Coastal WW 2 Warfare Rules
Coastal WW 2 Warfare Rules
Version 2b
6pdr
Twin
.5 MG
Twin
.5 MG
Left
Right
Rear
6 pdr
Fairmile D MTB
Bridge
Engines
12cms 8cms
Torpedoes ;(Left)
;(Right)
4cms
Damage:
Weapon classes:
Order of play:
Play involves an alternate movement system. The Attackers always start a game as 1st player.
(1)
(2)
(3)
(4)
(5)
(6)
(7)
(8)
Observation:
These rules are designed for night actions, Observation in daylight is automatic.
To
121416181101spot at 20cms 40cms 60cms 80cms 100cms 120cms
Score
1
2
3
4
5
6
needed
-1
-2
6 pdr
up to 6cms
Twin 20mm
Twin
.5 MG
6pdr
Twin
.5 MG
Shooting:
Torpedoes:
Ships firing torpedoes may only move half maximum speed.
Torpedoes are represented by inverted rectangular markers, and may be real or dummies.
Torpedoes may not be fired from less than 30cms.
These move straight forward at 15cms in every movement phase of the owning player. If they are
observed they are represented by an observed torpedo marker.
If the centre of the front edge of the marker comes into contact with an enemy vessel ( not the
base), dice for Hits and Effect. Contact with a marker eliminates that marker if a dummy.
A dummy torpedo marker is eliminated by contact with any ship or marker before the enemy
marker is disclosed
.
Hits and effect.
Torpedoes hitting other torpedoes or M.T.B.s, E-boats etc miss and carry on moving.
Otherwise, throw a D6 modified by;
-1: Target moving at 12cms+.
: Target hit in its forward or rear fire arc.
+1: Target stationary.
: Submarine shooting.
: Target Merchant ship.
Effect:
Score
1-2
3
4
5
6
7+
NB: Disabled ships sink or are declared constructive losses after the game
NB: Hits cause loss of (D6) number of random systems as though hit by gunfire as well.
: Freighters carrying Ammo or oil products explode on D6 roll of 3+.
Gunfire:
Guns are classed as Cannon, which involves all weapons up to 40mm, and Guns, which are 3 or
larger calibre weapons mounted on Corvettes and larger ships.
Both Cannon and Guns are fired separately, so a Corvette with a 4 gun and a 20mm cannon able
to bear on a target would fire them separately, but an E-boat able to fire a 40mm and 2 twin 20mm
cannon would fire once.
Small cannon cause damage box loss on ships up to minesweeper/Corvette size
Ships with multiple weapons may split fire against 2 or more targets, though each weapon can only
engage 1 enemy per turn!
Only guns of 40mm or over can destroy systems on corvettes or larger other than Flak mountings.
Gunfire chart: Total up all the weapons a ship is able to fire at a target and consult the gunfire effect
Chart;
Add up the totals below + or several variables, to calculate the shooting factor;
Weapon types
Up to 15cms
Up to 40cms
Twin M.G.
2pts
1pt
Single 20mm Cannon
2pts
1pt
Twin 20mm Cannon
4pts
2pts
Single 37/40mm Cannon
4pts
2pts
Twin 37/40mm Cannon
6pts
3pts
Larger (6+12 pdr etc)
7pts
3pts
Weapon types
'88/3/2 and 3 pdr, or
larger single Gun
Multiple directed Guns
41-60cms
--1pt
1pt
2pts
2pts
3pts
Up to 30cms
2pt
31-60cms
1pt
61+cms
1pt
1 per Gun
Shooting variables:
When shooting, add the following and compare with a D6 roll;
Dice roll, + or -;
14 or more
Shooting
factor
D6
Up to 2
3-4
5-6
7-8
9-10
11-13
.
Straddle
2
1 hit
3
2 hits
4
3hits
5
4 hits
6
5 hits
7+
Straddle
Straddle
Straddle
Straddle
Straddle
Straddle
1 hit
1 hit
Straddle
Straddle
1 hit
1 hit
2 hits
Straddle
1 hit
1 hit
1 hit
2 hits
3 hits
1 hit
1 hit
1 hit
2 hits
3 hits
4 hits
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Each hit causes 1 random system to be damaged/destroyed, and 1 pt of damage. Guns of 3 or larger
cause ;
Up to 3.7: D6 pts
These guns destroy the hit area, and the area 1
Up to 4.5: D8pts
higher and 1 lower on vessels smaller than
Up to 5.1: D10pts
trawlers etc.
Up to 6.7: D12pts
Up to 8 : D20 pts
NB: Hits cause loss to the above number of hull boxes, and bridge/engine boxes.
Hit location: Throw 1 D10; (NB: This is optional. Individual ships may have their own specific chart.)
Corvette and larger;
Bridge
1*
Fire
control
5*
Torpedoes
Torpedoes
7*
8*
9*
10
Engines
NB: Hit
here blows
up Petrol
fuelled
M.T.Bs on
6 (D6)
Bridge
Repairs
At the Repairs phase, each ship may make a repair roll on a D6. On a 6 a random destroyed system is
repaired or an engine or bridge point repaired.
