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05/02/10 Page 1
CAMP CROMWELL
WARGAMES RULES
DREADNOUGHTS
Wargames Rules
for
Naval Battles in the Age of Steam
2010 edition
©
Jim Gandy 29 Cromwell St, Battery Point,
Tasmania 7004, Australia
3 Feburary 2010
PDF processed with CutePDF evaluation edition www.CutePDF.com
05/02/10 Page 2
INTRODUCTION 3
EQUIPMENT 3
GAME TURN SEQUENCE 3
MOVEMENT 3
Typical move rates: Error! Bookmark not defined.
Turns: 4
SHIPS IN SAME HEX 4
ORDERS 5
Movement: 5
Ammo: 5
Squadrons: 5
SHIP PARAMETERS 5
Speed: 5
Main armament – dreadnoughts: 5
Main armament – pre-dreadnoughts: 6
Secondaries: 6
Targeting control: 6
Armour rating: 6
Max hull hits: 6
Susceptibility to Explosion: 6
Armament: 6
Size: 6
Morale: 7
FIRING GUNS 7
Main Gun Firing Procedure (with central gunnery control): 7
Pre-dreadnought Firing Procedure : 8
Secondary Gun Firing Procedure: 8
Firing parameters for guns: 8
Hits from straddles: 9
Arc of fire: 9
Damage record: 9
TORPEDOES 9
SMOKE 10
Smokescreens: 10
Funnel smoke: 10
Smoke from main armament: Error! Bookmark not defined.
WEATHER 10
TABLE EDGE 10
CONVOYS 11
DD & CL FLOTILLAS 11
APPENDICES 11
Ships Logs 11
Summary sheets 11
Data tables 11
05/02/10 Page 3
INTRODUCTION
These rules are designed for naval wargames in the era from the introduction of the turretted battleship until air
power took over from surface action as the dominate factor in naval war - this includes the Russo-Japanese War
of 1905, WWI and the early part of WWII. We haven't included aircraft because the inclusion of aircraft would
require a total re-think of the rules - in effect a different set of rules - more of a campaign game than a tactical
game.
These rules are primarily designed for games where each player commands a squadron of about 4 capital ships
or a few flotillas of destroyers or light cruisers.. Such games can be played comfortably in an evening.
Smaller actions with a ship per player (like the Hood v. Bismark) are good fun to finish off an evening if the
main event finished early, and are ideal training for beginners.
Very large actions such as Jutland can also be fought if you go about it the right way:
− Have as many players as possible to spread the work load.
− Play the game over 2 or three nights, knocking off each night before combat fatigue sets in or the booze runs
out - big battles are Test Matches, not One Dayers.
− Minimise the number of ships models by using the optional rules allowing destroyer and cruiser flotillas to
be represented by single models.
− Use realistic tactics for the light ships. Historically they were primarily used defensively - to cover breaking
off the action rather than as an attacking weapon. Their use to soften up the enemy like ancient light troops
can bog the game down when it should be the capital ships at the centre of the action.
− Another option is to dispense with light ships altogether - this detracts from the historical validity of the
game, but does simplify the game considerably.
EQUIPMENT
Table: The table needs to have a hex grid. Cheap hex lino can often be found in discount stores.
Model ships: The scale needs to match the hex grid.
Ship's Logs: Pre-printed sheets (1 for each squadron or flotilla) to record movement orders & damage. These
have to photo-copied as required and prepared by filling in the ship data (from the Data Tables)
and crossing out unnecessary boxes.
GAME TURN SEQUENCE
1. Write orders for each ship.
2. Announce which ships are firing torpedoes.
Potential targets are allowed to change orders to attempt to evade torpedoes.
Place torpedo track markers.
3. Move ships simultaneously in accordance with orders. Where ships are close move each one 1 step at a
time to help resolve conundrums. (This means that faster ships will continue after the slower ones have
finished). Generally move ships at the front of the fleet first.
4. Adjudicate firing of secondaries.& pre-dreadnoughts.
5. Adjudicate fire of main guns (in large battles record target on log as reminder).
6. Adjudicate torpedo damage.
7. Check progress of special damage from previous g/turns.
MOVEMENT
The rated speed of a dreadnought was about 21 knots, but ships seldom moved at their rated maximum speed.
Normal cruising speed was governed by a number of factors – to allow a margin for keeping station in the
formation, sea conditions, gunge on the hull, battle damage, wear & tear on machinery and fuel economy
05/02/10 Page 4
(doubling speed takes at least 4 times the fuel). Further, at high speed gunnery effectiveness is greatly reduced
because of ship vibration, pitching & rolling and the rapid changes to the bearing and range of the target.
The hex grid limits our flexibilty in move rates. To compensate we effectively assume a different time scale in
the pre-dreadnought era so the basic fleet speed is 2 hexes both before after the dreadnought. Faster ships can
move further, but may be subject to a dice test to do so. Fast ships may have their speed listed in the form S(d+),
(eg: 2(4+)). This means the ship can always move 2 hexes, but can move an extra hex on throwing a 4+.
If moving the extra hex would mean catching up and entering a hex with a ship that failed to take the extra move,
the extra move need not be taken.
Pre-dreadnoughts:
Maximum speed: Battleships: 2 hexes per g/turn.
Light ships: 3 "
WWI:
Cruising speed: Capital ships: 2 hexes per g/turn.
Light ships: 3 "
Full speed: Pre-dreadnoughts: 2 "
Dreadnoughts (21 knots): 2(5+) "
Early battlecuisers (26 knots): 2(4+) "
Later battlecruisers (28 knots): 2(5+) "
Super-dreadnoughts (26 knots): 2(4+) "
Light cruisers: 3 "
Destroyer: 4 "
WW
As for WWI except: New capital ships (30 knots): 3 hexes per g/turn.
Battle damage:
A ship's maximum speed may be reduced due to battle damage.
If damage reduces speed by "2d" this means for example, 2(4+) becomes 2(6+) or 2 becomes
1(3+).
Acceleration & deceleration:
A ship can only accelerate or decelerate 1 hex per g/turn.
Turns:
Ships always turn as they move forward into the next hex.
Turns are limited as follows:
Capital ships (BB, BC, CA): 1 hex side per step, no more than 2 turns per g/turn.
Light Cruisers (CL): Up to 2 hex sides per step, no more than 3 turns per game turn.
Destroyers (DD): Up to 3 hex sides per step, no more than 3 turns per game turn.
SHIPS IN SAME HEX
The ship models are way out of scale so any number of ships can enter the same hex though it gets a bit messy if
there's more than 3. But if the players play realistically it shouldn't happen often as closing in was not the norm.
To determine orientation of the ships within the hex:
Directly opposite courses: If players don't agree, dice to determine who chooses which side to pass.
Same course: Overtaking ship determines which side.
Intersecting on angle: If converging through adjacent hex sides at an angle of 60° place the two ships nose
to nose still in the orientation they entered the hex.
If converging towards each other at an angle of 120, place the two ships nose to
stern still in the orientation they entered the hex.
