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A SIMPLE SET OF COLD WAR NAVAL WARGAME RULES

FROM 1970 THRU 1999

BY: DOUGLAS C. DISON 2007


Projection of Power - Naval rules By Douglas Dison Copyright 2007

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

TABLE OF CONTENTS
INTRODUCTION Page: III

PRE-GAME/SET-UP Page: IV

PHASE I: MOVEMENT Page: IV

PHASE II: ENGAGEMENT Page: V

STEP ONE: DETECTION Page: VI

STEP TWO: CLASSIFY AND ACQUIRE Page: VII

STEP THREE: WEAPON EFFECTS ON TARGET Page: VII

EXAMPLE: “PHASE TWO: ENGAGEMENT” Page: X

PHASE III: DAMAGE CONTROL Page: XI

SUBMARINES; AIRCRAFT; HELICOPTERS Page: XI

OPTIONAL RULES Page: XIV

WEATHER Page: XIV

MINE WARFARE Page: XV

SHORE INSTALLATIONS Page: XVI

SHIP DATA CARDS Page: XVII

U.S.A. NAVAL SHIP DATA CARDS Page:

U.S.S.R. NAVAL SHIP DATA CARDS Page:

U.K. NAVAL SHIP DATA CARDS Page:

PLAN NAVAL SHIP DATA CARDS Page:

EXAMPLE: “ONE TURN OF PROJECTION OF POWER” Page:

SCENARIO: “XXXXXXXXXXXXXXXXXX” Page:

SCENARIO: “XXXXXXXXXXXXXXXXXX” Page:

SCENARIO: “XXXXXXXXXXXXXXXXXX” Page:

MINIATURES; PAINTING; TERRAIN Page:

DESIGNER NOTES: Page:

ACKNOWLEDGEMENTS Page:

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

INTRODUCTION
This is hopefully a simple set of rules to cover naval warfare from 1965 to the mid 90’s In this period warfare
has become very complex, with massive use of very sophisticated electronics, and various other types of detectors.
Modern navies have seen guns virtually disappear, only to reappear, as a local defense weapon and an appropriate
response to the growth of missile boats that are capable of sinking all but the very largest of warships. The inspiration
for these rules comes from an earlier attempt to create a “fast-Play” set of naval rules by Ian Shawn called “Go In And
Sink”
There is no strict scale but have been re-designed it with the use of 1/6000 models. On a 6’x4’ table this allows
for a vast expanse of sea scape for maneuvering fleets. Players can if they wish, use a smaller size table, thus allowing
fleets to close the distance quicker and get “Stuck In”. Aside from ship models, players will need a tape measure with
centimeter increments, one six sided die (D6), two ten sided dice (D10,D100)of different color and one twenty sided die
(D20).
Weapons systems covered by these rules are generalized, mainly separated by function or caliber. The
differences in the American made “Harpoon” and the French made “Exocet” surface-to-surface missile, could be listed
in a multitude of detailed charts describing how each will function using probability, operational ranges and speed. In
this game however they are simply described as surface-to-surface missiles (SSM). Engagements are governed by a
system of defined parameters, a few simple charts using die rolls and supply restrictions to cause the player to think
about their tactical situation before committing to a course of action.
Ships are described using the United States Navy classification system. This has been modified slightly, and
ignores the rather crazy situation that in the USN, a frigate or destroyer escort, is the size of a small cruiser, whilst all
other navies used the term to describe a much smaller vessel.
For the purpose of these rules standard displacement tonnages and the presence or lack of armor of a ship are
used to define what classification it should be. Even these cause problems. An example is that "Ticonderoga’s" and
"Spruance’s" use the same hull, but one is a cruiser, and the other a destroyer. The Russians aren't much better, they
classify “cruiser” vessels with displacements varying from 24,000 tons down to 4800 tons. To an extent therefore,
classification is something of a “guess-timation” of the base line classifications. Some examples are :
CV,CVL,CVA,CVN: Aircraft carrier
CVL are Light Carriers with helicopters and one or two flights of VTOL type aircraft. CVA (conventionally powered)
or CVN ( nuclear powered) are the United States Navy (USN) “Super Carriers”
BB/BC: Battleship or Battle Cruiser.
As of now (2007), only the Russians have any, the Kirov Class. The USN Iowa Class have all been decommissioned and
the British Royal Navy (RN) had disposed of theirs by 1962.
CA/CG: Cruiser
A vessel of 7000 to 20000 tons displacement. CG is missile armed. CA is gun-armed and includes those which would
have been designated CL due to smaller gun caliber.
DD: Destroyer
A vessel of 3000 to 7000 tons displacement. Functions are AA or ASW escort, older vessels may be surface attack types.
DE: Frigate
The designation means Destroyer Escort. Vessels of 1200 to 3000 tons.
PB: Corvette, or Light Frigate
A vessel of over 400 tons displacement, may also include larger missile boats. These are PBF.
PCF: Patrol Boat Fast
Light craft of less than 400 tons, capable of 35 or more knots, i.e. Missile or Torpedo boat.
PC: Small Craft
A vessel of less than 400 tons.
SS, SSN, SSG, SSGN: Submarines
Vessels of various types, SS are none nuclear, SSN are Nuclear, and if a G is included then they carry missiles.

