SEA BATTLES



Abstract WWII Naval Strategy Game


SHIP TYPES

#	SHIP			MAX	MAX		MAX	MAX 					
SHIPS	TYPE		HITS	MOVE	RANGE		DAMAGE	ATTACKS	NOTES	
1	PT Boat		1	6(x2)	1		6	1	Torpedo
1	Submarine	2	3	2		6	1	Torpedo, Underwater
2	Destroyer	3	5	3		3	1	
1	Frigate		4	4	4		4	1	
1	Cruiser		5	4	4		5	2	
1	Battleship	6	3	5		6	2	
1	Carrier		6	3	4(x2)		6	3		

BATTLEFIELD MAP
Use an 8 x 8 or larger square or hex map. All ships can move and 
shoot vertical  and horizontal but not diagonal.  Each side starts 
with 1 of each ship and 2 destroyers for a total of 8 ships. 

TURN SEQUENCE
1. INITIATIVE- Roll high to see who goes first
2. COMMAND ROLLS- Roll 6D6. These scores are the players command rolls for this turn. A roll cannot be used for less than its value
3. MOVE- Use up a command roll to move a ship that many spaces in one direction
4. ATTACK- Use up a dice roll to set the Range of the attack and another to determine the Damage in Hits Inflicted

SAMPLE MOVE
A player rolls 1, 3, 3, 4, 6, 6.  He moves a destroyer forward 1 
space (He could have used a 3 or a 4, but not a 6; The maximum move 
of a destroyer is 5) He removes the die showing 1. He Fires to the 
right at a range of  3 (Maximum range for a destroyer is 3) and hits 
a battleship for 3 Damage.  He removes both dice showing 3's. The 
Battleship is reduced to 3 Hits for the rest of the game (He would 
have liked to do 6 damage which would sink the battleship, but the 
maximum damage a destroyer can do is 3).  He uses the roll of 4 to 
move his cruiser to the left. He is unable to use the two rolls of 6 
for anything useful so they are wasted. 

TERRAIN
On the Sea map mark several spaces as land obstacles. Ships cannot 
move over land but they can shoot over it. Torpedo attacks cannot be 
made over land. 

PT BOATS
Fast and maneuverable, PT Boats can move twice in a turn. Example: A 
player uses a command roll of 6 to move the PT forward 6 spaces and 
a second roll of 2 to move it left 2 spaces. 

SUBMARINES
Since they are underwater and hard to detect, other boats can only 
attack subs if they right next to them, range = 1. 

CARRIERS
Attacks (Up to 3 per turn) made by carriers are really made by their 
fighters and bombers which have much longer ranges than ship 
artillery.  2 command rolls can be used to determine the range of 
the attack. Example: A roll of 3 and a roll of 4 can be combined to 
hit a ship 3 to the left and 4 back. (4 is the max for either roll)

OBJECTIVE
Completely destroy all enemy ships.

VARIANTS
Increase the number of ships per side. Roll 4D6 instead of 6D6. 
Allow diagonal movement and attacks. Destroy opponents carrier to 
win. Rolls of 6 can be used to repair 1 point of damage.  

COUNTER SET
The following amazing counter set was created by Janne Thorne:
jan.thorne@mail.bip.net
Janne has also made counters and cards for Blitz, Midway, & Cannonade.

Download Sea Battle Counters









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