The Navy and Aircraft list
ships
Speed Armour AA def. Wounds Save Points cost
Destroyers 12" 8 5+ 2 5+ 35pts
Armed with 2 main light Navel turrets, depth charges and 2 torpedoe racks with 4 launchers. 1 launcher per side 180 degree arc
4 inch Navel @ 0pts
5 inch Navel @ 15pts replaces 3 inch guns
Depth charges- range 6 inches from destroyer. Roll 4 d6 and hits on 6’s. subs save on 4’s, can be used only against submerged subs
Torpedos- Two side facing racks with 8 fish. Additional fish cost 5pts for 4
Sonar- Detects submerged subs 24 inches away
Subs shooting torpedos at destroyers get a - 1 to their gunnery skill due to destroyers fast speed
Submarines 12" surfaced 8 0 2 5+ 50pts
8" submerged
Armed with 4 forward facing and 1 aft facing torpedo tubes. Subs have a unlimited number of torpedos
1 5 inch deck gun
Gun boats 15" 5 5+ 1 5+ 15pts
Armed with one 5 inch AA gun, 4 torpedo tubes forward facing. 4 fish included
additional torpedos @ 5 pts for 2
All attacks against gun boats get a -1 to their gunnery skill, this is to show for their outstanding speed.
Cruisers 10" 10 5+ 3 5+ 65pts
Armed with 3 medium turrets and 4 turrets
4 inch guns @ 0 pts 6 inch guns @ 0 pts
5 inch guns @ 15 pts 8 inch guns @ 25 pts
Armour options–-Heavy armour increses to 11, speed decresed to 8 inches @ 25 pts
Light armour decreases to 9, speed incresed to 12 inches, may not upgrade main medium guns @ 10 pts
Sub hunter, sonar added 2 torpedo racks, 1 on each side, 4 launchers per rack, replaces light guns @ 35 pts.* Each rack has a
180 degree arc to 1 side of ship. 1 on the right and one on the left* unlimited fish.
May exchange Light guns for 5" AA guns @ 20pts 4 total
Torpedo Bulges,( c battlship entry) @ 25pts
Heavy Cruisers 8" 12 5+ 4 4+ 125pts
Armed with 4 medium Turrets and 4 light Turrets
4 inch guns @ 0 pts 11 inch guns @ 50 pts
5 inch guns @ 15 pts 8 inch guns @ 0 pts if chosen main turret count is reduced by
May exchange Light guns for 5" AA guns @ 20pts 4 total one. replaces 8 inch
Torpedo Bulges-(c-battleship entry) @ 25pts
Battleships 8" 14 4+ 5 4+ 250pts
Armed with 3 Heavy Turrets, 8 medium Turrets and 8 light turrets or 4 Heavy main Turrets, 6 med, 6 light, armour value for ship drops to 13 @ 0 pts
4 inch @ 0 pts 6 inch @ 0 pts 11 inch @ -10 pts
5 inch @ 15 pts 8 inch @ 25 pts 12 inch @ 0 pts
15 inch @ 70 pts
16 inch @ 80pts
May exchange light guns for 5" AA guns @ 20pts
16 inch guns may be replaced with 18 inch guns with the same range and strength as a 16" gun but gets 2d6 + strength when rolling for armour penetration @ 50pts
-1 still in effect for targets saving throw.
Torpedo Bulges, Ships may reroll any failed save attempt 1 time from torpedo attacks only. @ 25 pts
Carriers 10" 10 4+ 3 4+ 125pts
Armed with 10 five inch AA guns/ five on each side, 2 cap fighters deployed with carrier no launch penalty
Transports up to 10 aircraft not counting first 2 cap interceptors. Cap Planes do not suffer 3 turn limit as long as they remain within 6" of carrier. They cannot fly further then 12 inches from carrier. Can launch and/ or recover up to six aircraft a turn
You can up load your Carriers with any mix and match you want, They can all be the same or not.
Torpedo Bulges @ 25pts
Against aircraft only Against Ships only
Att. Def. Wounds save Attack strength Save Cost
Fighters- 4+ 4+ 1 4+ 4+ 2 4+ 20pts
speed 18 inches
Dive bombers 4+ 5+ 1 5+ 4+ 9 3+ 30 pts
speed 18 inches
Torpedo bombers 5+ 5+ 1 5+ 4+(5+) submerged subs 3+ 15pts
speed 15 inches. must have a torpedo on board and a destroyer within line of sight of target to attack a submerged sub use strength of torpedo
Long Range Fighters 4+ 4+ 1 4+ 4+ 2 4+ 25 pts
speed 24 inches
Scout planes 5+ 5+ 1 5+ 5+ 2 5+ 10 pts
speed 18 inches. may extend the max. range beyond 36 inches for 1 Battleship, target must be within 36" of scout plane
AIRPLANES AND COMBAT MOVEMENT
Movement-- airplanes have a flight time of four offensive turns, before they must head directly back to there own carrier first, if it is sunk it goes to the next closes and so on. An offensive turn starts at the begining of movement and ends after movement or attacking. If the plane does not move it still counts as an offensive turn. (Its patroling and still burning gas)
EXAMPLE- Fighters can fly a total of 72 inches strait out from its carrier but will need four turns to do so. After all four turns have passed the airplanes must return directly to a friendly carrier and may not attack anything, they may how ever Defend.
Airplane-vs-Airplane
Plane A attacks Plane B PLane A is a fighter so it needs to roll a 4 or higher on a d6. A 5 is rolled and scores a hit. Plane B is a Dive Bomber So it needs to roll a 5 or higher since it is being attacked by another plane. Wow a five is rolled and the planes armour saves it. Plane B may now roll its defend value against planes It Needs another 5 or higher, A six is rolled A hit. Plane A is forced to make a save. He rolls a 2 and fails his armour save and is removed as a casualty.
Planes- vs - Ships
Example- 3 Dive bombers attack a cruiser the ships AA def. fires first. 1 die for every plane and the ship needs to roll 5 or higher The ship rolls 3,5,6 Two hits are scored. The dive bombers check their save vs Ships and finds out it needs to roll 3’s or higher to save.
2,3 is rolled 1 dive bomber is lost. the other 2 make rolls of 1 d6 each And adds the strength (9) of the weapon together. 4,1 is rolled so we have 1 strength 10 wound and 1 strength 13. The cruisers armour is ten. The Cruiser is forced to make 2 save attempts.
2,3, is rolled two failed attempts = two wounds
Planes must be within 3" inches of target ship or plane in order to attack it. This does not includes torpedo bombers using torpedos.
You may stack up against 1 target with planes. ex. 3 planes attack 1. Planes have a max number of attacks, 1 per offensive turn. Torpedo bombers carry only 1 fish. can reload on carrier