05/02/10 Page 5
ORDERS
Movement:
In the order writing phase, each ship is issued movement orders for the g/turn. These should be
written in abbreviated form as follows:
F Forward 1 hex.
P or L Forward 1 hex while turning 1 hex side to Port (Left).
S or R Forward 1 hex while turning 1 hex side to Starboard (Right).
P2 Forward 1 hex while turning 2 hex sides to Port (allowed for CL & DD only).
S2 Forward 1 hex while turning 2 hex sides to Starboard (CL & DD only).
AT Forward 1 hex and about turn (allowed for DD only).
If a ship has the option of dicing for an extra hex, write the extra order in brackets. If the test fails,
the last order does not happen. Squadrons normally have one test for all.
Ammo:
Ammo is not kept track of for guns. Single engagements seldom if ever lasted long enough to run
out. Torpedoes are limited to one per tube.
Squadrons:
Where a fleet is deployed in squadrons, orders may be written for the lead ship of each squadron
only and the others will maintain station, either following in line ahead (abbreviate order as (Fol)),
or moving in parallel - all turning together (abbreviate order as (Par)).
By default, a squadron with ships in adjacent hexes takes one test for a fractional move & the
result applies to all. The player may elect to test each ship of a squadron separately, but must
announce this before the first test.
SHIP PARAMETERS
Each ship has to be assessed for a number of parameters to define its fighting capabilities.
Speed:
Ships speed are limited to 2, 3 or 4 hexes depending on the type of ship as provided in the
movement rules. The published maximum speeds for ships are probably not as accurate as they
look – they typically represent new ship speed which will not be maintained as the ship ages, they
may be manipulated for propaganda or intelligence purposes, or they may be inflated by the
builder for promotional purposes. Thus the accurate scaling of rated speeds may not be as
realistic as it appears and the system we use may be as good as any plus simple and easy to use to
boot
Main armament – dreadnoughts:
In dreadnoughts, later battleships, battlecruisers and armoured cruisers ships had their main
armament in 2 or more turrets of 2 to 4 guns. Salvo fire was used with a central gunnery control
system. All turrets ranged in and fired together.
The firing system requires first a test to range in. If the guns range in, then each shell is checked to
see if it hits the target. Each hit is checked for armour penetration. Each penetration will cause
damage.
In WWII, Light Cruisers also had co-ordinated fire control systems for their 6" guns. In small
cruiser actions the players may take the option of firing the 6" guns in salvoes as main armament,
and the 4" guns as secondaries. In large actions it will be better to use the simpler system.
05/02/10 Page 6
Main armament – pre-dreadnoughts:
In this era ships had a main armament of 2 to 6 large guns arranged in turrets of 1 or 2. The turrets
fired individually. The targeting of each gun is tested separately. Hits are checked for penetration
as for salvo fire.
Secondaries:
Many ships had two or more calibres of secondary guns. To simply the fire of secondaries, the
actual secondary layout should be simplified to a number of equivalent 6" guns. The weight of
shell is approximately related to the cube of it’s calibre The rate of fire is approximately related to
the inverse of the caliber. Thus the effectiveness of a gun is related to the square of its calibre, so
substitute 2x4"or 1.5x5" for one 6". Guns smaller than 4" can be neglected. The loss of detail in
adopting this system is not significant except maybe in very small Cruiser actions.
Targeting control:
Ships can be nominated as having better than normal targeting control. It seems generally
accepted that in WWI the Germans had better fire control than the British.
Armour rating:
Ships have to be allocated defense ratings a0 to a7 for their armour - turrets, deck and sides being
rated separately. This requires a bit of judgement, as all ships had varying amounts of armour in
different places, but the relativity of the ships involved in the scenario is more important than the
actual allocation.
Rating: A B C D E F G H
Approx thickness: >14" 12-13" 10-11" 8-9" 6-7" 4-5" 2-3" 0-1"
Max hull hits:
The maximum no. of hull damage points a ship can sustain without sinking has to be assessed.
The starting point in assessing this is 1/1000th
of the ship's tonnage. This base figure can be
adjusted up or down depending on a judgement of the ship's ability to take punishment. Generally
German ships should be given higher ratings. The relativity of the ships is more important than
the actual figures.
Typical examples:
Dreadnought 20-30
Later Battleship 30-55
Battlecruiser 15-40
Heavy Cruiser 10-20
Light Cruiser 5-10
Destroyer 1-3
Freighter 1-10
Susceptibility to Explosion:
Ships with inadequate flash control must test for explosion if a turret is knocked out. This applies
to Germans until after Dogger Bank, British until after Jutland.
Armament:
Ships are typically armed as follows:
Battleships Mains 11-18" Secs 4-6"
Battlecruisers Mains 11-15" Secs 4-6"
Heavy Cruisers Mains 8" Secs 4-6"
Light Cruisers Secs only 4-6"
Destroyers Secs only 4-6"
Size:
Ships are categorized into 4 groups for size as targets:
BB, BC Battleships & Battlecruisers: 15,000-40,000 tonnes.
PD Pre-dreadnoughts: 10,000-20,000 tonnes.
05/02/10 Page 7
CA, CL Cruisers (Light & Heavy): 4,000-15,000 tonnes.
DD Destroyers: Less than 2,000 tonnes.
Morale:
There are no specific morale rules, but to be realistic, ships should try to avoid being sunk. Ships
should usually turn away if under heavy fire that's likely to be fatal next turn. DDs shouldn't make
suicidal charges at the enemy line unless it is required to save the main fleet.
FIRING GUNS
Shell fire is adjudicated ship by ship after movement. The side with the best gunnery system (usually the
Germans) select & fire the first ship, then each side alternates selecting a ship to fire. For secondary guns
priority must be fire against DDs, then CLs. Secondary fire on BBs is generally ineffective and seldom worth
the trouble.
Ships with main and secondary armament may fire both in the same turn.
There are three different firing systems – for salvo fire with central gunnery control (for dreadnoughts and later),
individual fire by big guns (for pre-dreadnoughts), and for secondaries.
For ships with central gunnery control, the main guns are fired in salvoes. If the salvo straddles, then each shell
is checked to see if it hit the target. The chance of straddling increases after a ranging shot. Once ranged in, the
chance of staying on target is higher still.
For ships without central gunnery control, the main guns use a simpler system to check for hits for each gun.
The secondary guns are fired en masse without considerations of ranging in - this not only simplifies the game
but also better represents independent fire by individual gun crews.
When firing at DDs and CLs at close range the chance of a hit firing as secondaries is higher than for salvo fire,
but the salvo fire by big guns is not designed to hit small fast targets. For small WWII cruiser actions the players
may prefer to use salvo fire for 6"guns to add interest. In larger actions, the simpler secondaries firing method is
preferable.
Main Gun Firing Procedure (with central gunnery control):
1. To fire a ship's main guns, refer to the Salvo Fire Factors Table and sum the relevant factors. The result
is the total required as the sum of two dice to straddle. If the target score is 14 or more range shots are not
allowed. (At 12 or 13 ranging in is allowed as success is possible on the second round).