Then there are merchant ships. These are as variable as warships, everything from a Mersey ferry, to a 1/2 Million ton
oil tanker, to a luxury cruise liner.
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Projection of Power - Naval rules By Douglas Dison Copyright 2007

PRE-GAME/SET-UP
Before starting a game both players or teams must decide on the scenario, and forces available to them. Add any
Islands, or coasts needed and then deploy ships, and any shore installations in play.
Players deploy each vessel or installation in turn. Roll a D20, the side scoring higher deploys first, and will have
initiative on the first move. Once both sides have deployed, commanders issue orders to their subordinates.
When there are teams, the senior player controls a nominated flagship, normally the largest vessel in a force, and any
aircraft allocated to the force. If there are submarines and surface ships in the same group they should be commanded
by different people.

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PHASE I: MOVEMENT
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The player or side with initiative may move one of their ships, subs, launch/recover aircraft or helicopters, or move
already airborne units. The other side then may move one of their ships, subs, launch/recover aircraft or helicopters, or
move already airborne units. All distances are in centimeters (authors’ preference) but can be converted to inches: 2.5cm
= 1 inch. The distances which can be moved are :

Move Distances:
Ships & Subs
Merchants Ships, PC's, and Diesel Submarines: 10 cm
Warships, and Nuclear Submarines: 15 cm
PCF, PBF: 20 cm
Ships and submarines may turn 45 degrees in one move.
PC's may turn up to 90 degrees in one move.

Aircraft
Patrol aircraft (fixed wing): 10 cm Min - 20 cm. Max.*
Strike/Escort/Interceptor aircraft(Carrier Launched): 10 cm Min. - 20 cm. Max.**
There are no turn restrictions on aircraft.

Helicopters are used either as extensions of a ship's weapons or in the ASW role. As such they cannot move more than
20cm from their base ship. Helicopters may be aloft for 5 turns only.
Launching aircraft during sea-borne operations is never a certain thing. It can be a dangerous and risky task
particularly in rough weather. A ship wishing to launch or recover aircraft must test for success. Roll one D6. On a
result of 2 or better then the aircraft is launched. On a roll of 1, something has gone wrong (catapult malfunction,
accident on the deck or a crash has occurred) A ship that has rolled a 1 cannot launch or recover for one full turn while
repairs are being made.

A ship cannot launch and recover aircraft in the same turn. If a ship launches a flight of helicopters or planes instead of
recovering a flight that is required to return due to reaching their movement maximum, then the returning flight is lost
and removed from the game.

* They may only be over the table for 5 turns. Then they must leave for 1 turn and may return for another 5.
** Their total movement allowance is 90 cm. If they are unable to return to their carrier before the 90 cm is reached
then they are removed from the game.

How aircraft, helicopters and submarines operate within the scope of the game is detailed later in the rules.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

Now that both Players/Teams have moved their respective fleets, we move on to the second phase of the turn:
Engagement.

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PHASE II: ENGAGEMENT


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Once all ships have moved, the player with initiative may fire the weapons on one of his ships, carry out an air
strike if he has any in range, or intercept an air strike if he has any fighters in range. Each weapons slot on the data card
may only fire once in a turn, although some weapons may be reserved for later, if they can be used defensively. This
primarily applies to AA and AAM systems, which may be held back until the vessel is attacked with missiles, or by
helicopters or aircraft. However they may still only be used against one such attack.

The firing player first chooses which of their ships/subs/plane/helicopters is firing, then checks to see what
targets are in range and those targets that he is firing at. Targets may not be nominated if they are not in range. Beware
that Area SAM's and VLR ASW have a minimum range and may not shoot at targets inside that range.

