAIN WITH A RELOAD ORDNANCE SPECIAL ORDER.

OPPOSING FLIGHTS MAY DOGFIGHT AND FLIGHTS WILL CANCEL EACH OTHER OUT eg. 4 FLIGHTS AGAINST 2 WILL REMOVE 2 FROM EACH SIDE AND 2 WILL REMAIN FROM THE LARGER FORCE.

TYPICAL FLAK RATINGS ARE: DESTROYER 1, CRUISER 2, BATTLECRUISER / CARRIER 3 AND BATTLESHIP 4.
CARRIERS USUALLY HAVE 3 TO 6 FLIGHTS AVAILABLE TO LAUNCH.




THE END PHASE



DAMAGE CONTROL - ROLL 1D6 PER DAMAGE POINT REMAINING EACH 6 SCORED PUTS OUT A FIRE OR REPAIRS A CRITICALLY DAMAGED SYSTEM. ANY SPLASH MARKERS REDUCE THE DICE TO HALF.

ROLL 1D6 AND REMOVE THAT MANY SPLASH MARKERS WITH A FREE CHOICE.



4 comments:

  1. Interesting! Thanks for posting.

    Cheers,
    Aaron

    ReplyDelete
    Replies
    1. Thanks Aaron, I posted this rule variant for a bloke called Stephen who asked me for it.

      Delete
  2. Hi Paul -
    Do you have any links to games played with this system? It might be just the thing for my 'Mighty Armadas' navy and air forces.
    Cheers,
    Ion

    ReplyDelete
  3. Ion, I last used these rules five years ago there are some posts on this blog, here's a link. https://paulywaulysotherwargames.blogspot.co.uk/2012/09/surprise-attack-battle-fleet-atlantic.html

    I will have to scan my rosters though as I no longer have them on a computer.

    ReplyDelete