Cruel Seas: Starter Set
Cruel Seas: Starter Set Rulebook
Table of Contents
Table of Contents
The Models
Scale
The game is played with 1/300th scale models, so that a gun on an MTB can be identified (e.g. a six pounder rather than just a gun) and so that the boat has a crew. 1/350th is an established naval modelling scale and is perfect for the larger ships, from light destroyer upwards, including merchantmen and LCTs (landing craft tank). As MTBs are still significantly smaller than the proper ships, the visual comparison works; feel free to mix the scales as appropriate. Planes and vehicles in 1/300th can be obtained for landing actions.
Playing the Game
The Fleet Dice
Cruel Seas employs the turn sequence first seen in Bolt Action. This guarantees that both players feel engaged in the action throughout the turn sequence, as who goes next is randomly chosen by dice pulled from a suitable bag.
Before the game starts, place one dice (indicating the nationality of the ship) per ship, into an opaque bag or container. As the game progresses, take turns to randomly pull a dice from the bag, activating a relevant ship of your choice and completing its actions.
Ship Cards
- Ship weapons: Symbols indicate where each weapon is located and what system it is. It is from these locations that you measure when firing or launching.
- Ship speed: Each ship has its own movement rate presented in four speeds: Stationary, Slow, Combat and Full speed.
- Ship turning angles: Red (45 degrees) or Yellow (30 degrees) corresponds to the red or yellow lines on the wake markers and rulers, i.e. the maximum turn angle this ship can make.
- Ship damage: Hull value is indicated on the edges of the card - single digits on top, tens and hundreds in the bottom. Use the sliders to keep track of the damage as your ship gets damaged or repaired. Once you get down to 0, you are sunk!
Skill Tests
During the game you will often be asked for a Skill Test - a check of your crew's ability to perform difficult actions in the heat of the battle.
Roll a D6. If your result is equal to or higher than the target number, the Skill Test is successful!
Target Number:
- Inexperienced: 6
- Regular: 5+
- Veteran: 4+
Game Set-Up
A typical game would be set up on a large table of 120 cm x 120 cm or larger (for larger fleets or when using larger corvette sized ships, you may want to go as large as possible, a table size of 180 cm x 120 cm as a minimum perhaps).
The Turn
- Pull a Fleet dice from the bag.
- Assign dice to ship and issue orders.
- Move the activated ship.
- Fire the activated ship's guns / launch torpedo(es).
- Resolve damage.
Fleet dice are available for: British Royal Navy, German Kriegsmarine, Italian Regia Marina, United States Navy, Imperial Japanese Navy, Soviet Navy.
Pulling and Issuing Fleet Dice
Simply place one Fleet dice for each vessel in play into an opaque container/bag.
- Without looking, pick a Fleet dice from the bag at random; this determines which player goes next.
- The player allocates the Fleet dice to a ship in their fleet that has yet to be activated.
- Carry out the movement and shooting with that ship, then place the Fleet dice on the wake of the vessel that has just been activated as a reminder. You may only use each Fleet dice once and therefore only activate any given boat once in a turn.
- A new Fleet dice is drawn and is assigned to the appropriate player, repeating the above, and so on until all the Fleet dice have been pulled out and allocated, after which they are gathered up and returned to the bag and the process begins for a new turn.
- If a vessel is destroyed, immediately remove the Fleet dice that was allocated to it or remove one Fleet dice belonging to that vessel's owner from the bag. Pass the Fleet dice to the attacking ship's player as a Victory point.
Activation
To activate a boat, pick one of the vessels under your control and declare it as active. This allows you to move the boat, fire its weapon, launch torpedoes and give other orders.
Once you are finished, put the Fleet dice on the table next to the boat - this ends its activation. Each boat can only be activated once in a turn.
Movement
Speed
To keep things simple, ships move at a rate of knots that is measured in centimetres, one centimetre per historical knot that the real vessel could reach. Therefore, most torpedo boats move between 36 and 42 cm at full speed, Corvettes move at 18 cm, and the larger, clumsy craft crawl along as slow as 9 cm.
Vessels can operate at four speeds: Stationary (0 cm), Slow (1/3 of the Full speed), Combat (2/3 of Full speed) and Full speed. A ship can speed up or slow down by a maximum of one speed level per activation.