Weapons Ranges :
Radar Horizon 35 cm
Heavy Guns, SSM, Medium Guns 30 cm
Modern Guns 20 cm
LR Area SAM's 10 cm Min – 35 cm Max.
Torpedoes, Long Range ASW, Point Defense Missile 10 cm
Very Long Range ASW 05 cm Min – 35 cm Max.
Area SAM's, Lt SSM, Short Range ASW, Point Defense Guns 05 cm

Note that there are restrictions on what can be fired at what. The restrictions are :

SSM, Heavy and Medium Guns: may only fire at surface targets, ships or land installations. Heavy and medium guns
must fire all mounts at the same target. Note that realistically most SSM have a very limited ability to attack land targets.
This will be up to the players whether to allow this or not.

SAMs and PD AA: may only fire at Airborne targets, aircraft, helicopters or SSM's.

VLR, LR and Short Ranged ASW: may only fire at Submarines.

Modern Guns: may fire at surface and Airborne targets, except SSM.

Submarine Torpedoes: may fire at Submarines and Ships.

Torpedoes on Surface ships: may only fire at Ships.

No fire may be aimed over land, except at land installations, or over ships.

Optional Rules: Remember that these are optional, and do add a little complication.
Medium Guns may fire at aircraft. (Only British and American 6" guns post war, plus the British twin 8")
Area SAM may fire at surface targets, using gun factors.
Long range ASW may fire at ships, counting as torpedoes [Strictly only Soviet/Russian weapons]
Point Defense may fire at ships up to destroyer size, counting as guns.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

Now that we know our weapon systems and their ranges, let move on to resolving fire and its effects.

There are three basic steps to resolve combat:


1. Detection
2. Classify and Acquire
3. Weapon Effects on Target.

STEP ONE: DETECTION…


For each nominated target and weapon system firing at it, roll a D20. This must be done individually, weapon
by weapon. For ships, subs, aircraft and helicopters a score of 11 or higher is needed to detect.
For a ship or sub the roll is modified depending on the number of fire control hits.
For each fire control hit taken subtract 3 from the die roll.
When an obsolete ship (noted on ship data card) is firing at a modern one, subtract 4 from the die roll.
Aircraft subtract 5 from the die roll, always. This reflects the well documented ability of pilots to never arrive in the
right place at the right time.
The roll must be carried out weapon by weapon, because any time a roll of “1” is rolled, this stops both that weapon
and others of the same type on the ship firing in this turn.
All surface warships carry some sort of radar and sonar capability. These operate in two modes: Passive and
Active. All ships start the game with their radar/sonar in “passive” mode. The firing player may announce that his ship
radar or sonar is switching to “active”. This allows a bonus to the Detection of +3 to the die roll. Once a ship radar or
sonar has gone “active” it remains so for the rest of the game. The drawback to this is that your opponent will receive a
positive modifier to their die roll during their “Classify and Acquire” step. A ship that receives fire from any missile or
torpedo type will have their radar/sonar automatically go active as a result of defensive posture.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

STEP TWO: CLASSIFY AND ACQUIRE…


Once the firing model has passed the detection step it must now roll on the “Classify And Acquire” chart for
the chosen weapon system. The result will either help or hinder your die roll on the “Weapons effects” chart. In the real
world this process is a complicated procedure that involves manpower and computer databases and the like. This step
has been placed here in the game to simulate that need for modern naval combat. It could very well be left out all
together if the players so desire. Roll one D10 add or subtract the modifiers and consult the chart below. A roll of “1”
stops both that weapon and others of the same type on the ship firing in this turn regardless of the modifiers!
CLASSIFY AND ACQUIRE
Die Roll Result

10 Classified and Acquired, +1 to the Weapon Effects Chart

9 Classified and Acquired

8 Classified and Acquired

7 Classified and Acquired

6 Classified only, -1 to the Weapons Effect chart

5 Classified only, -1 to the Weapons Effect chart

4 Classified only, -1 to the Weapons Effect chart

3 Classified only, -1 to the Weapons Effect chart

2 Classified only, -1 to the Weapons Effect chart

1 Failed, Cannot fire!

Chart modifiers: (these are cumulative)


