Intro
The main rules used are the 1982 copy of DODO publications Rules for Modern Naval Warfare. These are superseded by the following but where doubt arises, the above rules take precedence.
Scales and dice
Each turn represents 2 1/2 minutes of real time.
Distance : 1 inch = 1km
Movement : 2mm per knot.
Game turn sequence
Movement and firing is simultaneous within each phase, but where one phase comes before another, that takes precedence.
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Weather and Orders |
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Damage control |
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Air movement |
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Ship and submarine movement |
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Radar searches, passive then active. |
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Visual sighting |
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Submarine detection and sonar |
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Torpedo fire |
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Gunnery fire |
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SAM missile fire |
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Other missile fire |
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Air combat |
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Movement
Ships may accelerate by half of their current speed and may decelerate by 1/4 of current speed. Ships below 500 tons may turn up to 180o, those above may only turn up to 90o.
Helicopters and VTOL aircraft launch alongside ship in first turn. Other aircraft move 2km from launching ship in direction of launch. All aircraft flew at subsonic speeds during the conflict (very few could fly faster), so for the purposes of combat, each aircraft will fly at set speeds. Turns are 45o maximum.
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| Helicopters |
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| Tracker, Neptune, |
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| Pucara, |
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| Canberra, Nimrod, MB339 |
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| Harrier |
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| Skyhawk, Etendard |
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| Mirage |
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Weather
This is checked at the start of the game and is compared to the current campaign forecast.
Radar (see page 3 for table, notes on page 4)
Radar searches are either passive (default) or active, the latter required for weapon usage.
Sonar
See page 37.
Torpedoes
See page 38 onwards.
Gunnery
See page 6 onwards.
Armour
Only the General Belgrano cruiser is armoured. Treat as Alaska. See page 18 for penetration details.
SSM Missiles
See page 12 onwards.