2. If a straddle is achieved, check the number of guns able to bear in the that direction and refer to the Hits
From Straddle Table for the 6d score required to hit with each shell - throw a dice for each shell in the
salvo. Hits may be on the side or deck.
3. For each hit throw a dice to determine if the shell penetrates the armour - either side or deck.
4. If one or more shells penetrate, refer to Hull Hit Damage Table for the amount of damage. Cross of a hit
box for each damage point. Hull hits accumulate until they equal the ship's maximum, whereupon the
ship sinks.
5. When a hull hit box with a "c" beside it is crossed off, the player controlling that ship must test for
Critical Damage using Table 7. Critical Hits. The critical hit might be on a main turret, secondary guns,
or be Special damage.
It is recommended that hits be marked with a diagonal line through the box - alternating the direction of the line
each salvo - this prevents confusion as to how many critical hits were received in that slavo.
For Main Turret hits test for which turret - turrets are numbered consecutively from the front (wing turrets port
then starboard). A dice determines which number turret is hit. If there are less than 6 turrets a high dice will
05/02/10 Page 8
mean no turret hits. If there is a hit on a working turret check for penetration of the turret armour - if penetrated,
turret is destroyed.
For hits on Secondary guns - cross off a Secondary box for each one.
For Special damage - test for type - Command/Communications, Targetting Control Systems, Steering, Engines,
or set the ship on fire. If this occurs further tests are taken each turn.
For CL & DD critical hits are treated slightly differently. The critical hit table is on the relevant ships logs.
Critical hits may knock out a group of torpedo tubes, secondary guns, or destroy the ship.
Pre-dreadnought Firing Procedure :
Pre-dreadnoughts did not have centralized fire control systems so each turret was fired individually and the salvi
fire system is inappropriate and unnecessarily complicated.. Use the Pre-dreadnought Fire Table. The table
gives the %d scores required to hit for each gun able to bear. Modifying factors for target difficulty are applied –
these are tabulated on the Salvo Fire Factor Table. Hits are tested for penetration and damage the as hits from
salvo fire.
Secondary Gun Firing Procedure:
Use the Secondaries Fire Table. The table gives the 6d scores required to hit for each secondary gun factor able
to bear. Modifying factors for target difficulty applied to main guns are not used in the interests of ease of play.
(In many cases factors would cancel each other out, eg CLs are easier to hit than DDs, but harder to damage).
Each hit by a secondary counts as 1 damage point.
Firing parameters for guns:
The effect of each of the parameters considered significant in obtaining a straddle is assessed by summing the
relevant factors from the Fire Factors Table - positive factors reduce the chance of a straddle, negative factors
increase the chance.
Range: Maximum range varies with calibre.
Fire control quality: Some ships had better fire control than others. Eg: It is usually considered that the
Germans were better than the British in WWI.
Calibre: Small guns (<10") are less accurate, particularly at long ranges.
Damage to fire control: Damage due to hits can degrade fire control.
No. of ranging shots: The probability of a straddle increases after a ranging shot. Once a straddle is
obtained, the chance of staying on target is increased. If the range is lost, the ship
resumes as a second ranging shot. Secondary fire doesn't use ranging shots.
Own course changes: If the firing ship is changing course the chance of hitting the target is reduced
significantly (by twice as much as turns by the target).
Target speed: Very slow targets are easier to hit.
Firer's speed: Ships moving more than 2 hexes, or trying to (even if they don't succeed) have the
chance of ranging in reduced.
Target course changes: Evasive action reduces the chance of being hit.
Funnel smoke: 1 for each ship on line of sight (includes target if it is moving directly away from
firer).
05/02/10 Page 9
Rough seas: The scenario should nominate any deductions due to rough sea. Unless the scenario
dictates otherwise, the effect is +1 factor if the firing ship speed exceeds 2 hexes.
Poor visibility: The scenario should nominate any deduction for poor visibility.
Target under fire by others: If target is under fire from other ships (including own secondaries) it is more
difficult to plot own shot, so apply +1 factor for each other ship that has already
fired secondaries, or tried to range in on it this turn.
Hits from straddles:
As a straddle by definition straddles the target, only some
of the shells will hit. The chance of a hit from each shell
is tabulated in the Hits from Straddle Table. The
probability depends on the range and the size of the target.
Arc of fire:
For main guns the no. of guns that can fire in any
particular direction depends on the ship's layout - players
should agree on each ship's limits before the game.
For secondaries the ships log gives a standard breakdown
of guns allowed to fire in each direction. In fact ship's
secondary layouts did vary, but the difference is trivial in
the scheme of things and the simplified system makes the
game flow easier.
Reloading:
Guns can fire once each turn.
Damage record:
The ship’s log has check boxes to be crossed off as hull, turret, torpedo tube and secondary gun hits are received.
Critical damage and its progress can be recorded in the orders line for the turn.
TORPEDOES
The direction of fire allowed is governed by the actual ship configuration. Some ships fired forwards, others
fired sideways. The number of torpedoes that can be fired is limited by the number actually carried. Note that
means keeping track of which torpedoes were fired (port, starboard, mid, fore or aft tubes). "Mid" tubes can fire
to either port or starboard. Cross off torpedo boxes on the ship's log as the torpedoes are fired.
Maximum range is 4 hexes, except for Japanese 24" - their range is 8.
Torpedo fire is adjudicated as follows:
During the orders phase, players wishing to fire torpedoes must write on their order sheet the number to be fired
and from which tubes (port or starboard). They must also announce that they are firing torpedoes to give the
other side the option of taking evasive action.
After everyone has completed order writing, before any ships are moved, players firing torpedoes place
numbered markers on the destination hexes (the number indicating the number fired at that hex) and a mark in
the hex of origin of the torpedo (this is required to define the range and direction of approach to the target). Each
group of torpedo tubes must have the same destination. If both sides are firing torpedoes, they may take turns to
place markers, British/Allied player first.
05/02/10 Page 10
Japanese 24" torpedoes fired at over 4 hex range take 2 g/turns to reach their targets. For these, the destination
hexes have to be recorded - this requires a coordinate system to be marked on the hex grid. (The same system
can be used for short range torpedoes if prefered).
All ships in the target hex at the end of the turn are liable to be hit and the firer throws a dice for each such ship.
If there is more than one ship liable, test them consecutively in order of distance (dice for order if no difference)
until a hit is made, or all have been missed.
Torpedo hits are more likely if the torpedo is approaching from abeam than from fore or aft. Capital ships
carried torpedoes but could not aim them effectively, thus they have little chance of hitting moving targets.
Damage assessment requires a 6die for each hit. This may cause hull damage, critical hits, or as a worst case,
break the ship's back and sink it.
SMOKE
Smokescreens:
Ships can lay smoke. This is represented by a cotton wool ball left behind in each vacated hex, plus one just
behind the ship in same hex. The length of the trail is limited depending on the weather. Unless the scenario
provides otherwise the length is 1 turn (take up the rear end and replace behind ship as it moves).