+2 Firing model’s Radar/Sonar is “active” and in range (35 cm)
+1 Firing model’s Radar/Sonar is “passive” and in range (25 cm)
+1 Target model is within visual range from firing model (20 cm)
+1 Target has been detected before ( on any turn by any friendly model)
+1 Target model’s Radar/Sonar is “active”
+1 Target is a fast moving sub
-1 Target is a slow moving sub
-2 Target is a stationary sub
+2 Target is “high level” aircraft
-1 Target is “low level aircraft
+2 Patrol aircraft/helicopter is within 15cm of both target and firing models

STEP THREE: WEAPON EFFECTS ON TARGET…


Now that we have Detected, Classified and Acquired the target, the weapon system is fired and on its way down range
toward its target…
A ship that is the target of any type of missile attack has the opportunity to defend itself. As mentioned before
during Detection, “ a ship that receives fire from any missile or torpedo type will have their radar/sonar automatically go active as a result
of defensive posture.” If a ship has a point defense (PD) gun or point defense missile systems, it may attempt to shoot
down the missiles before they hit, using the “AA” column on the chart. Remember that a system can only fire once per
turn. So if you expend all systems to defend against one attack, succeed or fail, you will not be able to defend against
any further attacks.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

It's time to look at the effects. This is another table, and requires rolling a D20. Roll on the Effects Table to see what, if
any, effect the hit has had. There are four types of hit :

Catastrophic :
Sinks vessels up to Destroyer (DD/DE)size. Shoots down aircraft, helicopters and missiles. Acts as an Engine hit on
ships up to Cruiser (CA/CG) size. It is cumulative on larger ships. A second hit of this type sinks Cruiser sized vessels,
and is an engine hit on larger vessels, preventing carriers from launching aircraft. A third hit of this type sinks large
vessels.

Major :
Sinks PB, and PC, shoots down helicopters and missiles. Aborts strike and patrol aircraft, acts as an engine hit on Sub's,
DE and DD sized vessels. It is cumulative on larger vessels. Two major hits sink or shoot down all the above, and cause
an engine hit on Cruiser sized vessels. They are cumulative on larger vessels. Three cause an engine hit on large ships,
and sink cruisers. A fourth hit sinks large ships.

Fire Control.
This has already been described during step one in resolving combat during Phase II: Engagement; it makes it
progressively more difficult to lock on to targets. It counts as a major hit on merchant ships.

System.
Roll on the System hit table, if the system shown is not carried then the hit is not effective, it removed the anchor or
flag (jack) staff. It counts as a cumulative hit on a merchant ship
Merchant ships count as 1/4 net tonnage for displacement when assessing damage.
An engine hit reduces a ship's speed by 50%. A second such hit will normally sink a ship but players could decide to
have it stopped “Dead in the water” and unable to fire.
Aborted aircraft do not attack, but may be used again later in the game.

WEAPONS EFFECT CHART


Die Weapon Firing
Roll Heavy Gun Med Gun SSM Mod Gun Torpedo ASW AA Fire Air strike
20 Catastrophic Major Catastrophic Major Catastrophic Catastrophic Catastrophic Major
19 Catastrophic Major Catastrophic Fire Control Catastrophic Catastrophic Catastrophic Major
18 Catastrophic Fire Control Catastrophic System Catastrophic Fire Control Catastrophic Fire Control
17 Catastrophic Fire Control Catastrophic System Major Fire Control Major Fire Control
16 Major System Catastrophic System Major Torpedo Major System
15 Major System Catastrophic System Major Torpedo Miss System
14 Major System Major System Major Missile Miss System
13 Major System Fire Control System Major Missile Miss System
12 Fire Control System System System Miss Miss Miss System
11 Fire Control System System System Miss Miss Miss System
10 Miss Miss System Miss Miss Miss Miss Miss
09 Miss Miss Miss Miss Miss Miss Miss Miss
08 Miss Miss Miss Miss Miss Miss Miss Miss
07 Miss Miss Miss Miss Miss Miss Miss Miss
06 Miss Miss Miss Miss Miss Miss Miss Miss
05 Miss Miss Miss Miss Miss Miss Miss Miss
04 Miss Miss Miss Miss Miss Miss Miss Miss
03 Miss Miss Miss Miss Miss Miss Miss Miss
02 Miss Miss Miss Miss Miss Miss Miss Miss
01 Malfunction Malfunction Malfunction Malfunction Malfunction Malfunction Malfunction Malfunction

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

A roll of “1” stops both that weapon and others of the same type on the ship firing in this turn regardless of the
modifiers!