Wake Markers
The wake markers are used to represent the vessel's total current speed by lengthening or shortening the marker (shorten it by sliding the wake under the vessel until it shows the correct amount of wake for the speed) up to the appropriate line. When the boat is stationary, simply remove the wake. Different sizes of ships generate different sizes of wakes - make sure you are using the size appropriate for your boat (i.e. small wake for small vessel). See more about Crossing the Wakes under Advanced Rules - Movement.
Measuring
Before you move a vessel you must declare if you are maintaining speed, slowing down, or speeding up. Then measure the distance from the bow of the ship (front of the hull) and move the model straight ahead to its new position, an exact number of centimetres equal to the ship's declared/current speed.
Example: A Vosper with a Full speed of 36 cm is travelling at Slow speed (12 cm, 1/3 of the Full speed of the vessel). Measure the distance from the bow of the ship and move it straight ahead.
Turning
During their move, each vessel can make either a red or a yellow turn once, after each speed level moved (errata: replaces "after each third of the movement"). The vessel's turn angle is given on their ship cards. When a vessel does not move at all during its activation (i.e. is stationary), it can make a single turn up to 90 degrees.
To turn a vessel, you must pivot it by holding the stern (back) of the vessel still and rotate the bow up to the maximum angle allowed (as represented by the red (45 degrees) and yellow (30 degrees) lines on the rulers and wakes).
Example: A Vosper with a Full speed of 36 cm declares it is going at Combat speed (24 cm). It must move exactly 12 cm before making its first turn and move a further 12 cm before it can turn a second time.
Firing
Firing in Cruel Seas is the reward gained for manoeuvring your craft into a position that can damage the enemy.
A note on measuring: In play testing Cruel Seas both pre-measuring and the more traditional 'no pre-measuring allowed' rule have been used. The choice is yours, but as ever not allowing pre-measuring is recommended, for the added flavour it brings to the battle.
- Allocate targets to each of the guns. Measure from the gun position and work out modifiers (see To Hit table).
- Roll to hit: 1D10 per weapon system firing.
- Roll damage for any hits achieved.
(The maximum range is the furthest that a gun can shoot at. In all wargames, ground or sea scale does not correspond directly with the size of scaled models; in reality guns have very long maximum ranges, but even if a gun can shoot out to a distance, it does not mean you could see a target at that range, let alone hit it in the dark and through rolling seas.)
Allocate Targets to the Guns
Your ship may fire at any point in the activation when it is allowed to turn (i.e. after completing any third of their Full speed), or at any point if the vessel is stationary. Each gun on the ship can only fire once during its activation. The activated vessel may fire using any or all its guns if it is in range and can bear. The activated vessel can target more than one enemy, a different one for each gun it has. However, all targets must be declared before the first gun is fired. The guns' ranges are shown on the Range table below.
Note: Vessels manned by Inexperienced crews must target the closest available enemy to each gun before firing (see more about crew types under Advanced Rules).
Each gun position would naturally have an arc of fire where it would avoid damage to its own crew and structure. Common sense is used to determine where the gun can fire. If it would hit another part of its own ship, then it cannot be fired.
You must be able to clearly see your target. It may be completely blocked from view by another vessel, a wreck or an island. However, if the target is partially obscured you can still fire but with a penalty (see Roll to Hit). A target is partially obscured when you can only see part of it. If less than a third of the target is visible, the target counts as fully obscured.
Torpedoes can never be targeted as they are too fast and travel too deep in the water to be affected by normal arms' fire.
Measure Range
Use a ruler from the relevant gun position and trace it over the vessel you intend to hit. If it is within the maximum range of your gun, move to the next step. If it is outside the maximum range, then the shells have fallen short - no other action is necessary.
Range Table
| Gun Type | Range (cm) |
|---|---|
| MG | 0-30 |
| HMG | 0-40 |
| 20 mm | 0-50 |
| 37 mm / 40 mm / 3-pdr | 5-70 |
| 6-pdr / 57 mm | 10-80 |
| 88 mm / 3" | 15-120 |
| 4"+ | 25-160 |
| Torpedoes | 15-120 |
Note that larger guns have a minimum range to reflect the trajectory of their shells and the limit of the gun depression capable on WWII ships. Frequently, small ships passing by larger ships survived what seemed certain destruction - their proximity to the enemy vessel preventing critical damage from the larger weaponry.
