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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
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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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.
Modern Guns: may fire at surface and Airborne targets, except SSM.
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.
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Projection of Power - Naval rules By Douglas Dison Copyright 2007
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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.
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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.
97 - 00 Heavy gun or Medium Gun or SSM Launcher 49 - 52 Very Long Range ASW
01 - 12 No Effect
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
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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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.
Systems 7 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:
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”.
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.
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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.
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.
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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
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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
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.
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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”.
01 - 12 No Effect
Shore Installations do not participate in the “PHASE III: Damage Control”. Once a system is lost it cannot be replaced.
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Projection of Power - Naval rules By Douglas Dison Copyright 2007
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DATA CARDS
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Each card holds all the information you need to know about the model during a game
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Projection of Power - Naval rules By Douglas Dison Copyright 2007
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Projection of Power - Naval rules By Douglas Dison Copyright 2007
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POWER PROJECTION
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