Frequently Asked Questions
This is the only official FAQ for this game.
In all cases, the question has been answered by the game's
Q: Does a ship with only tertiary armament suffer
hull hits from primary, secondary, or tertiary hits after
the ship's tertiary armament is destroyed?
Q: If the weather is so bad as to reduce movement
of TB/DD to 1 operational square in a turn, how is it
handled if it was plotted to move 2 squares?
A: Continue to move the ships along their pre-plotted
path, but at the weather penalty of one square per turn.
Q: In bad weather, a DD/TB moving on the tactical
map moves as though it were a 1-move unit (and not a 2
Q: The mine laying rule says it takes 4 operational
map turns to lay a field. At the time it was doctrine
in both the Grand Fleet and the High Seas Fleet to cover
a retreating main battle fleet with mines and both had
minelayers attached for this purpose for most of the war.
Can this be simulated?
A: Not very easily, but the High Seas Fleet found it
didn't work in practice, either.
Q: The complete banning of torpedo and small
guns firing in squall is a bit difficult to understand.
Gale and storm yes, but squall?
A: The weather names reflect increasingly bad weather,
not necessarily an actual "squall."
Q: When merchant ships are traveling a convoy
route that goes through coastal zones (e.g. off Sweden)
they do not roll every turn for potential grounding, correct?
A: The merchant routes reflect places where random enemy
shipping is likely to be found, and is not represented
by counters. There are no grounding checks for them.
Q: In "U.S. Navy Plan Red" all the British Destroyer
Leaders (single ships) are printed as multi-ship counters.
Is this correct?
A: Please refer to page 6 of the scenario book.
Q: Does Avalanche Press plan to do a sheet of
counters to upgrade erroneous counters in earlier games,
or are they going to include these counters in future
A: Replacement counters are periodically included in
later games or made available on our Web site.
Q: In "U.S. Navy Plan Red," none of the battleships
seem to have deck armor shown around the hull boxes. Some
of the ships like the South Dakota class have had this
armor listed before, and the newer and bigger battleships
would almost certainly qualify. Please clarify which capital
ships should count as having deck protection in the game?
A: All 3 Canadians, all British battleships, and all
American battleships except New York, Texas, Long Island.
But not battle cruisers.
Q: In "U.S. Navy Plan Red," why are Proteus/Nereus
and AMCs listed as light ships? AMCs are capital ships
A: The game designer decided to go with light this time,
though it's a tossup either way.
Q: In "U.S. Navy Plan Red," why are Omaha CLs
listed as having coal fuel? They are oil fired in "U.S.
Navy Plan Black" and "U.S. Navy Plan Orange."
A: These should be oil-fired.
Q: In "U.S. Navy Plan Red," why are 1914 Fast
ACs given coal fuel and do their primaries have a range
A: They were designed as coal-burners, even though the
USN was using oil for most warships by the time they would
have been laid down. Possibly has to do with their commerce-raiding
role (easier to take fuel from prizes). They were designed
during the coal-to-oil transition but not approved, and
could very well have burned oil by the time they completed
but we went with coal. They are long enough for effective
fire control and so should get the 3 range.
Q: "U.S. Navy Plan Red" - a couple of questions
regarding the aircraft: sopwith cuckoo - are the bomb
and torpedo factors the wrong way round? The cuckoo was
only equipped for torpedo dropping. As it was a single
seat aircraft with no guns, why does it have an air to
air rating? Bombing/torpedo ratings: Do the circled values
mean that these aircraft hit on a 5 or 6, as in air to
A: Land rating in bottom left, naval in bottom right.
Circle does mean hits on 5 or 6. Postwar Cuckoos often
had a machine gun, and they desperately need the minimal
Q: Rule 3.1. Do players have to use a fleet
counter for fleets that start in port or off the Operational
A: No, but they must record the location of all ships
not in a fleet box, so that they can be placed on the
Tactical Map for a battle if an enemy fleet enters the
Q: Rule 3.1. Do all ships that start the game
in the same location (port or sea zone) have to be placed
in one fleet box?
A: No. They may be placed in as many fleets as the player
desires (up to the limit of the fleet counters).
Q: Rule 3.1. Are players required to plot two
turns of movement for intercept fleets before the game
begins? And what do they do if ships become available
on a later turn?
A: Yes. And when ships become available on a later turn,
players must immediately plot three turns for an intercept
mission (all their movement for bombardment mission, etc.)
and may begin moving them on that turn.
Q: Rule 4.4. Do you check for contact if two
fleets remain in the same zone?
Q: Rule 5.2 (Minesweeping) - Do you have to
pre-plot detecting and removing minefields?