Example: A 20 mm gun has a maximum range of 50 cm whereas a 57 mm / 6-pounder has a maximum range of 80 cm but cannot fire at targets that are closer than 10 cm.
The range has a direct effect on the accuracy of the shooting. Apply a -2 penalty to your To Hit roll for any target that is over half of the maximum range of the gun (e.g. more than 15 cm away if you are firing a machine gun). Apply a +2 bonus to the To Hit roll if you are shooting at point-blank range, i.e. if your target is within 5 cm from the minimum range of the firing gun (does not apply for torpedoes, rockets, mines, depth charges or mortars).
Roll to Hit
Roll a 10-sided dice (D10) for each gun system firing. You have a base chance of 5 to hit the target - which means you need to roll 5 or less to hit.
The chance to hit is modified by conditional bonuses or penalties; some things will help you hit (e.g. point-blank range or a fire director), but many things will conspire to help you miss (the target is small or fast - or you are just moving too fast to shoot accurately).
Apply the modifiers in the To Hit table (below) to the base chance of 5. The result indicates the number you must roll equal to or less than to hit. If you miss, nothing else happens - move on to your next gun or whatever else you wish to do. If you hit, then you have damaged the target in some way. If, after applying all modifiers, the result is a 0 or a negative number, the shot has missed its target and a plume is added (see Plumes).
To Hit Table
Base to Hit: 5 or less on a D10
| Modifier | Value |
|---|---|
| Range: Over half distance | -2 |
| Range: Point-blank range | +2 |
| Crew: Inexperienced | -2 |
| Crew: Veteran | +2 |
| Speed of the shooting vessel: Full speed | -2 |
| Speed of the shooting vessel: Over 30 cm | -1 |
| Speed of the shooting vessel: Slow or Stationary | +1 |
| Speed of the target vessel: Over 24 cm | -1 |
| Speed of the target vessel: Slow | +1 |
| Speed of the target vessel: Stationary | +2 |
| Target size: Tiny | -2 |
Roll for Damage
Look up the damage that relates to your gun and roll the corresponding amount of six-sided dice (D6). Total the scores to give the number of damage points inflicted on the target vessel. Your opponent then records the damage on their ship card and sees what effect it has had on their prized vessel.
Example: A 20 mm gun does 3D6 whilst a heavier 57 mm / 6-pdr causes 5D6 damage.
Recording Damage
When your ship takes damage simply adjust the damage slider on the ship card to indicate the hull value left. When the damage taken brings your hull value to zero - you have been sunk!
Damage Table
| Gun Type | Damage |
|---|---|
| MG | 1D6 |
| HMG | 2D6 |
| 20 mm | 3D6 |
| 37 mm / 40 mm / 3-pdr | 4D6 |
| 6-pdr / 57 mm | 5D6 |
| 88 mm / 3" | 6D6 |
| 4"+ | 8D6 |
| Mines (errata) | 12D6 |
| Torpedoes | 16D6 |
Torpedoes
Torpedoes are carried in singles, pairs or fours by some of the smallest boats, whilst torpedo boats or destroyers commonly carry eight or ten of them. In addition, torpedoes could be fired by shore batteries and dropped skilfully by aircraft.
Launching a Torpedo
A vessel armed with torpedoes can launch two of them (or only one if crew is Inexperienced) during their activation as long as they are not travelling at Full speed.
Torpedoes can only be launched when the firing ship has completed all its movement. The torpedo must be deployed by placing the torpedo marker next to its launch tube, pointing in the desired direction, within the 30 degree yellow turn arc on a ruler.
At the start of the following activation of the launching vessel and at the start of each of its activations after that, move the torpedo 40 cm straight ahead in the direction determined at the point of launch.
Tiny, small and medium vessels, and most barges (Siebel ferries, S-boats, Fairmiles, etc.) are invulnerable to torpedoes because of their size and draft. If a torpedo intercepts one of these, it will carry on as if it was not there. If you prefer, you can agree with your opponent what can and cannot be targeted by torpedoes at the start of the game.
Arming Distance and Range
Torpedoes must travel a minimum distance of 15 cm before they are armed and able to explode. Any target hit before that means the loss of that torpedo - remove the torpedo marker from the table. A standard torpedo has a maximum range of 120 cm and travels 40 cm per activation. After three turns (i.e. moving 120 cm) the torpedo will sink - remove the marker.