When a “System” result is rolled, you must roll again on the “Systems Hit Chart”. Using two different color ten sided
dice (D100). Nominate one die as the “Tens” and the other as the “Ones” and roll the dice then consult the chart. If the
system hit is carried on the target ship then it is damaged and cannot be used until it is repaired latter in the turn during
“Phase III”. If the system hit is not carried on the target ship, then the hit is as cumulative damage on the ship data
card. It may just have removed the anchor or flag (jack) staff or caused minor structural damage. But eventually these
types of hits will affect the ship. It counts as a cumulative hit on all ships.

SYSTEMS HIT CHART


Die Roll System Hit Die Roll System Hit

97 - 00 Heavy gun or Medium Gun or SSM Launcher 49 - 52 Very Long Range ASW

93 - 96 Heavy gun or Medium Gun or SSM Launcher 45 - 48 Long Range ASW

89 - 92 Modern Gun 41 - 44 Long Range ASW

85 - 88 Modern Gun 37 - 40 Short Range ASW

81 - 84 Area AA 33 - 36 Short Range ASW

77 - 80 Area AA 33 -36 Helicopter / Aircraft

73 - 76 PD AA (Missile) 29 - 32 Helicopter / Aircraft

69 - 72 PD AA (Missile) 25 - 28 Radar – Passive and Active

65 - 68 PD AA (Basic) 21 - 24 Radar – Passive and Active

61 - 64 PD AA (Basic) 17 - 20 Sonar – Passive and Active

53 - 56 Very Long Range ASW 13 - 16 Sonar – Passive and Active

01 - 12 No Effect

Any damage effects are immediately applied to the ship.

Ammunition.
Missiles, can only be carried in limited numbers
even on the largest of ships. Ships can fire two
missiles per weapon mount on their data card
during a single game. Should a ship expend all
its missiles in a game, it can re-supply if a
replenishment ship is included in your fleet. For
a ship to count as re-supplied it must remain in
contact with the replenishment ship for three
turns.
All gun mounts including Heavy, Med, Modern
and PD guns carried unlimited ammunition.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

EXAMPLE: PHASE II: ENGAGEMENT

Player One (referred to here-after as P1) has a


US made “Virginia Class” missile cruiser (CG), has the
initative and both players have just completed the
PHASE I: Movement portion of this turn. Player Two
(P2) has three ships on the board; 1 BC at 18 cm away,
a DD at 12 cm and a DE a 15 cm.

P1 looks at the data card for his ship. P1 has 2


“Tomahawk” systems, 2 “Harpoon” systems and 2
“Mod Gun” systems that have the range and ability to
engage all three ships. P1 announces that the Virginia
Class” missile cruiser radar is going “active”. ( being
sure to note that on his data card). It will now attempt
to engage all three of P2’s ships. P1 targets P2’s BC with one “Tomahawk”
and one “Harpoon” system, then targets P2’s DD with one “Tomahawk” and
one “Harpoon” system and finally targets P2’s DE with both of the Virginia
Class’s Mod Guns systems.

P1 now decides to resolve combat against P2’s Battle Cruiser (BC)


first. P1 rolls a D20 for the “Tomahawk” system, the result is “10” then adds
the +3 bonus for the “active” radar. “13”, Successful detection. P1 now rolls a
D10 on the “Classify and Acquire” chart, the result is a “1”!!! P1’s
“Tomahawk” systems have fail/malfunctioned and cannot fire! This includes
the one targeted at P2’s DD. P1 now rolls “Detection” for the “Harpoon”
system, the roll is a “16”, a success even without the +3 “active” radar
modifier. P1 now rolls on the “Classify and Acquire” chart, result is a “5”. P1
adds the modifiers, +2 for “Firing model’s Radar/Sonar is “active” and in range (35
cm)” and +1 for “Target model is within visual range from firing model (20 cm)”. Final
result 5 + 2 +1 = 8 a “Classified and Acquired” on the chart. The “Harpoon” is
launched and on it’s way.

P2’s BC’s radar now becomes “active” as a result of the “Harpoon”


launch. The BC has three point defense (PD) gun systems. P2 elects to use all
three against the “Harpoon” attack, Rolling for each system, the first die result
is a “6”, a “Miss”! The second roll is a “2”! Almost a malfunction. The last roll
is a “17”, a “Major” effect. This will shoot down the missile. P2’s BC escapes
harm this turn….