Smoke blocks line of sight and prevents fire. To work out lines of sight past smoke consider the smoke to
extend along the line of movement of the ship from centre to centre of hexes and off to the windward edge of
each hex. The wind direction should be diced for before battle, if forgotten - do it the first time some one wants
to lay smoke.
In rough weather, the scenario could include variations to the above. Eg: the smokescreen screen can angle
downwind, be shorter, and/or be less effective.
Funnel smoke & gun smoke:
Ships, particularly coal burners, made a lot of smoke from their funnels & they added gun smoke when they
fired. There is a fire factor applied if the line of fire passes over the hex a ship is in. In theory, the effect should
be worse for firing ships & apply to a space behind the ship, but in the interests of playability we just have a
factor for ranging in while firing over a capital ship or flotilla of light ships. This factor is accumulative added
again for each ship affecting the line of fire.
WEATHER
The weather and it's effects are determined as part of the scenario development. Otherwise, assume moderate
sea, good visibility and light winds.
The wind direction may be significant if ships start laying smoke. Test for direction at the start.
In rough weather, the scenario should dictate variations to the standard rules.
Eg: -1 fire factor for rough seas (-2 for small ships)
Speed reduced in rough seas - particularly for smaller ships. Amount depends on scenario.
In high winds smokescreens less effective - apply +n factor instead of cutting view.
TABLE EDGE
Unless the scenario has a coastline, the table edge is not the end of the world. If ships move to the table edge,
the whole battle is moved across so it can continue. If the battle has separated into separate parts in danger of
going off different edges, they are still moved back. The fact that the separated parts of the battle are moved
closer together by doing this is considered of less importance.
05/02/10 Page 11
CONVOYS
Freighters in convoy scenarios do not need Ships Logs. They can be moved first without written orders. Non-
fatal hits can be recorded by placing counters beside the ship.
DD & CL FLOTILLAS
In larger WWI actions the presence of large numbers of Light Cruisers and Destroyers could make the game
unworkable if represented on a one on one basis.
For small actions, individual ship models should be used for CLs & DDs, but they can be organized into flotillas
of up to 4 CLs & 6 DDs (the DD flotillas can also include a CL leader). Each flotilla has a single Log Sheet.
The ships of each flotilla must remain in the same or adjacent hexes and move in concert - except for disabled
ships which may drop out and head for safety. Fire on the component ships is still calculated on a ship to ship
basis. If more than one ship is firing at the flotilla: Unless nominated otherwise, the first ship will fire at the
leader, the second at ship no.2, etc. The fire of the flotilla can be either ship by ship, or concentrated.
In moderate sized actions with a lot of DDs in the scenario it is recommended that 1 ship model be used for
every 2 DDs. In effect using half as many double sized ships - fudging the ship's damage chart to suit.
In very large actions, each DD or LC flot can be represented with a single ship model with appropriate ship
damage charts.
When a DD or CL is designated "sunk" - in a campaign situation this can be taken as a reported sinking - the
ship might be just too badly damaged to continue in the action. Campaign rules can deal with this.
APPENDICES
Ships Logs
A4 sheets required for each squadron of ships to record movement orders and damage received. These have to
be photocopied or printed as required.
Summary sheets
The summary sheets provide a ready reference for all the main rules.
Data tables
The data table contain data on all the relevant parameters for the ships of the era.
DREADNOUGHTS 2010 Rules Summary p1
1. SALVO FIRE FACTORS PDs 2. MAXIMUM RANGE - SALVO FIRE
Range (max 12) +1 per hex - Calibre 6-8" 9-10" 11"+
Targetting control damage +n - Max range 8 10 12
Weather/visibility effects as per scenario +n +n May be reduced by weather
Small calibre 8-9" +1 - 3. SECONDARIES FIRE
6-7" +2 - Target
Own course changes +2 each +1ea Side armour E or better F G H
Target course changes +1 each +1/2 Range 0-3 No effect (1/2)6 6 5
Firing over another ship +1 each +1ea Range 4-6 No effect (1/3)6 (1/2)6 6
Firing ship movde 3 hexes this turn or tried to +2 +1 If firing ship moved 4 hexes: halve no. of dice
Target moved only 1 hex -1 - Each hit is 1 damage point.
Target stationary -2 -1 (!/2)6 or (1/3)6 = half or 1/3 no. of dice then 6 to hit
Target under fire from other guns or secs + each +1/2 Round off 1/2's down.
Superior gunnery -1 -1
Average gunnery - - 4. PRE-DREADNOUGHT FIRE
Inferior gunnery +1 +1 Throw 1%die per gun
First shot at target +2 +1 Calibre 6/7" 8/9" 10/11" 12+"
Subsequent shots at same missed target - - Max range 6 7 8 9
Firing at target hit last g/turn -2 - Calibre factor 4 3 2 1
Straddle if total of 2 dice equal or exceed total %die to hit (high is good) = Range+calibre factor+/-ff but 1,2,3,4 always miss.
Cannot fire if target total is >=14 ff = fire factors from T1 - round off half ff's down.
6. PENETRATION FOR MAIN HITS
Throw 6d for each hit:
5. SHELL HITS FROM SALVO STRADDLE 6-7" 8-9" 10-11" 12-14" 15-16" 18"
A 6 6 6 5 4
Range Side Deck B 6 6 5 4 3
C 6 5 4 3 2
D 6 5 4 3 2 A
v.
CL
v. BB, BC, CA
9-12 5
v.
DD
6 6 -
Dreadnoughts 2010 ss 5/02/2010
D 6 5 4 3 2 A
E 5 4 3 2 A A
F 4 3 2 A A A
G 3 2 A A A A
H A A A A A A
Table applies for salvos and for PDs.
7. SHELL HITS DAMAGE POINTS
6"* 7"* 8" 9" 10" 11" 12" 13" 14" 15" 16" 18"
1 1 1 1 2 2 2 3 3 4 4 5
1 (2*) 2 2 3 3 4 5 5 6 7 8 10
2 (3*) 2 (3*) 3 4 5 6 7 8 9 11 12 15
2 (4*) 3 (4*) 4 5 6 8 9 11 12 14 16 20
3 (5*) 4 (5*) 5 6 8 9 11 13 15 18 20 25
3 (6*) 5 (6*) 6 8 9 11 14 16 18 21 24 30
3 (7*) 5 (7*) 7 9 11 13 16 18 21 25 28 35
5 (8*) 6 (8*) 8 10 13 15 18 21 25 28 32 41
* v. CL & DD = minimum of 1 damage point per hit.