Hitting with a Torpedo
- Roll to hit using Torpedo To Hit Table.
- Roll to see if it is a dud.
- Roll damage.
If a torpedo intercepts any part of any vessel during its move, then roll to see if the torpedo hits or not. Roll a single D10; if you roll equal to or less than the target number, the torpedo has hit the vessel.
The target number is the base to-hit number of 4, modified by the Torpedo To Hit Table. If the modified target number is less than one, or if the D10 roll is above the adjusted target number, then the torpedo was set at the wrong depth or it was off target.
In the case of a miss, the torpedo proceeds along its trajectory and will complete its movement of 40 cm. If during this further movement the torpedo intercepts another viable vessel, roll a D10 and apply the applicable modifiers from the Torpedo To Hit Table again.
If a viable ship, friend or foe, moves into contact with a torpedo then you will need to follow steps 1-3 (errata text box).
Torpedo To Hit Table (errata version)
Base to Hit: 4 or less on a D10
| Modifier | Value |
|---|---|
| Target Size: Large | +2 |
| Target Size: Huge | +4 |
| Target Speed: Stationary | +2 |
| Target Speed: >15 cm but <30 cm | -1 |
| Target Speed: = or >30 cm | -2 |
| Firing Crew: Veteran | +1 |
| Firing Crew: Inexperienced | -1 |
Note that tiny, small and medium vessels, as well as shallow draft barges, are invulnerable to torpedoes and should be ignored by the moving torpedo.
Duds
If the torpedo hits a vessel, roll a D6 to see how well the torpedo was maintained. If your result is equal or higher than the target number, your torpedo is not a dud!
- Inexperienced crew: 4
- Regular crew: 3
- Veteran crew: 2
If you failed, then it was one of the many that malfunctioned and has failed to detonate. If the torpedo was not a dud, then there is an explosion! Roll damage!
Torpedo Damage
The average torpedo in Cruel Seas has the potential to inflict mighty amounts of damage. If a torpedo hits a target, roll 16D6. Any dice that has a result of 6 is rolled a second time and the further result added to the total damage inflicted. If the second result is also a 6, do not re-roll this. Torpedo hits never apply any critical damage effects.
Scenarios
Cruel Seas works best as a game if there is a good plot behind it. The game is introduced through a series of scenarios. Each scenario describes its Objective (the things you can try and achieve), Deployment (how you lay out the terrain, if any, and how/where the forces should begin), Victory (the terms of victory, often victory points) and a Map (the size of the battle area needed, along with any tactical and deployment information).
Scenario 1: Ships in the Night
Your boats are finishing their patrol and returning to base at dawn. The night has been uneventful until, in the growing light, you see an unidentified unit of ships emerging in the gloom.
Objective
Your ships are returning to port, having expended their torpedoes, and blunder into an enemy force. Both flotillas are aiming to exit diametrically opposite to their entry point and, once off the table, are safely home.
Deployment
Take turns to pick a Fleet dice from the bag, and deploy one ship of the nationality picked. Place the ship at Combat speed with the back of the wake touching the edge of the table in the corner shown on the map before the next dice is picked.
- The British Royal Navy player has two Regular Vosper type I (mid) MTBs (errata).
- The German Kriegsmarine player has one Regular S-100 E-boat.
Map
This scenario is played on a table size of 90 cm x 60 cm. (The map shows the British entering at one corner of the table and the Germans at the diagonally opposite corner.)
Victory
Royal Navy: For every MTB that gets home (through the opposite corner) it is one victory point, whether it struggles home at all or at full power. For every enemy ship you sink, you get three victory points.
Kriegsmarine: For every enemy ship you sink you get two victory points. Surviving the battle gives you one victory point.
The game lasts no more than five turns.
Scenario 2: Torpedo Run
Attacker/Defender
Before the game each player rolls a D10. The player with higher result decides who is the attacker and who is the defender (errata: 're-roll once any ties' removed).
All vessels are crewed by Regular crew.
Objective
Attacker: Put your torpedoes to effective use and sink your enemy's vital supplies.
Defender: Defend your valuable cargo and escape through the Exit Point (errata).
Deployment
Table size: 60 cm x 90 cm. If playing on a bigger map, use the buoy tokens to delineate the play area.
