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« 3.0
GUNNERY Players begin the gunnery phase by establishing targets for
each of their vessels and then visually estimating the distance from those
vessels to their targets. The name of each target is recorded on the respective
vessel's gunnery log, followed by the controlling player's estimate of the
target's distance. Once all ranging is complete, players measure each range
estimate, marking its termination point with a white marker for misses and a
red marker for hits. The maximum allowable range for guns depends on the
game scale being used. Consult section 1.1
Game Scales for a list of all maximum range and range bracket
distances.
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| Above: A Japanese battle line led by the IJN Mikasa. Note the
inverted golf tees used as splash markers. The models shown are hand made 1/780
scale, hence their obviously large size. |
« 3.1
Targets Vessels may fire upon one or more targets during their turn.
Each target must be recorded separately by name on the gunnery log, along with
the gun types assigned to that target and one range estimate for
that target (each vessel may only make one range estimate per targeted ship per
turn). Line of Sight - Vessels may only fire upon targets which
are within their direct line-of-sight. Line-of-sight is drawn from the forward
smokestack of a firing vessel to the forward smokestack of a target vessel. The
potential target may not be fired upon if line-of-sight is blocked in any way
by other vessels, their bases, clouds of smoke or land. Rates of
Fire - Each weapon has an inherent rate-of-fire (ROF) shown in the data
line of the ship log's armament section. The rate-of-fire is the number of
rounds per turn which each gun in each position may fire. A ½
value for ROF means that the weapon in question may only fire every other turn
due to their agonizingly slow loading technology. A 1 value means that
each weapon may fire once each turn. A 2 value for ROF means that the
weapons in question may fire twice each turn. The extra rounds fired due to a 2
ROF may be fired at different targets, although multiple gun positions may not
split their extra fire unevenly. For example: a two-gun 15cm turret may fire
two rounds at each of two other ships, or four rounds at one ship, but it may
not fire four rounds at four different ships, or three rounds at one and one
round at another. In this regard, single mountings are more flexible in their
ability to send up a curtain of fire at smaller vessels.
Gun Positions, Beam Patterns and Arcs-of-Fire - The
tables below show the major locations for individual guns positions used
throughout this period. There are two major locating systems: positions
and beam-patterns. Positions give letter-coded locations for specific
gun turrets and shielded weapons. Beam-patterns help lay out standard
distribution patterns of individually mounted weapons arrayed along the side or
beam of the vessel. The letter-coded gun positions shown here
relate directly to the sequence of letters shown on the each vessel's ship
chart. This will aid those players unable to locate images or diagrams of
period vessels. Each of these positions also has an affective arc-of-fire,
within which they may engage their assigned targets, and outside of which they
may not fire at all. Within the chart below are links to photo-diagrams
depicting standard examples for the positions shown.
| POSITIONS |
| A |
This
foremost position has a 265° firing arc and is usually occupied by the
heaviest weapon(s) on board the vessel. Use the 95° arc
centered toward the stern to establish where guns
at this position may not fire. Standard example: British Majestic
class battleships. |
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| B,C |
An awkward arrangement,
these guns are located abreast of each other, usually on the main deck
immediately forward of the superstructure. Guns in these positions may both
fire in a 95° arc centered on the bow, and
individually have a 135° arc-of-fire anchored
off the bow when firing to either side of the ship. This gives each gun a
roughly 182° total firing arc. Standard example: forward battery of
American Columbia class cruisers. |
| D,E |
These
positions are commonly occupied by either wing turrets or sponsons. Guns in
these positions have a 135° arc-of-fire anchored off the bow. Standard example: secondary
gun turrets on the American Indiana class battleships. |
| M-O |
Usually occupied by wing
turrets which were commonly placed in sponsons (overhangs), these positions
have a 150° arc-of-fire anchored off the bow.
Standard example: Russian Retvisan class battleships. |
| P-R |
These
are the most extreme wing turret positions used. Commonly placed in
prominent sponsons, guns in these positions have a 150° firing arc
centered on the beam. Standard example: French
Charles Martel class battleship. |
| S-U |
Like M & O
positions, these were usually occupied by wing turrets. These positions have a
150° arc-of-fire anchored off the stern.
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| V,W |
Like D
& E positions, these are commonly occupied by wing turrets or sponsons.
Guns in these positions have a 135° arc-of-fire anchored off the stern. |
| X,Y |
Like B & C
positions, these guns are located abreast of each other, usually on the main
deck immediately forward of the superstructure. Guns in these positions may
both fire in a 95° arc centered on the stern,
and individually have a 135° arc of fire anchored off the stern when firing to either side of
the ship. |
| Z |
Like
position A, this rear-most position has a 265° firing arc and is also
usually occupied by the heaviest weapon(s) on board the vessel. Use the 95°
arc centered toward the bow to establish where
guns at this position may not fire. |
| Stem &
Stern |
(Not shown) Mounted in
the extreme forward or aft end of a ship, these weapons have a 95° firing
arc centered on the stem (bow) or stern,
depending on their location. Standard example: secondary armament for Peresviet
class Russian battleships. |
| Center-line |
(Not shown) Mounted on
center-line amidships on the main deck of a ship, these weapons have a 95°
firing arc centered on the beam, and may fire off
of either the port or starboard side. Standard example: main torpedo armament
for most classes of destroyers. |
| BEAM PATTERNS |
| Light caliber weapons not
assigned specific positions are usually arrayed in a variety of sponsons,
casemates or shields along both sides of a vessel. The following Beam
Patterns establish easily remembered categories for the most common types
of side armaments. All patterns apply equally to port and starboard sides of a
vessel. For example, a ship with six-inch secondary guns deployed in pattern 2
would be able to fire four of those secondaries straight forward; two from the
port side and two from the starboard side. |
| Beam Pattern 2 |
Two
guns (probably in sponsons) have a 135° arc-of-fire
anchored off of the bow. Two guns have a 135°
arc-of-fire anchored off of the stern. The
balance of guns on that side will have 135° arcs-of-fire
centered on the beam. |
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| Beam Pattern
1 |
One gun has a 135°
arc-of-fire anchored off of the bow. One gun has
a 135° arc-of-fire anchored off of the stern.