8. CRITICAL HITS 9. SPECIAL DAMAGE 10. TURRET HITS
Dice for each "c" Dice for damage type Dice for which turret
1 Special damage 1 On fire Turrets numbered from bow,
2 Turret hit 2 Engines (wing turrets port then starb).
3 Goto T10 3 Steering If die > no. of turrets no hits.
4 Secondary gun hit: 4 Targetting control Hits on destroyed turret - no effect.
5 Cross off 1 box 5 Hull: -1d for speed * Ships with >6 turrets: number from
6 No effect 6 - the front & renumber after each hit.
Can have multiple damage & multiple tests. 2 hits on same turret in one turn:
*Eg: If speed was 2 becomes 1(3+.) Test for explosion using T11
4,5,6
4
5
2
3
3,4,5,6
8
6
7
No. of hits
1
5-8
0-4
4,5
5,6
6 5,6 6
-
Dreadnoughts 2010 ss 5/02/2010
DREADNOUGHTS 2010 Rules Summary p2
11. ON FIRE Test at end of each turn until fire out (not in turn fire started):
Test for effect of fire: Test for damage: Test for explosion:
1 Test for explosion. 1 Turret disabled Dice to explode
2 Test for damage 2 Engines Germans after Dogger bank 1
3 Fire continues 3 Steering British WWI BC 1-3
4 1 damage point 4 Targetting control Others 1-2
5 Fire out 5 1 dice = damage pts*
6 6 Secondary hit
* Don't throw for resultant c's.
12. ENGINES Test in movement phase.
1,2 Max speed permanently reduced by 1.
3,4 Max speed reduced by 1 - test again next turn.
5,6 Repaired with no speed reduction.
13. STEERING Test in each movement phase until repaired.
1 Stuck as is - continue as last step.
2 Move straight ahead.
3 Turn to port for whole turn.
4 Turn to starboard for whole turn.
5,6 Repaired - follow written command.
14. TARGETTING CONTROL Test in firing phase.
1-2 Cannot fire this turn - test again next turn.
3-4 Can resume firing next turn, but targetting permanently degraded 2 factors.
5-6 Repaired - fire normally. (Any previous degredation remains.)
15. TORPEDOES TO HIT & DAMAGE
Range Dice must be > range to continue
Max range: Typical case: 4 hexes
Jap 24": 8 hexes
If >4 hexes takes 2 g/turns & requires 6 on die
Dreadnoughts 2010 ss 5/02/2010
If >4 hexes takes 2 g/turns & requires 6 on die
6d#1 Throw dice in succession until fail
Firer type DD CA,CL BB,BC
Score to continue 4 5 6
6d#2
Target type BB,BC,CA CL DD
Target speed 0 A 2 3
1 2 3 4
2 3 4 5
3 4 5 6
6d#3
Direction of torpedo
From dead fore or aft 6
From quarter (to 30deg) 4
From beam 3
6d#4 No.of damage pts = 6d x
Torpedo size 18" 20-22" 24"
German ships 1 2 3
Other ships 2 3 4
16. CRITICAL HITS FROM TORPEDOES
Dice for each "c" 17. GAMETURN SEQUENCE
Torpedo hit from: Write orders.
For'd Beam Aft Damage Announce which ships are firing torpedoes.
6 6 - - Place torpedo track markers.
5 5 - Torpedo tubes Move ships.
- 4 4 Steering Allocate targets for gun fire (write in log).
- 3 3 Engines Adjudicate gun firing (simultaneous fire).
2 2 2 Max speed -1 Adjudicate torpedo damage.
1 1 1 On fire Check special damage in appropriate phase.
Dreadnoughts 2010 ss 5/02/2010
SHIP 2:
Side armour Special
Deck armour damage
Turret armour 1.Fire
SHIP 1: Calibre 2.Engines
No.of turrets 3.Steering
Side armour Special Guns/turret 4.Targetting
Deck armour damage Fire control 5.Hull
Turret armour 1.Fire Speed Secs F/A P/S
Calibre 2.Engines Cross off columns to left of ship's rating 16 4 8
No.of turrets 3.Steering Cross of hits row by row 14 4 7
Guns/turret 4.Targetting 60 55 50 45 40 35 30 25 20 15 10 5 12 3 6
Fire control 5.Hull C C 10 3 5
Speed Secs F/A P/S C C C 8 2 4
Cross off columns to left of ship's rating 16 4 8 C C C 6 2 3
Cross of hits row by row 14 4 7 C C C 4 1 2
60 55 50 45 40 35 30 25 20 15 10 5 12 3 6 C C C C C 3 1 2
C C 10 3 5 C C C C C C C C C C C C 2 1 1
C C C 8 2 4 C C C C C C C C C C C C 1 0 1
C C C 6 2 3
C C C 4 1 2 SHIP 3:
C C C C C 3 1 2
C C C C C C C C C C C C 2 1 1 Side armour Special
C C C C C C C C C C C C 1 0 1 Deck armour damage
Turret armour 1.Fire
Calibre 2.Engines
No.of turrets 3.Steering
Guns/turret 4.Targetting
ORDERS Targets Fire control 5.Hull
Flagship Others* FS S2 S3 S4 Speed Secs F/A P/S
1 Cross off columns to left of ship's rating 16 4 8
2 Cross of hits row by row 14 4 7
3 60 55 50 45 40 35 30 25 20 15 10 5 12 3 6
4 C C 10 3 5
5 C C C 8 2 4
6 C C C 6 2 3
7 C C C 4 1 2
8 C C C C C 3 1 2
9 C C C C C C C C C C C C 2 1 1
10 C C C C C C C C C C C C 1 0 1
11
12 SHIP 4:
13
14 Side armour Special
15 Deck armour damage
16 Turret armour 1.Fire
17 Calibre 2.Engines
18 No.of turrets 3.Steering
19 Guns/turret 4.Targetting
20 Fire control 5.Hull
21 Speed Secs F/A P/S
22 Cross off columns to left of ship's rating 16 4 8
23 Cross of hits row by row 14 4 7
24 60 55 50 45 40 35 30 25 20 15 10 5 12 3 6
25 C C 10 3 5
26 C C C 8 2 4
27 C C C 6 2 3
28 C C C 4 1 2
29 C C C C C 3 1 2
30 C C C C C C C C C C C C 2 1 1
* FL=follow in line, FP=follow in parallel C C C C C C C C C C C C 1 0 1
Dreadnoughts 2010
Squadron Log…BB, BC, CA
Dreadnoughts 2010 ss 5/02/2010
Flotilla 2:
No.of ships Hits ea.
Armour Secs ea.
Speed Torps ea.
Flotilla 1: Torps Secs
Hits P S Tot F/A P/S
No.of ships Hits ea. 6 6 5 4 3 2 1 *
Armour Secs ea. 5 6 5 4 3 2 1 *
Speed Torps ea. 4 6 5 4 3 2 1 *
Torps Secs 3 6 5 4 3 2 1 *
Hits P S Tot F/A P/S 2 6 5 4 3 2 1 *
6 6 5 4 3 2 1 * 1 6 5 4 3 2 1 *
5 6 5 4 3 2 1 *
4 6 5 4 3 2 1 * Flotilla 3:
3 6 5 4 3 2 1 *
2 6 5 4 3 2 1 * No.of ships Hits ea.
1 6 5 4 3 2 1 * Armour Secs ea.
Speed Torps ea.