Defender: Place a tanker ship in the convoy corridor (northern long table edge, extending south 30 cm) with its stern touching the eastern edge of the table; move the tanker at Combat speed dead ahead. Then place one Vosper MTB or E-boat within the corridor. All vessels start at Combat speed.
Attacker (errata): Place 1 S-38 E-boat or 2 Vosper Type I (mid) MTBs in the south-western corner, starting the battle stationary with engines stopped.
The defender's ships must start and be within the corridor only for their first move.
Special Rules
Leaving the battle area: If a ship finishes its move with any part over the edge of the battle area then it is removed from play at the end of the turn.
Game Length
If the tanker is sunk or when any part of it moves off the exit point, the game ends at the end of the turn.
Victory
Attacker: Sink the tanker.
Defender: Survive the enemy's onslaught and bring fresh provisions to your forces.
You have now completed Cruel Seas basic training. Complete the next scenario and then go to the Advanced Rules for the second phase of training.
Scenario 3: To the Rescue
A signal has come in and one of your boats is in trouble, damaged and drifting. The crew have kept the boat afloat, so far, and just need a tow back to port. It all sounds routine, but the enemy has smelt blood and is coming in for the kill.
Objective
The rescuers must race in to rescue the stricken crew and vessel. The enemy will also need to make haste if they are to capture the crew.
Deployment
The rescuers have four Vospers or three E-boats. One is nominated to be their rescue vessel, with extra berths, sickbay, blankets and hot drinks. Their duty is to either tow back the vessel, if possible, or pick up the crew and sink the vessel to deny it to the enemy.
The stricken vessel is an additional MTB. It has been badly damaged and in severe danger of sinking. It cannot move under its own power, so it is at the mercy of the sea or enemy. It can defend itself to a degree. Only one gun position can be used each turn, as the battered crew move about the ship trying to keep it afloat.
The attackers, aggressive and eager to close for the kill, close in from two sides to capture their prize. Place four Vospers or three E-boats in either attacker's corner or all in one corner.
Table size: 120 cm x 90 cm.
Special Rules
The designated rescue vessel needs to move alongside the stricken vessel and take off the surviving crew. As it is dedicated to the job, it merely needs to move at Slow speed alongside, and the crew are assumed to jump aboard, all in that move. If one of the unofficial rescue boats tries to rescue the crew, then it must stay alongside (within 1 cm) for one turn stationary with the stricken vessel to ensure rescue.
If an enemy vessel moves alongside (within 1 cm) the stricken vessel at Slow speed, then the crew surrender and do not open fire. They are captured and taken aboard, all in the same move.
The attackers will not fire on the stricken vessel unless shot at first.
Every time a Fleet dice is allocated to the stricken vessel, roll a D10. If a 10 is rolled, then the ship lurches and sinks below the waves, the crew abandoning ship, getting into the dinghies. Place a dinghy marker within 5 cm of the sunk MTB location. The crew can be rescued (or captured) from the dinghies using the same rules as above.
Game Length/Victory
The game ends with the rescue, or capture, of the stricken crew.
Advanced Rules
Ship Data Card Layout (Extras)
- Faction: Fleet symbol.
- Points values: The points value for a vessel with an Inexperienced crew. Add 50 points to upgrade to Regular, or 75 points to upgrade to Veteran (see Ship Costing Process).
- Ship critical damage: Use the icons on the card to track the critical damage your ship has suffered. See more about critical damage effects under Critical Damage (errata: page 28).
Crew Types
In Cruel Seas, the crews' ratings count a great deal, particularly as the action hots up, ranges close, and damage is given and received. Elite crews dish out more damage, and are also able to absorb more of the same. There are three classes of crew: Inexperienced, Regular and Veteran. (Errata: throughout the book, all references to 'Green crews' should instead be to 'Inexperienced crews'.)
Inexperienced crews are, by definition, less able than regular crews and far less capable than veteran crews. These rules presume that there is such a thing as an average boat and crew; the rules resolve their capabilities and are enhanced by extra rules that cover inexperienced and veteran crews. Inexperienced crews are poorer at engaging the enemy. They can also be penalised in repairing damage and will tend to give up quicker than others. They are satisfyingly cheap in points.
Regular crews are men who know their boats and their trade well enough. Most of the sailors fighting on the seas would very quickly fall into this category.