The balance of guns on that side will have 135° arcs-of-fire
centered on the beam. |
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| Beam Pattern 0 |
All
guns on that side have a 135° arc-of-fire centered on the beam. Note that torpedoes mounted on
a beam pattern will only have a 60° arc of fire. |
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« 3.2
Ranging In order for players to fire salvos at an enemy unit, the
range between the firing unit and its target must be accurately guessed. In
most cases, this involves ship-to-ship firing, although in some cases land
mounted cannon will be firing at ships and visa-versa. In either case, the
successful guessing of the range to the enemy is required in order to have a
chance to score hits. In order to assign targets and guess ranges, players use
the Battlefleet Gunnery Log to record the name or names of each of their
vessel's target(s) and the estimated range to each of these targets. A vessel
may engage as many targets as they have firing positions, but they may only
guess one range per target. No pre-measuring of ranges is allowed.
Ranging Shots - Players may at any time conduct
ranging shots in order to estimate the distance to enemy vessels. A ranging
shot is a single maximum range round fired from a vessel toward any declared
enemy vessel. It is measured normally, and a splash marker is placed at its end
point. Ranging shots can never result in damage to an enemy ship, and their
range is not recorded on the gunnery log. A vessel may not fire normal salvos
on the same turn as ranging shots.
« 3.3
Measuring Once all target assignments and range estimates are
completed, players measure the ranges for each assigned target to establish
whether the firing vessels estimated the correct ranges to their respective
targets. Ranges are measured along a line running from the forward funnel on
the firing vessel to the forward funnel on the target vessel. A hit zone
is achieved if the estimated range from the firing vessel's forward funnel
intersects with any part of the target vessel's base (while still maintaining
alignment with the target's forward funnel). If a hit zone is achieved,
mark the target vessel or its base with a red hit marker. If the estimated
range does not land on any part of the target base, the rounds for that turn
are considered too far away to have a chance of hitting, and a white "splash"
marker is placed at the incorrectly guessed range point.
Measuring
Hint When placing hit markers, place
large caliber hits on the near side of a model, and medium caliber hits on the
far side. |
Danger Zone - The danger zone is a real life effect
due to the combination of shallow shell trajectory and ship height. In
Battlefleet, if the leading edge of a target vessel or its base lies
within the close range bracket, then a distance equivalent to
one-third of a range bracket beyond that point also counts as the target area
(instead of only the width of the base or model). This dramatically increases
the depth of the target zone and the possibilities of hitting at close range.
« 3.5 TORPEDO
FIRE After all movement and gunnery has been completed, players may
conduct torpedo fire. All torpedo launches must be declared at the beginning of
the phase, and once declared, may not be canceled. Torpedoes fired are crossed
off of the firing vessel's ship log, and if necessary, a launch marker may be
placed next to the vessel's base on the launching side. For smaller games with
a limited number of launches, launch markers may not be needed. Due to their
relatively shallow draft, vessels of size 2 or smaller may not be targeted by
torpedo fire.
« 3.6 Launch
Arcs The arc of fire for torpedo positions mounted on a vessel's
center-line is 95 degrees. The arc-of-fire for torpedoes mounted within the
side or end of a vessel is 60 degrees. In order to establish a 60 degree arc for side/end mounted
positions, use the 150 degree arc-of-fire card to establish the blind zone for
the respective positions. See the Arcs-of-Fire page
for examples.
Torpedo
Hint Note that if several enemy
vessels are "stacked up" next to each other, a vessel firing torpedoes may not
want to declare the closest enemy ship as its target. Targeting a vessel
further into a pack of ships may result in the torpedo track intersecting more
vessels! |
« 3.7 Calculating
Hits Measure in a straight line from the forward funnel of the
firing vessel to the forward funnel of the declared target vessel. The first
vessel touched by this line must roll on the Torpedo Hits chart. If a hit is
scored, place a torpedo-hit marker along the side of the vessel struck. The
torpedo is considered "destroyed" and may not be applied against any further
vessels. If no hit is scored, continue measuring along the same line to
establish whether there are any further vessels which intersect the line,
rolling for each in turn. The maximum range for a torpedo is one-half of a
range bracket, measured from the launching vessel's forward funnel. If a
launched torpedo reaches its maximum range without detonating against a vessel,
it is considered destroyed and is eliminated from play.
- Torpedo Hit Modifiers:
- 50% Speed Differential - A vessel firing a
torpedo will suffer a -1 modifier to the torpedo hit die roll if
its speed is half or less than the speed of the targeted vessel.
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