The rest of the fire is conducted in the same way until P1 has fired all
nominated weapon systems. Then P2 has the opportunity to return fire.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

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PHASE III: DAMAGE CONTROL


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Once both players have fired all their desired models and weapon system and assessed all damage, the next and
final phase of the turn is completed.

Every national navy since the ancient times has required that all sailors have some sort of damage-control and
firefighting training. This can range from very specific training to general tasks for all ratings. With this in mind it is
possible for damaged vessels to repair certain aspects of their ship.

Both players can attempt to repair systems damage, Fire Control damage or an engine hit. This will not repair
any of the spaces on the “Ship’s Integrity Damage” scale on the data sheet. A ship can only make one repair roll. A
player must announce what it is that will be attempted to be repaired.

To repair a “Systems” hit you need to roll a “7” or higher on a D10


To repair a “Fire Control” hit you need to roll an “8” or higher on a D10
To repair an “Engine” hit you need to roll a “9” or higher on a D10

To Be Repaired Die Roll Needed on D10

Systems 7 or Higher

Fire Control 8 or Higher

Engine 9 or Higher

After this phase is done one full turn has been completed. The phases are now repeated except the initiative
goes to the other player and they move first in PHASE I.
Play continues until one side has all their ships either sunk or non-functioning, or one player can concede if they
feel that victory is unattainable.

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SUBMARINES, AIRCRAFT, HELICOPTERS


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This section will cover the rest of the fleet elements. All of these follow the basic rules given above, in addition
to the following:

SUBMARINES:
1. Submarines are either on the “surface” or “submerged”
2. Submarines on the surface move at 2/3 the move distance given in the PHASE I MOVEMENT section
3. Submarines operate at three separate levels while submerged:
• LEVEL 1: Periscope Depth. – May fire missiles and torpedoes at ships or other subs
• LEVEL 2: Normal Depth – May fire torpedoes at other subs; can be targeted by ASW assets
• LEVEL 3: Deep (nuclear Subs Only) – May not fire or engaged by ships or subs
Submarines may only change one depth level per movement phase.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

AIRCRAFT:
1. Aircraft operate independently once they are
launched and is called a “Flight”.

2. Flights are identified at the time of launch as


“STRIKE”, “ESCORT” or as an
“INTERCEPTOR”. They cannot change their
identity!

3. INTERCEPTOR Flights are used to engage


other Flights. The Interceptor Flight must
close within a range of 8 cm during Phase I:
Movement to fight another flight during Phase
II: Engagement. They cannot engage other
Interceptors or helicopters.

Interceptors engaging Escorts = Dogfight

Interceptors engaging Strike = Dogfight

DOGFIGHT:
Both flights enter into swirling melee.
attempting to angle for position to knock each
other out of the sky. They are now locked in
their own microcosm of life and death and
have no further effect on the game. Remove
both Flights from play.

4. ESCORT Flights are used to engage


Interceptor Flights and clear the way for
Strike Flight to pass thru the enemy air cover
and make their attack onto target ships.

5. STRIKE Flights are used to target enemy ships


with either missiles or bomb runs.
There are two possible attacks that a Strike flight can make on a target ship: High Altitude and Low Altitude.

High Altitude Attacks:


The Strike Flight must close within a range of 10 cm during Phase I: Movement to fire on a ship during Phase
II: Engagement, at which time the Strike Fight player will nominate the target of the attack.
The Strike Flight player will now perform the first two steps to resolve the combat. If successful, the target ship
will have their radar automatically go “active” for defensive posture, as this will be a missile attack, if it isn’t already
“active”. The target ship will now get to skip step one and perform step two and three for each “Point Defense Missile”
system they wish to fire, rolling on the “AA Fire” column in attempt to destroy the incoming missile. Should the missile
survive, the Strike Flight player will now roll on the “SSM” column and apply results as required to resolve this combat.

Low Altitude Attacks:


The Strike Flight must close within a range of 5 cm during Phase I: Movement to fire on a ship during
Phase II: Engagement, at which time the Strike Fight player will nominate the target of the attack.
The Strike Flight player will now perform the first two steps to resolve the combat. If successful, and the target
ship radar is currently “passive”, it will remain so. The target ship will now get to skip step one and perform step two
and three for each “Point Defense Missile” and “Point Defense Gun” system they wish to fire, rolling on the “AA Fire”

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

column in attempt to destroy the Strike Flight. Should it survive the Strike Flight player will now roll on the “Air Strike”
column and apply results if required, to resolve this combat.