* Cross off all hits on line 1, Secondaries Torps Secs
then all on line 2, etc. Total F/A P/S Hits P S Tot F/A P/S
At end of each line, 8 2 6 6 6 5 4 3 2 1 *
cross off a row of torps 6 2 4 5 6 5 4 3 2 1 *
& secs. 4 1 3 4 6 5 4 3 2 1 *
2 1 2 3 6 5 4 3 2 1 *
1 1 1 2 6 5 4 3 2 1 *
1 6 5 4 3 2 1 *
Flotilla 4:
ORDERS
F1 F2 F3 F4 F5 No.of ships Hits ea.
1 Armour Secs ea.
2 Speed Torps ea.
3 Torps Secs
4 Hits P S Tot F/A P/S
5 6 6 5 4 3 2 1 *
6 5 6 5 4 3 2 1 *
7 4 6 5 4 3 2 1 *
8 3 6 5 4 3 2 1 *
9 2 6 5 4 3 2 1 *
10 1 6 5 4 3 2 1 *
11
12 Flotilla 5:
13
14 No.of ships Hits ea.
15 Armour Secs ea.
16 Speed Torps ea.
17 Torps Secs
18 Hits P S Tot F/A P/S
19 6 6 5 4 3 2 1 *
20 5 6 5 4 3 2 1 *
21 4 6 5 4 3 2 1 *
22 3 6 5 4 3 2 1 *
23 2 6 5 4 3 2 1 *
24 1 6 5 4 3 2 1 *
25
26
27
28
29
30
* FL=follow in line, FP=follow in parallel
Dreadnoughts 2010
Flotilla Log…CL, DD
Dreadnoughts 2010 ss 5/02/2010
DREADNOUGHT - May 2000: Ships data WWII
WWII GERMANS
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot For Side Mid Aft control
1 Bismark BB 8 15 4 2 20 5 2 3 A B D 55 3 8 4
2 Tirpitz BB 8 15 4 2 20 5 2 3 A B D 55 3 8 4
3 Gniesnau BC 9 11 3 3 18 4 1 4 B B E 40 3 6 3
4 Scharnhost BC 9 11 3 3 18 4 1 4 B B E 40 3 6 3
5 Blucher HC 8 8 4 2 6 1 1 1 E E F 20 3 12 6
6 Prinz Eugen HC 8 8 4 2 6 1 1 1 E E F 20 3 12 6
7 Scheer PB 6 11 2 3 10 1 3 1 E E F 20 3 8 4
8 Graf Spee PB 6 11 2 3 10 1 3 1 E E F 20 3 8 4
9 Karlsruhr LC 9 3 6 F F G 10 3 12 6
10 Koln LC 9 3 6 F F G 10 3 12 6
11-14 TB DD 3 1 1 1 H H H 2 3 6 3
15-22 Z24 DD 3 1 1 1 H H H 3 3 8 4
WWII BRITISH
Main guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Total CalibreTurretsGuns/T Tot For FQ Side RQ Mid Aft Turret Side Deck hits Speed Tot Cal For Side Mid Aft control
1 Revenge BB 8 15 4 2 12 1 4 1 B B F 40 2 4 2
2 Royal Oak BB 8 15 4 2 12 1 4 1 B B F 40 2 4 2
3 Rodney BB 9 16 3 3 14 2 3 2 A B E 40 2 2 1
4 Nelson BB 9 16 3 3 14 2 3 2 A B E 40 2 2 1
5 Repulse BC 6 15 3 2 12 1 4 1 C D F 30 3 8 4
6 Renown BC 6 15 3 2 12 1 4 1 C D F 30 3 8 4
7 POW BB 10 14 2.5 4 12 1 4 1 A B E 45 3 0 0
8 Duke of York BB 10 14 2.5 4 12 1 4 1 A B E 45 3 0 0
9 KGV BB 10 14 2.5 4 12 1 4 1 A B E 45 3 0 0
10 Hood BC 8 15 4 2 12 1 4 1 A D F 30 3 4 2
11 Suffolk HC 8 8 4 2 4 1 1 G E G 10 3 8 4
12 Cumberland HC 8 8 4 2 4 1 1 G E G 10 3 8 4
13 Norfolk HC 8 8 4 2 4 1 1 G E G 10 3 8 4
14 Dorsetshire HC 8 8 4 2 4 1 1 G E G 10 3 8 4
15 Befast LC 18 6 3 6 G E G 10 3 6 3
16 Newcastle LC 16 6 2 6 G F G 10 3 6 3
17 Sheffield LC 16 6 2 6 G F G 10 3 6 3
18 Southampton LC 16 6 2 6 G F G 10 3 6 3
19 Fiji LC 16 6 2 6 G F G 8 3 6 3
20 Bermuda LC 16 6 2 6 G F G 8 3 6 3
21 Dido LC 8 4 4 G G G 6 3 6 3
22 Arethusa LC 10 4 2 2 G G G 6 3 6 3
23 Aurora LC 10 4 2 2 G G G 6 3 6 3
24 Penelope LC 10 4 2 2 G G G 6 3 6 3
25 Leander LC 12 4 2 4 G G G 7 3 8 4
26 Ajax LC 12 4 2 4 G G G 7 3 8 4
27-31 P DD 3 1 1 1 H H H 2 3 8 4
33-40 J DD 4 1 2 1 H H H 2 3 10 5
41-46 W DD 3 1 1 1 H H H 2 3 8 4
47-52 Tribal DD 6 3 3 H H H 3 3 4 4
53-56 O DD 3 1 1 1 H H H 2 3 8 4
WWI GERMANS
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-5 Braunschweig BB 4 11 2 2 14 2 3 2 C D G 20 2 6 1 2 1 S
6-7 Deutschland BB 4 11 2 2 14 2 3 2 C D G 20 2 6 1 2 1 S
8-11 Westfalen BB 12 11 6 2 12 1 4 1 C C F 25 2 6 1 2 1 S
12-15 Helgoland BB 12 12 6 2 12 1 4 1 C C E 30 2 6 1 2 1 S
16-20 Kaiser BB 10 12 5 2 14 2 3 2 B B G 30 2 5 1 2 S
21-24 Konig BB 10 12 5 2 14 2 3 2 A A F 35 2 5 1 2 S
25-28 Bayern BB 8 15 4 2 16 2 4 2 A A F 35 2 8 4 S
29 Von Der Tann BC 8 11 4 2 10 1 3 1 D D G 25 2.5 4 1 1 1 S
30-31 Moltke BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
32 Seydlitz BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
33-36 Derfflinger BC 8 12 4 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
37 Blucher HC 12 8 6 2 8 1 2 1 E E F 20 2.5 3 1 1 S
38-39 Scharnhorst HC 8 8 2/4 2/1 14 3 1 3 E E G 15 2 4 1 1 1 S
40-43 Emden LC 8 2 1 1 2 E E G 6 2.5 4 2
Regensburg LC 8 1 1 1 1 1 E E G 6 2.5 2 1
Kolberg LC 8 1 1 1 1 1 F F G 6 2.5 2 1
Stuttgart LC 6 1 2 1 F F G 6 2.5 2 1
Breslau LC 7 2 2 1 G G G 6 2.5 4 2
