Falklands Campaign Naval Rules

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 These are superseded by the following but where doubt arises, the above rules take precedence.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.

a
Weather and Orders
p3
b
Damage control
p18
c
Air movement
p21-22
d
Ship and submarine movement
p2
e
Radar searches, passive then active.
p3-4
f
Visual sighting
p4
g
Submarine detection and sonar
p37-38
h
Torpedo fire
p39-43
i
Gunnery fire
p6-11
j
SAM missile fire
p33-34
k
Other missile fire
p12-20
l
Air combat
p23-28

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.

Aircraft
Movement (mm)
Turns
Gap (mm)
Helicopters
200
up to 180o
50
Tracker, Neptune,
400
2
100
Pucara,
600
3
150
Canberra, Nimrod, MB339
900
2
200
Harrier
1100
4
100
Skyhawk, Etendard
1300
3
150
Mirage
1500
4
200

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.