Second World War at Sea:
Battle Scenario Short Cuts

By Nick Rider
July 2014

Taken overall, there is a great deal to remember when playing SWWAS battle scenarios. This list will help you remember all the little details that might fall through the cracks when in the heat of battle:


1. Dangers in Movement.
• Every 50% loss of hull boxes decreases the ship’s speed by one factor.

• Ships that are dead in the water can be towed at a speed of 1. They can regain propulsion on impulse 22 on a roll of 6. On 1 or 2 no more repair attempts may be made.

• Ships in a hex containing land of any kind may become grounded on a roll of 11+ (10+ if it is a capital ship.) Ships may refloat on impulse 22 on a roll of 6. Roll again. Divide by 2. The result is the number of hull boxes destroyed.


2. Firing Prerequisites.

Sighting ranges:
            Clear: 6 day – 3 night
            Cloud:            6 day – 3 night
            Rain:  5 day – 2 night
            Squall: 4 day – 2 night
            Storm: 3 day – 1 night
            Gale:   no combat

Gunnery Range:
            Tertiary: 2 hexes
            Secondary: 4 hexes
            Primary: 6 hexes

Torpedo Range:
            Normal: 2 hexes
            Long Lance:  4 hexes (divide by 2 at 3 hex range and by 4 at 4 hex range. Hits are random)


3. Gunnery:

            Use only 75% of gunnery factors if through firing ship’s bow arc.
            Use only 50% of gunnery factors if through firing ship’s stern arc.
            +1 modifier to gunnery fired through a target’s bow/stern arc.
Roll one die for each ship that fires into any hex containing both friendly and enemy ships at night (including the same hex). On a 1 result, apply all hits to a randomly selected ship. This does not apply to ships in line ahead formation.

            Tertiary guns: penetrate no armor (cannot inflict critical damage)     
            Secondary guns: penetrate light armor and no armor
            Primary guns: penetrate heavy armor, light armor, and no armor

Penetration Exceptions:
• Tertiary guns penetrate light armor at a range of one hex or less on a 4-6 die roll.
• Secondary guns penetrate heavy armor at a range of two hexes or less on a 4-6 die roll.
• Primary guns hitting light or no armor destroy an additional factor on a of 4-6 die roll.
• Primary guns fired at a range of 6 and make a damage roll of 10 destroy an additional hull box.

4. Torpedoes.

US Torpedo factors are divided by 4 in scenarios before September 1943.

            Light ships may not fire torpedoes through their stern arcs.
            Capital ships may not fire torpedoes through either bow or stern arc.
            -1 modifier for torpedoes fired through a target’s bow arc.

Torpedoes can penetrate any type of armor.
            +2 to damage caused by Long Lance torpedoes.
            +1 to damage caused by Japanese torpedoes other than Long Lances.

Japanese ships equipped with “Long Lances” may reload once per game. The torpedoes are available for use on the same turn on the next phase.

In all situations when playing the game refer to the tables on the tactical board first then refer to the factors listed here. If you need more detailed assistance, refer to my battle scenario rules summary article and/or my battle scenario optional rules summary article.

Lead your fleets in battle! Order a Second World War at Sea game now. Or buy three!