Older DD DD 1 1 H H H 1 3 4 2 2
Newer DD DD 1 1 H H H 2 3 6 2 4
WWI BRITISH
Main guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Total CalibreTurretsGuns/T Tot For FQ Side RQ Mid Aft Turret Side Deck hits Speed Tot Cal For Side Mid Aft control
1 Dreadnought BB 10 12 5 2 6 1 1 1 C C G 20 2 5 2 1 I
2-4 Bellerophon BB 10 12 5 2 8 1 2 1 C C G 20 2 3 1 1 I
5-7 St Vincent BB 10 12 5 2 8 1 2 1 C C G 20 2 3 1 1 I
8-10 Neptune BB 10 12 5 2 8 1 2 1 C C F 20 2 2 1 I
11-14 Orion BB 10 13.5 5 2 8 1 2 1 C C F 25 2 2 1 I
15-17 KGV BB 10 13.5 5 2 8 1 2 1 C C F 25 2 3 1 1 I
18-21 Iron Duke BB 10 13.5 5 2 12 1 4 1 C C G 25 2 4 2 I
22 Erin BB 10 13.5 5 2 16 2 4 2 C C G 25 2 4 2 I
23 Agincourt BB 14 12 7 2 20 2 6 2 B D G 30 2 3 1 1 I
24 Canada BB 10 14 5 2 16 2 4 2 C D F 30 2 4 2 I
25-29 Queen Elizabeth BB 8 15 4 2 14 2 3 2 C B G 30 2.5 4 2 I
30-34 Revenge BB 8 15 4 2 14 2 3 2 B B G 30 2 4 2 I
35-37 Invincible BC 8 12 4 2 8 1 2 1 E E G 15 2.5 5 2 1 I
38-40 Indefatigible BC 8 12 4 2 8 1 2 1 E E G 15 2.5 4 2 I
41-43 Lion BC 8 13.5 4 2 8 1 2 1 D D G 25 2.5 4 2 I
44 Tiger BC 8 13.5 4 2 12 1 4 1 D D G 30 2.5 4 2 I
45-46 Renown BC 6 15 3 2 8 1 2 1 C E G 30 3 4 2 I
47-48 Courageous BC 4 15 2 2 8 1 2 1 A F G 20 3 2 1 I
49 Furious BC 2 18 2 1 8 1 2 1 D F G 20 3 2 1 I
50-51 Agamemnon BB 4/10 12/9.2 2/6 2/2.5 0 D B G 15 2.5 5 2 1 I
52-57 Canopus BB 4 12 2 2 12 2 2 2 D E G 12 1.5 4 2 I
Typical HC HC 8 8 4 2 4 1 1 E E G 10 2.5 8 4 I
Typical LC LC 4 1 1 2 G F G 5 2.5 4 2
27-31 Typical DD DD 1 1 H H H 2 3 4 2
Dreadnoughts data 2010 3/02/2010
WWI USA
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
40-42 New Mexico BB 12 14 4 3 10 1 3 1 A A G 35 2 2 21 1 S
38-39 Pennsylvania BB 12 14 4 3 10 1 3 1 A A G 35 2 2 21 1 S
36-37 Nevada BB 10 14 4 2/3 8 1 2 1 A B G 35 2 4 21 2 S
34-35 Texas BB 10 14 5 2 12 2 3 1 A B G 35 2 4 21 2 S
32-33 Arkansas BB 12 12 6 2 12 1 4 1 B B G 30 2 2 21 1 S
30-31 Utah BB 10 12 5 2 8 1 2 1 B B G 25 2 2 21 1 S
28-29 Delaware BB 10 12 5 2 10 4 1 B B G 25 2 2 21 1 S
26-27 South Carolina BB 8 12 4 2 0 B B G 20 2 2 21 1 S
28-33 Connecticut BB 12 12/8 2/4 2 0 C D G 20 2 4 21 1 1 1 S
4 North Carolina AC 4 10 2 2 6 3 D F G 15 2 4 21 2 S
6 California AC 4 8 2 2 14 2 3 2 E E F 15 2 2 18 1 S
Charleston HC 14 1 2 2 2 1 F F G 10 2 0 S
Flivver DD 1 1 H H H 1 3 6 18 2 2
Flush Deckers DD 2 1 1 H H H 2 3 12 21 6
WWI FRANCE
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-3 Bretagne BB 10 13.4 5 2 10 1 3 1 A C G 25 2 2 1 S
4-7 Courbet BB 12 12 6 2 10 1 3 1 B C G 25 2 2 1 S
8-13 Danton BB 4/12 12/9.4 2/6 2 8 1 2 1 B C G 20 2 4 2 S
3 Democratie BB 4/10 12/7.6 2/10 2/1 12 1 4 1 B C G 15 2 2 18 1 S
2 Republique BB 4 12 2 2 18 3 3 3 B C G 15 2 2 18 1 S
Suffren BB 4 12 2 2 10 2 1 2 B B G 13 2 4 18 2 S
3 Charlemagne BB 4 12 2 2 10 2 1 2 D A G 12 2 4 18 2 S
2 Edgar Quinet AC 14 7.6 2/10 2/1 E E G 15 2.5 2 18 1 S
1 Ernest Renan AC 4 7.6 2 2 12 2 2 2 E E G 14 2.5 2 18 1 S
1910 DD 1 1 H H H 1 3 4 2
Hussard DD 2 1 1 H H H 1 3 3 1 2
WWI ITALY
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-2 Caio Duilio BB 13 12 5 2/3 10 1 3 1 C D H 25 2 2 1 S
3-5 Conti di Cavour BB 13 12 5 2/3 10 1 3 1 D D H 22 2 2 1 S
6 Dante Alighieri BB 12 12 4 3 8 1 2 1 C D H 21 2 4 2 S
7-10 V Emanuele BB 2/12 12/8 2/6 1/2 12 2 3 1 D D G 15 2 4 2 S
2 Benedetto Brin BB 4/4 12/8 2/4 2/1 12 1 4 1 D E G 15 2 2 1 S
2 Ammiraglio di StBonBB 8 12 4 2 0 B B G 10 2 2 1 S
2 San Giorgio AC 4/8 10/7.5 2/4 2 0 E E F 15 2 2 1 S
1 Pisa AC 4/8 10/7.5 2/4 2 0 E E F 15 2 2 1 S
2 Varese HC 1/2 10/6 1/1 1/2 14 2 3 2 E E F 8 2 4 18 2 S
2 Basilicata LC 6 1 1 1 1 G G H 3 1.5 0 S
2 Marsala LC 4 2 2 G G H 4 2.5 2 18 1 S
Quarto LC 4 2 2 G G H 4 3 2 18 1 S
Abba class DD 2 1 1 H H H 1 3 4 2
Aquila class DD 3 2 1 H H H 2 3.5 4 18 2
WWI AUSTRO-HUNGARY
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
4 V. Unitis BB 12 12 4 3 12 1 4 1 C C H 22 2 4 21 2 1 S
3 Radetzky BB 4/8 12/9.4 2/4 2 10 1 3 1 D D G 15 2 3 18 1 1 S
3 E. Karl BB 4/12 9.4/7.6 2/12 2/1 8 1 2 1 D D G 11 2 2 18 1 S