A: No. A fleet with a minesweeping mission may remain
in a hex to detect and sweep mines, thus delaying but
not changing its pre-plotted movement.
Q: Rule 5.4. Do you have to check for contact
for a fleet that is in port, bombarding or unloading cargo?
A: No. Contact always occurs between a fleet plotted
to bombard or unload cargo in the same zone that an opposing
fleet remains in or enters. Contact always occurs if one
fleet is in a minor port and an enemy fleet enters the
port (See Rule 11.31).
Q: Rule 5.4. Do you check for contact with a
raiding fleet that doesn't have its fleet counter on the
map if it passed through a zone containing an enemy fleet?
A: No. Only if it has its fleet counter on the map or
it ends movement in a zone containing an enemy fleet and
is thus required to place its fleet counter on the map
(See Rule 5.2 Raid).
Q: Rule 7.28, says an unmodified result of six
(6) is a surprise sighting. What if the modifiers indicate
that no contact takes place?
A: An unmodified contact result of six (6) is always
a contact, regardless of the modifiers.
Q: Rule 7.2. Please clarify placement rules
7.21 through 7.24.
A: Placement. No more than eight ships of the same side
may occupy one hex on the tactical map. No less than four
ships may be placed in a hex unless the player has less
than four ships in his fleet, in which case they must
all be placed in the same hex.
All ships are initially placed face-down. Count multiple
ship counters (Rule 9.0) as one ship each for placement.
Ships from the same fleet must be placed in the same
hex or a series of adjacent hexes with at least four ships
in each hex (thus, if the total number of ships in the
fleet is less than eight, all must be placed in the same
The player without the initiative must place a total
of eight ships in one or two adjacent shaded center hexes
before he may place any ships in hexes outside the shaded
center hexes. If he has more than eight ships, he may
place additional ships in any hexes that are adjacent
to any ships that have been previously placed, and as
long as no ships are placed closer to the numbered hexes
on the map side from which the initiative player's ships
will enter than the current sighting range (four hexes
during daylight and two at night). All ships must be placed
as close as possible to the numbered hexes on the map
side from which the initiative player's ships will enter.
The initiative player then places his ships, starting
in the numbered hexes along the side of the tactical map
corresponding to the sea zone from which his fleet entered
the sea zone in which contact was made. If the initiative
player's fleet did not move during the turn, it may enter
the tactical map from any side the initiative player chooses.
If he has more than eight ships, he may place additional
ships in any hexes that are adjacent to any ships that
have been previously placed, as long as no ships are placed
closer to enemy ships than the current sighting range
(four hexes during daylight and two at night, modified
by weather conditions).
Q: Rule 7.23. Can twenty-four (24) destroyers
set up in one hex, since multiple-ship counters count
as one ship?
Q: Rule 7.32. Do speed 2 ships move two hexes
on the tactical map during their movement impulse?
A: No. All ship groups may remain in their hex or move
one hex on an impulse in which they are allowed to move.
The advantage of faster ship groups is that they get to
move on more impulses.
Q: Rules 7.34 and 8.5. These rules seem to indicate
two mutually exclusive conditions. Which rule should prevail?
A: Use rule 8.5
Q: Rule 7.37. Can players change the movement
orders for all fleets that participated in combat?
A: No. The first sentence instructs players to correct
the movement orders for fleets that had their plots altered
by contact (rule 5.41) or exiting the tactical map (rule
7.33). The second sentence allows players to change the
mission of fleets involved in combat to an abort mission
and thus send it back to a port.
Q: Rule 7.5. Are ships only allowed to fire
once each 20 step impulse sequence?
A: No. They may fire once during each of that player's
gunnery and torpedo steps/impulses.
Q: Rule 8.3. Can Excess Damage harm another
ship of a multiple-ship counter?
Q: Rule 8.3. If Excess Damage calls for another
hit of a type that no longer exists, what do you do?
A: Follow the Referred Pain (rule 8.6) rules to see what
the hit becomes.
Q: Rule 8.6. If the Referred Pain rules refer
the hit to something that has armor that can't be penetrated
by the gunnery, what happens?
A: The hit is ignored.
Q: Rule 8.8. Can Plunging Fire damage another
ship of a multiple-ship counter?
Q: Rule 9.0. How do you handle fuel for multiple-ship
A: Multiple-ship counters are treated as one ship for
purposes of fuel consumption (rule 12.1) and refueling
(rule 12.3). Note that a multiple-ship counter only has
one set of fuel boxes on the Ship Data Sheet for the counter,
not one for each ship.
Q: Rule 11.73. Are you supposed to add or subtract
the die roll for search (contact) attempts?
Q: Rule 12.0. What do the white and gray fuel
boxes stand for?
A: White stands for coal-burning ships. Gray stands for