Players
1 player for each side
each player handles orders for their own ship and selects gun targets
1 referee
referee maintains the plot or chart of the battle and resolves hits and damage.
Scale
1 pixel = 100yards
10 pixel = 1000yards
200 pixel = 20000yards (battle range)
1 knot = 100yards
a 30 knot ship will move 30 pixels in a turn
1 turn = 3 minutes
Movement
Ship speed.
The amount of Acceleration is based on the current speed of the ship and is grouped into four sections.
Section 1 - 0 knots to 57% of max speed. Acceleration = 25% of max speed
Section 2 - 57% to 71% of max speed. Acceleration = 20% of max speed
Section 3 - 71% to 80% of max speed. Acceleration = 15% of max speed
Section 4 - 80% to max speed. Acceleration = 10% of max speed.
eg. A Destroyer with a maximum speed of 36 knots has the following acceleration
0-21knots - > a speed increase of upto 9 knots
21-26 knots - > a speed increase of upto 7 knots
26-29 knots - > a speed increase of upto 5 knots
29-36 knots - > a speed increase of upto 4 knots
So using the DD as an example, if she is at 15 knots on turn 1, she can be at 24 knots turn 2, 31 knots on turn 3, 35 knots on turn 4 and at full speed on turn 5. This is 15 minutes of real time to crank up to full speed.
Deceleration is at 25% of maximum speed so to come to a complete stop from top speed will take 36, 24, 15, 6, 0 or 4 turns.
Manoevering
A turn will bleed speed.
A 45 degree turn will bleed 3 knots.
A 90 degree turn will bleed 6 knots.
A 135 degree turn will bleed 9 knots.
A 180 degree turn will bleed 12 knots.
To use the DD example again, a ship is at 20 knots and makes a 135 degree turn. The turn will bleed 9 knots of speed but she can accelerate 9 knots so speed at the end of the turn is maintained. If the turn was 180 degrees then speed could be as low as 8 knots or as high as 17 knots.
How much a ship can turn in 3 minutes depends on its size.
Greater than 10000 tons - > 90 degrees
2000 to 9999 tons - > 135 degrees
600 to 1999 tons - > 180 degrees
under 599 tons - > 270 degrees
To carry out a battle turnaround a 20 knot battleship will have the following acceleration;
0-11knots - > a speed increase of upto 5 knots
11-14 knots - > a speed increase of upto 4 knots
14-16 knots - > a speed increase of upto 3 knots
16-20 knots - > a speed increase of upto 2 knots
So Admiral Sheer, your manoever will take 6 minutes and have the ships drop from 20 to 16 kts (lose 6, gain 2) in the first turn and then end the next turn at 15 knots (lose 6 gain 5).
Manoever orders will be in 5 degree increments. The order will take the form of speed at start of turn, course change, speed at end of turn.
eg the above battle turn around would be;
Turn 1 20kts P(port)90 16kts -start turn
Turn 2 16kts P90 15kts - end turn
Turn 3 15kts 0 18kts
Turn 4 18kts 0 20 kts - back up to full speed
Other orders you may want to give are;
- 'salvo chasing' which makes you harder to hit but also degrades your shooting.
- an 's' eg. 20kts P30 S30 P30 16kts
- 'follow X' which is good for ships in formation.
- 'ram' self explanatory.
The things to remember are-
slow ships are easier to hit.
twisting and turning all over the place will reduce your speed.
twisting and turning all over the place will affect your gunnery.
Ship Characteristics
The capabilities and characteristics of each ship should reflect it's springstyle simulation as much as possible.
Each ship will have a certain number of damage points. When a ship's points are reduced to zero, it sinks. This figure is based on light displacement of the ship, the 'flotation' value from springstyle and it's stability.
The figure is the average of the light displacement and the flotation multiplied by the stability.