Hit or miss the Strike Flight has performed its duty and must return to its carrier to rearm and refuel to launch
again, provided it can return before it movement allowance of 90 cm has run out.

HELICOPTERS:
1. Helicopters operate independently once they are launched and are called “Flights”.

2. Flights are identified at the time of launch as “ASW”, “ANTI-SHIP” or as a “PATROL”. They cannot change
their identity.

3. ASW flights carry Short Range ASW systems and perform all three steps to engage a submarine.

4. ANTI-SHIP flights carry Short Range SSM’s systems and


perform the first two steps to resolve the combat. If successful,
the target ship will have their radar automatically go “active” for
defensive posture, as this will be a missile attack, if it isn’t already
“active”. The target ship will now get to skip step one and
perform step two and three for each “Point Defense Missile”
system they wish to fire, rolling on the “AA Fire” column in
attempt to destroy the incoming missile. Should the missile
survive, the Anti-Ship Flight player will now roll on the “SSM”
column and apply results as required to resolve this combat.

5. PATROL flights may be used to add the +2 bonus for “Patrol aircraft/helicopter is within 15cm of both target and firing
models” for any friendly ship, that meet the conditions, rolling on the “Classify And Acquire” chart.

6. Helicopters cannot engage aircraft of any type.

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Projection of Power - Naval rules By Douglas Dison Copyright 2007

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OPTIONAL RULES
“ GIVE ME A CALM SEA AND A STRONG WIND AT MY BACK….”
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WEATHER RULES:

Players may add weather conditions to their gaming experience. The effect
of weather during combat on the seas range from the bothersome to being very
restrictive. To include weather, roll a D100 on the weather chart below

WEATHER CHART
Die Roll SEA STATE VISIBILITY

51 – 00 CALM CLEAR

43 – 50 CALM LIMITED

34 - 42 ROUGH CLEAR

25 – 33 HEAVY CLEAR

19 – 24 CALM POOR

14 – 18 ROUGH LIMITED

09 – 13 HEAVY LIMITED

04 – 08 ROUGH POOR

01 – 03 HEAVY POOR

SEA STATE:

CALM: No Restrictions

ROUGH: All surface ships have their movement reduced by 5cm.


To “Launch/Recover” aircraft or helicopters, need a “3” or higher must be
rolled on a D6.
Aircraft (carrier launched) have their range reduced to 70cm.
Detection rolls need a 12 or higher on a D20.

HEAVY: All surface ships have their movement reduced by half.


To “Launch/Recover” aircraft need a “4” or higher must be rolled on a D6.
Helicopters cannot launch.
Aircraft (carrier launched) have their range reduced to 50cm
Detection rolls need a 13 or higher on a D20

- XIV -
Projection of Power - Naval rules By Douglas Dison Copyright 2007

VISIBILITY:

CLEAR: No Restrictions

LIMITED: All modifiers on the “Classify And Acquire” chart are reduced by -1

POOR: All modifiers on the “Classify And Acquire” chart are reduced by -2

MINE WARFARE:

Naval mine warfare is something every admiral wishes would go away. But the realities are that due to the low-
cost of production and their ease maintenance, they become an attractive option for poorer countries and radical
groups with an agenda. The modern naval commander must have contingencies in their battle plan in case mines are
encountered

There are two types of anti-ship mines represented in “Projection Of Power”


Moored mines
The moored mine is the backbone of modern mine systems. Using several kinds
of instruments to detect an enemy, usually a combination of acoustic, magnetic
and pressure sensors. Moored mines are effective against most kinds of ships.
Being cost-efficient compared to other anti-ship weapons, they can be deployed
in large numbers, making them useful area denial. They are deployed where water
is too deep for bottom mines.
Bottom mines
Bottom mines are used when the water is no more than 60 m (180 ft) deep or when mining for
submarines down to around 200 m (660 ft). They are much harder to detect and sweep, and can carry a
much larger payload than a moored mine. Bottom mines commonly use pressure sensitive exploders,
which are less sensitive to sweeping.

Players deploying a naval minefield must be with in 50 cm of a coast or shore line on the table. The area of a
minefield will be represented by a single counter on the table. A ship that is laying a minefield does so during “Phase I”
of the turn. The player places the counter at any point along the ships path. The type of mine should be noted on the
ships data card or on a piece of paper. The player does not have to announce to his opponent what type of minefield
the counter represents. The minefield becomes active during the following “Phase 1”.
Any ship, friend or foe, which comes within 4 cm of the active counter may hit a mine. The minefield owner
roll a D20:
Moored Mines: 15 or higher on D20
Bottom Mines: 13 or higher on D20
If successful, roll on the “Torpedo” column on the “Weapons Effect” chart.

