WW2 All At Sea: World War Two Naval Wargame Rules
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WW2 All At Sea: World War Two Naval Wargame Rules

Miniature Rules for World War Two Naval Warfare Scale: tactical turn = 10 minutes strategic turns = 40 minutes 4 cm = one nautical mile 1 model = one ship or four or five aircraft. Player's take the role of squadron or fleet commander. One die per battery. If a hit is scored, another die is rolled to determine the damage. AA fire is handled a bit differently with each ship having a number of Light AA, and AA dice dependent upon armament. Within certain restrictions these dice may be allocated to more than one enemy flight per turn as required. Radar can be useful to detect enemy forces. Once forces come within visual range, firing is likely to commence. Damage rates may seem high. It is quite possible for a destroyer to be sunk in a single round of combat. Ships suffer damage which includes degradation of firepower, speed, or C3 systems. C3 systems and formation command are simulated with each formation's flagship maneuvering and any ships in formation with it will conform. Ships not in the flagship’s formation roll a die to determine whether they may maneuver. ref: http://mcmdgames.blogspot.com/2012/01/ww2-all-at-sea review.html

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Players1–8
Playtime60 min
Age12+
Year2011
  • Wargame
  • Miniatures
  • World War II
  • Nautical
  • Dice Rolling
  • Simulation

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