As an example, the Turkish Yavuz's light displacement is 21565 tons. Her flotation is 22773. Yavuz's stability is 1.08. This yields Yavuz's damage poinrs as 23943. A shell will do damage equal to it's own weight ie. a typical 12" shell will do 864 points of damage so Yavuz will take 28 12" hits before sinking. Only half these hits will generate a critical hit that may disable a turret or cause a fire. A fire, while it burns, will cause it's own damage and some hits will cause flooding. Progressive flooding will cause a ship to capsize if there is no counter flooding or the counter flooding is unable to keep pace with the flooding on the other side of the ship. With these other factors in mind, Yavuz may take less hits to sink than the number stated above.
For a shell to do critical damage, it must first penetrate any armour protecting that critical system.
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The following is a first test of ship vs ship gun action and to test a plotting system and ship manoevering, gunnery and damage.
Sample Action.
Turkey opens a surprise offensive after she claims the Anatolian Plebacite was rigged. In a matyr mission, a Turkish ship laiden with explosives is detonated in Smyrna Harbor causing massive damage to the Greek Mandates only port facilities. The Battlecruiser Yavuz and a light cruiser are sent to bombard Smyrna causing further damage and to sink any Greek ships in the area. The ships are only to engage inferior forces and are not to be lost. The CL suffers engine trouble and turns back. The ships are spotted emerging from the Dardanelles heading south. It is unsure what their mission is but the only Greek ship available with fuel and speed to intercept is the former Atlantian Battlecruiser Kypris.
Both ships sight each other at about 28000yards, Yavuz to the North East and Kypris to the South West. They both close to investigate.
Yavuz is both smaller and slower than Kypris but has 10 main guns to Kypris's 8. However, Kypris's guns are 12" and each shell will do 30% more damage than Yavuz.
Both ships are adequately protected in both belt and deck between 16,000 and 20,000 yards.
The gunnery chart;
Critical Damage chart:
Action Chart:
Spreadsheet:
The action opens at 0900 in calm seas. Both ships have worked up to full power, Kypris is heading north, Yavuz is heading west. At 903, Kypris turns 45 degrees to port to bring all her guns to bear while Yavuz continues to close the range. Yavuz scores the first hit on Kypris's stern at 906. Only 4 guns can be brought to bear so at 19 400 yards thats 0.6 shell hits (roll 40 or better) to gain 1 hit. Yavuz turns 45 degrees to starboard to bring all her guns to bear. Firing continues till 912 when Kypris turns to startboard 30 degrees to make a converging course. Minutes later, Kypris scores her first hits, one on Yavuz's stern and the second on a boiler room that does not penetrate. At 921 a third hit is scored on Yavuz that causes a fire that burns for the next 15 minutes. Three minutes later Kypris shrugs off a hit on an engine room but shortly after at 927 has half her secondary battery on the starboard side wiped out by an 11" shell. At 933 both ship score on eachother, two hits on Kypris, one in the bow and a second on a forward turret that fails to penetrate. The hit on Yavuz penetrates an aft turret, reducing her to 8 guns. At 936, with the range down to 18100 yards, Yavuz suffers two hits, one on the bridge which doesn't penetrate and the second on the forward turret reducing her to 6 guns.
With orders to preserve his command, the captain of Yavuz would probably break off at this point and head north east at best speed. Her effort to bombard Smyrna is aborted. Kypris would probably be content to let her go although she does have the upper hand and has given twice as good as she received (18% damage to Yavus for 9% to Kypris). Small navies can't afford to fight to the death on the opening move.
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This is a first cut. The critical damage tables need more work and I need more effort in the hit modifiers. There were no real hits needing the modifiers I had.
At this stage I'd envisage a player making 5 turns at a time - setting a primary target. The ref will plot and report back on results and to display a new map. The players will make their next five moves and email them to the ref. This way it may take about a week to play an hour of combat (excluding Jutland). Obviously if things were going awry, like two sides bent on a decisive battle were sailing away from each other then the ref would play only the first move and post the map.
I'll keep focusing on the ship-vs-ship guns till it works ok and then work on torps.
Please let me know what you think.
Cheers,