So long as a ship remains within the 4 cm area of an active mine counter at the
end of any “Phase I” must rolled for a mine hit. Minefield effects are not
accumulative, if there are multiple active counters that are within the 4 cm range
of a ship, only one roll is required.
A mine counter remains active until it has caused six hits on ships. After
the six hit the counter is removed. It is assumed that mine counter measures
have finally deactivated the mine field.

- XV -
Projection of Power - Naval rules By Douglas Dison Copyright 2007

SHORE INSTALLATIONS:

Shore installations represents several possible land-based facilities: Airfields, Anti-Aircraft (AA) site, Gun or
Surface to Surface (SSM) Batteries. These installations basically operate in the same manner as ships, apart from the
fact that they do not move. Data cards are completed in the same manner with certain restrictions.

• Airfields – Have flights of aircraft and/or helicopters. The Data Card can only have up to eight System
slots for the maximum. Counts as a Crusier (CA/CG) size target.
• AA Sites – Have either Area Sams OR Long Range (LR) Sams. The Data Card can only have ten System
slots maximum. Counts as a Destroyer (DD/DE) size target.
• Gun Batteries – Have Medium guns. The Data Card can have up to eight System slots maximum.
Counts as a Destroyer (DD/DE) size target.
• SSM Batteries – Have either Long Range (LR) SSM’s OR Short Range (SR) SSM’s. The Data Card can
have up to six System slots maximum. Counts as a Destroyer (DD/DE) size target.

Any Shore Installation can add up to two Point Defense (PD) AA systems of either type and can add either a
“Passive” or “Active” radar systems.

Any “shore to ship” or “ship to shore” combat follow the same firing procedures outline in “Phase II:
ENGAGEMENT” with only a slight modification. Ships engaging shore installation will use a separate “Systems Hit
Chart”.

SYSTEMS HIT CHART (SHORE INSTALLATIONS)


Die Roll System Hit Die Roll System Hit

97 - 00 Medium Gun or SSM Launcher 49 - 52 Helicopter / Aircraft

93 - 96 Medium Gun or SSM Launcher 45 - 48 Helicopter / Aircraft

89 - 92 Medium Gun or SSM Launcher 41 - 44 Helicopter / Aircraft

85 - 88 Medium Gun or SSM Launcher 37 - 40 Helicopter / Aircraft

81 - 84 Area AA 33 - 36 Helicopter / Aircraft

77 - 80 Area AA 33 -36 Radar – Passive and Active

73 - 76 PD AA (Missile) 29 - 32 Radar – Passive and Active

69 - 72 PD AA (Missile) 25 - 28 Radar – Passive and Active

65 - 68 PD AA (Basic) 21 - 24 Radar – Passive and Active

61 - 64 PD AA (Basic) 17 - 20 Radar – Passive and Active

53 - 56 Helicopter / Aircraft 13 - 16 Radar – Passive and Active

01 - 12 No Effect

Shore Installations do not participate in the “PHASE III: Damage Control”. Once a system is lost it cannot be replaced.

- XVI -
Projection of Power - Naval rules By Douglas Dison Copyright 2007

#####################################################################

DATA CARDS
#####################################################################

Each card holds all the information you need to know about the model during a game

- XVII -
Projection of Power - Naval rules By Douglas Dison Copyright 2007

- XVIII -
Projection of Power - Naval rules By Douglas Dison Copyright 2007

- XIX -
POWER PROJECTION

THE ABILITY OF A NATION TO APPLY ALL OR


SOME OF ITS ELEMENTS OF NATIONAL POWER
- POLITICAL, ECONOMIC, INFORMATIONAL, OR
MILITARY - TO RAPIDLY AND EFFECTIVELY
DEPLOY AND SUSTAIN FORCES IN AND FROM
MULTIPLE DISPERSED LOCATIONS TO
RESPOND TO CRISES, TO CONTRIBUTE TO
DETERRENCE, AND TO ENHANCE
REGIONAL STABILITY.

UNITED STATES DEPARTMENT OF DEFENSE


DICTIONARY OF MILITARY AND ASSOCIATED TERMS

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