Bridge loss
If the bridge is lost, the ship cannot turn until at least 1 point is repaired.
Deployment:
At game start, a scenario should be chosen. If a random game is desired, deploy the allies within
30cms of 1 long table edge in line ahead formations of M.T.B.s, Warships and merchantmen. The
Germans appear on the opposite edge in line astern.
Scenarios:
Note all ships are travelling at 8cms and may not change speed or direction until they are
aware of enemy vessels in the vicinity, unless otherwise stated in the scenario.
(1) Attack on a convoy
Deploy several merchantmen in line ahead 20cms in from 1 long table edge.
Deploy either 1 corvette/2 trawlers/ Destroyer per 2 merchantmen within 20cms of the
merchantmen. All ships move at speed of slowest ship, and in the current direction till enemy ships
are observed.
Note that a tug and towed lighters counts as 1 merchantman.
1 per 1.5 merchantmen E-boats enter from the opposite edge of the table.
Germans gain 2pts per merchantman/escort larger than trawler sunk.
1pt per other ship hit by torpedo.
Germans lose 3pts per E-boat lost.
1 pt per E-boat 0 pointed and forced to withdraw.
Germans win if end on positive result, and lose if on a negative.
(2) Rescue
Deploy 1 MTB/E-boat 30cms in from the middle of 1 long table edge. This ship cannot move
during the game unless towed.
[To tow the ship requires a 5,6(D6) with at least 1 other ship (stationary and non-firing) in stern to
bow contact with the damaged vessel to establish the tow, then the 2 vessels in line astern move at
8cms/turn only.]
Up to 6 other E/R- boats are stationary within 20cms of the stricken vessel, but not within 5cms of
it.
An equal number of M.T.B.s arrive in turn 1 at a random point on the opposite table edge in line
astern at 10cms speed.
The winner is the side with the least ships lost or 0 pointed.
(4) Escape
A line of fast patrol craft are positioned 30cms apart from each other, stationary, across the width
of the table at the middle.
A smaller force of enemy vessels (2/3rd as strong), approach from 1 of the short table edges in line
astern.
The aim of the smaller force is to escape from the other short table edge.
The winner is the small force if the larger force loses any ship and at least 2/3rd of the smaller force
escapes.
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Special rules
Towed Lighters:
These are placed in base to base contact behind the towing vessel. They must
follow maintaining at least a base corner to base corner contact with the tug/
lighter in front at all times. They may not reverse!
They are sunk if at 0 points, and their tow cables are assumed to be severed. If
this breaks a chain, the lighters further back must remain stationary until another
tow is established.
A new tow is established by another vessel spending a full move stationary
alongside the lead remaining lighter.
Only a trawler or larger may tow more than 1 lighter at a time, and all such
improvised towing vessels move at half their current maximum speed.
Early weapons:
These are classified as;
Weapon
.303 mgs
Quad .303 mgs
Pom-Poms
Vierlings
2 and 3 pounder QF guns
Counts as
.5 mgs, due to the high rate of fire.
2 twin mgs.
Single as 40mm cannon.
Double as twin 40mm cannon
Quad as Larger (6+12 pdr etc)
Larger (6+12 pdr etc)
3 Guns
Many early MTBs etc had no forward mounted cannon, however, they did have
multiple mounts for machine guns on the bridge.
Any vessel without any apparent weapon firing in any direction therefore always
counts as a twin MG firing as a default, unless the bridge is at 0 pts.
Convoys;
These are best set up by the following system1) Write a list of all the merchant ships you have, and another for half their number
of appropriate escorts.
2) Allocate these ships to hidden markers, using different coloured ones for escorts.
3) Mix them with 1-2 dummy markers for each vessel (in the appropriate colour).
4) Decide how many fast attack boats etc you wish to attack with, then draw that
number x6 of merchant markers, and that number x3 of escort markers randomly.
(All counters are inverted of course!)- Discard any unused markers.
5) Place the Merchantman, and Escort markers as in the scenario, approx. 20cms
apart from each other
6) The attackers are set up as normal.
Tactics for the convoy are as follows;
a) Until they are aware of enemy vessels/torpedoes, they continue at 4cms in their
current direction. For speed, it may be easier to move the attackers sideways rather
than move all the convoy counters!
b) They will attempt to observe the nearest 2 enemy markers, though escorts will only
keep observation on or acquire the nearest active enemy ship, always using their
second observation chance to spot new enemy markers within 60cms.
c) Once aware, all ships will follow the following protocol;
i.
All ships will turn as fast as possible toward the nearest enemy marker or
visible ship, escorts will approach them at a 45 angle to maximize their fire,
merchantmen will head directly for them. However:
ii.
If torpedo markers (real or dummy) are the closest enemy markers, both
escorts and merchantmen will use both observation chances to spot any
heading for them.
Ships will always try to evade torpedo markers or attempt to head
toward/away from the maximum number* of them (Combing) - ignoring any
other considerations! (*Count visible torpedoes as 2)
iii.
If at no other risk, ships will attempt to ram smaller enemy vessels within
reach.
Warship v Warship;
12
13