Flames and Steel: Naval

Naval

Naval Combat Sequence

Dogfight

Step 1: The attacker adds up the total air combat value of his aircraft, and rolls that number of dice. He allocates that number of hits to defending aircraft of his choice. 
Step 2: The defender adds up the total air combat value of his aircraft, and rolls that number of dice. He allocates that number of hits to attacking aircraft of his choice.
Step 3: The attacker’s and the defender’s destroyed aircraft are removed from combat.

Strafing Run
Step 1: The attacker decides whether to target enemy submarines during this phase.
Step 2: The attacker adds up the total naval combat value of his remaining aircraft, and rolls that number of dice. If he elected not to target submarines, he allocates hits to enemy surface ships of his choice. If he elected to target submarines, he divides the number of hits he received by two, and rounds down. After that, he allocates hits to enemy surface ships and submarines of his choice. 
Step 3: Individual ships targeted in step 2 fire back using their air combat value (if any). The defender allocates hits among attacking aircraft of his choice.
Step 4: The defender decides whether to target enemy submarines during this phase. 
Step 5: The defender adds up the total naval combat value of his remaining aircraft, and rolls that number of dice. If he elected not to target submarines, he allocates hits to enemy surface ships of his choice. If he elected to target submarines, he divides the number of hits he received by two, and rounds down. After that, he allocates hits to enemy surface ships and submarines of his choice. 
Step 6: Individual attacking ships targeted in this stage fire back using their air combat value (if any). The attacker allocates hits among defending aircraft of his choice.
Step 7: Both sides’ destroyed units are removed.

Escorts Fire
Step 1: The attacker adds up the total naval combat value of his escort ships, and rolls that number of dice. He allocates hits to enemy surface ships and/or subs of his choice. 
Step 2: The defender adds up the total naval combat value of his escort ships, and rolls that number of dice. He allocates hits to enemy surface ships and/or subs of his choice.
Step 3: The attacker adds up the total air combat value of his escort ships, and rolls that number of dice. For every two hits he rolls, he allocates one hit to an enemy aircraft of his choice. 
Step 4: The defender adds up the total air combat value of his escort ships, and rolls that number of dice. For every two hits he rolls, he allocates one hit to an enemy aircraft of his choice.
Step 5: Both sides’ destroyed units are removed.

Main Combat
Step 1: The attacker adds up the total naval combat value of his capital ships and subs, and rolls that number of dice. He allocates hits to enemy surface ships of his choice.
Step 2: The defender adds up the total naval combat value of his capital ships and subs, and rolls that number of dice. He allocates hits to enemy surface ships of his choice.
Step 3: Both sides’ destroyed units are removed.

Combat Completion
After any combat round, either the attacker or the defender may choose to withdraw from combat. Whichever player decides to withdraw must retreat all his naval forces present in that combat to an adjacent non-hostile sea zone. A sea zone is considered non-hostile if there are no enemy surface ships or submarines present. If there is no such sea zone present, a team may withdraw its air units from combat, but not its naval units. Injured units are restored to full health after combat is over.

If neither side chooses (or is able) to withdraw from combat, combat continues until one of the following happens:
One or both sides’ units are destroyed.
Both sides’ remaining units are no longer able to harm each other. For example, if both sides have only transports. If this occurs, the attacker must withdraw his naval force to an adjacent non-hostile sea zone. If no such sea zones exist, the attacker loses his naval force, but not his aircraft. 

Amphibious Combat
When you are launching an amphibious assault, you may use your destroyers, cruisers, and battleships to bombard the enemy land force. This bombardment takes place after the strafing run phase, but before main combat. Ships with bombardment capability use their naval combat value to bombard. If you wish to bombard, you must destroy all hostile naval units in your bombarding force’s sea zone within one combat round. When bombarding, you may allocate hits from bombardment to enemy land units only, and must allocate in the usual order. (I.e., infantry first, tanks second, artillery third.) The number of enemy units to which you allocate hits cannot be greater than the number of land units you have in combat. For example, if your land force consists of five infantry, you cannot allocate hits to more than five enemy land units. Hits that cannot be allocated are wasted.

Naval Units

Escort ships

Destroyer

  • Naval combat value: 1
  • Air combat value: 1
  • Hitpoints: 1
  • Movement: 2
  • Can bombard amphibious targets
  • Cost: 7 PUs
Cruiser
  • Naval combat value: 2
  • Air combat value: 1
  • Hitpoints: 2
  • Movement: 2
  • Can bombard amphibious targets
  • Cost: 12 PUs
Capital ships

Aircraft carrier
  • Naval combat value: 2
  • Air combat value: 2
  • Hitpoints: 5
  • Movement: 2
  • Provides a landing place for up to three airplanes. The planes must be one of the following categories to land: fighters, dive bombers
  • Cost: 20 PUs
Battleship
  • Naval combat value: 5
  • Air combat value: 3
  • Hitpoints: 6
  • Movement: 2
  • Can bombard amphibious targets
  • Cost: 26 PUs
Submarines

Submarine
  • Naval combat value: 2
  • Hitpoints: 1
  • Movement: 2
  • Cost: 8 PUs
Transports

Transport
  • Naval combat value: 0
  • Hitpoints: 1
  • Movement: 2
  • Can ship two small land units or one large land unit. Can also ship either 6 PUs, or 3 PUs and a small land unit.
  • Cannot be chosen as a casualty until all friendly escorts and capital ships have been destroyed.
  • Cost: 9 PUs
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