3 Habsburg BB 3 9.4 2 2/1 12 2 2 2 E D G 10 2 2 18 1 S
1 Sankt Georg BB 2/5 14 5 2 4 1 1 F D G 8 2 2 18 1 S
2 Budapest BB 4 9.4 6 2 6 1 1 1 D C G 6 2 2 18 1 S
3 Kaiser Karl VI BB 8 1 2 1 D D G 7 2 2 18 1 S
3 Saida LC 8 1 2 1 G G H 4 3 6 18 2 2 S
3 Admiral Spaun LC 5 1 1 1 G G H 4 3 6 18 2 2 S
3 Kaiserin LC 2 7.5 2 1 8 1 2 1 F F H 5 2 6 18 2 2 S
3 K Franz Josef LC 8 1 1 1 1 1 G G G 4 2 6 18 2 2 S
Tatra DD DD 1 1 H H H 1 3 4 21 2
Huszar DD DD 0 H H H 1 3 2 18 1
WWI RUSSIA (Black Sea)
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-4 Volya BB 12 12 4 3 10 1 3 1 B B G 25 2 2 1 S
5-6 Evstafii BB 4/4 12/8 2/4 2/1 12 1 5 C D G 15 1.5 2 1 S
7 Pantelimou BB 4 12 2 2 12 2 3 1 C D G 15 2 2 1 S
8 Rostislav BB 4 10 8 2 2 C D G 15 1.5 S
9 Potemkin BB 4 12 16 2 4 2 C D G 15 1.5 S
2 Admiral NakhimoffCC 12 2 3 1 G G H 8 2.5 2 1 S
2 General Korniloff CC 16 2 2 2 2 2 G G G 8 2 2 1 S
7 Kapitan Saken DD 1 1 H H H 1 2 3 1 1 S
WWI RUSSIA (Baltic)
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-4 Gangut BC 12 12 4 3 10 1 3 1 B D G 25 2 2 1 S
5-6 Evstafii BB 4/4 12/8 2/4 2/1 12 1 5 C D G 15 1.5 2 1 S
7 Pantelimou BB 4 12 2 2 12 2 3 1 C D G 35 2 2 2 S
8 Rostislav BB 4 10 8 2 2 C D G 15 1.5 S
9 Potemkin BB 4 12 16 2 4 2 C D G 15 1.5 S
WWI TURKEY
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
Sultan Selim BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
Turgut Reis BB 12 14 4 3 10 1 3 1 A A G 40 2 2 1 S
BB 10 14 4 2/3 8 1 2 1 A B G 35 2 2 2 S
BB 10 14 5 2 12 2 3 1 A B G 35 2 4 2 S
BB 12 12 6 2 12 1 4 1 B B G 30 2 2 1 S
BB 10 12 5 2 8 1 2 1 B B G 25 2 2 1 S
WWI JAPAN
Main guns Guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Tot Cal Turs /tur Tot For FQ Side RQ Mid Aft Tur Side Deck hits Speed Tot Cal For Side Mid Aft control
1-2 Ise BB 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
3-4 Fuso BB 12 14 4 3 10 1 3 1 A A G 40 2 2 1 S
5-8 Kongo BC 10 14 4 2/3 8 1 2 1 A B G 35 2 2 2 S
Dreadnoughts data 2010 3/02/2010
BB 10 14 5 2 12 2 3 1 A B G 35 2 4 2 S
BB 12 12 6 2 12 1 4 1 B B G 30 2 2 1 S
BB 10 12 5 2 8 1 2 1 B B G 25 2 2 1 S
Cape Sarych
Main guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Total CalibreTurretsGuns/T Tot For FQ Side RQ Mid Aft Turret Side Deck hits Speed Tot Cal For Side Mid Aft control
Goeben BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
Breslau LC 7 2 2 1 G G G 6 2.5 4 2
Evstafii BB 4/4 12/8 2/4 2/1 12 1 5 C D G 15 1.5 2 1 S
Ioann Zlatoust BB 4/4 12/8 2/4 2/1 12 1 5 C D G 15 1.5 2 1 S
Rostislav BB 4 10 8 2 2 C A G 15 1.5 S
Potemkin BB 4 12 16 2 4 2 C D G 15 1.5 S
Dogger Bank
Main guns Secondary (x2) (x2) (x2) Defence Max Torpedoes (x2) Fire
ID Name Class Total CalibreTurretsGuns/T Tot For FQ Side RQ Mid Aft Turret Side Deck hits Speed Tot Cal For Side Mid Aft control
Seydlitz BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
Moltke BC 10 11 5 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
Derfflinger BC 8 12 4 2 14 2 3 2 C C G 30 2.5 4 1 1 1 S
Blucher HC 12 8 6 2 8 1 2 1 E E F 20 2.5 3 1 1 S
Stralsund LC 8 1 1 1 1 1 F F G 6 2.5 4 2 S
Rostock LC 8 1 1 1 1 1 F F G 6 2.5 2 1 S
Kolberg LC 8 1 1 1 1 1 F F G 6 2.5 2 1 S
Graudenz LC 8 1 1 1 1 1 F F G 6 2.5 2 1 S
Flotilla 1 DD 1 1 H H H 1 3 6 2 4
Flotilla 2 DD 1 1 H H H 1 3 6 2 4
Flotilla 3 DD 1 1 H H H 1 3 6 2 4
Indominable BC 8 12 4 2 8 1 2 1 E E G 15 2.5 5 2 1 I
New Zealand BC 8 12 4 2 8 1 2 1 E E G 15 2.5 4 2 I
Lion BC 8 13.5 4 2 8 1 2 1 D D G 25 2.75 4 2 I
Tiger BC 8 13.5 4 2 12 1 4 1 D D G 30 2.75 4 2 I
Princess Royal BC 8 13.5 4 2 8 1 2 1 D D G 25 2.75 4 2 I
Southampton LC 8 1 1 1 1 1 G G G 5 2.5 2 1 I
Birmingham LC 8 1 1 1 1 1 G G G 5 2.5 2 1 I
Nottingham LC 8 1 1 1 1 1 G G G 5 2.5 2 1 I
Lowestoft LC 8 1 1 1 1 1 G G G 5 2.5 2 1 I
Arethusa LC 4 1 1 2 G G G 3 2.5 8 4 I
Aurora LC 4 1 1 2 G G G 3 2.5 8 4 I
Undaunted LC 4 1 1 2 G G G 3 2.5 8 4 I
Flotilla 1 DD 1 1 H H H 1 3 4 2
Flotilla 2 DD 1 1 H H H 1 3 4 2
Flotilla 3 DD 1 1 H H H 1 3 4 2
Flotilla 4 DD 1 1 H H H 1 3 4 2
Flotilla 5 DD 1 1 H H H 1 3 4 2
Flotilla 6 DD 1 1 H H H 1 3 4 2
Dreadnoughts data 2010 3/02/2010