Veteran crews get a useful bonus when shooting, and bonuses in morale and saving throw when getting hit. Veteran boats/ships do the killing, particularly at battle ranges, and can survive long enough to do damage. They are also likely to fight to the last, before striking their colours in honourable surrender. Veteran crews are more expensive pointwise.
Ship Sizing
Here is the classification of the various sizes of naval and merchant vessels within the context of the game:
- Tiny: Japanese suicide boats, Linse, surfaced mini-sub, single-engine planes on water, cutters, whaleboats, small barges, small sampans.
- Small: Vospers, MAS boats, Assault boats, small LCI, PT boats, small harbour defence boats, Russian and Japanese MTBs.
- Medium: R-boats, S-boats (E-boats), Fairmiles, Siebel ferries, F-lighters, surfaced submarines and larger sampans.
- Large: Corvettes, Minesweepers, Destroyers, large torpedo boats, merchantmen, coast guard cutters, flak ships, German Sperrbrecher, tankers, landing craft.
- Huge: Large landing craft, frigates, battleships, liberty ships.
It is not a precise science as all navies differed; if you, or (best of all) you and your opponent think that a vessel should be in a different class, then make it so.
Turning: Red vs Yellow
Most of the vessels in Cruel Seas will use the standard red (45 degree) turning marker, however, larger vessels seldom have the same manoeuvrability and therefore use only the yellow (30 degree) marker for a larger turning circle.
Movement
Going Astern
Just occasionally a vessel may wish, or be forced, to move backwards. To do this the vessel must not have moved in its previous turn. All vessels 'going astern' can move backwards no faster than Slow speed and may make up to a 90 degree turn at any point of their move.
Crossing a Wake
If an Inexperienced crew crosses the wake marker of a vessel that is the same size or larger than theirs, randomise their direction at the end of their next third of your ship's movement. Roll a D6, on a 1 or 2 turn to Port, on a 3 or 4 go ahead, on a 5 or 6 turn to Starboard. If the vessel is tiny, it takes 1D6 damage as it gets swamped.
Collision Damage
On occasion, your ship, when activated, may have no option other than to collide (e.g. in their first third of movement or forced by rudder damage).
First look at the damage inflicted by the attacking vessel (the one who is currently activated); this is determined by its size, speed and difference in dimension of the vessels involved. Use the left column of the Collision Table (see Ramming) for the attacker and look across to the relevant size of the target vessel - roll the relevant number of D6 to get the final damage result. If either ship was travelling over 24 cm, add +1D6 to the damage roll. Note that collisions never apply any critical damage effects.
Once the attacking ship has rolled for damage, the other ship involved effectively becomes the attacker then rolls as above. This event and the subsequent rolls are effectively simultaneous.
Both ships involved in a collision cannot fire at all or issue any other order during the following turn as the crew recover. Treat movement as a 03 - Rudder/Steering result on the critical table. Place a RUDDER HIT token on both ships until the end of the next turn.
Rudder/Steering: Either the helmsman has been hit or the rudder is jammed. As soon as the vessel is activated each turn, roll a D6; on a roll of 1 or 2 make as many turns as you can to the maximum degree to the left. On a roll of 3 or 4, the vessel must continue in the same direction without turning. On a roll of 5 or 6 make as many turns as you can to the maximum degree to the right. Place a RUDDER HIT token on your ship card until end of next turn.
Ramming
Ramming was rare, very dangerous and is not to be encouraged.
Only Veteran crew can ram deliberately, and even they need to be foolhardy enough. To represent this, you need to pass a Skill Test before attempting such a stunt, and if failed, the ram does not take place and the move is completed as normal.
If passed, then the following takes place: the attacker chooses his victim that must be within range in the normal movement rules and the attack is delivered at Full speed. Move the attacking boat the required distance to strike the target. A maximum of one turn manoeuvre to face the enemy is allowed throughout this movement.
After a collision or successful ram action both ships will drift apart: move each ship 5 cm, with a 30 degree turn at any point, to allow the vessels to separate.
Dodging
The enemy vessel has a chance to dodge this reckless attack, out of sequence, a successful dodge meaning that both boats continue on their way, in reality having had a near miss.
To dodge an incoming vessel, the owner of the potential target must roll a Skill Test. A successful dodge means the target vessel may make a single third of movement with one turn to take it out of harm's way (errata: replaces earlier text). The attacker must move their ship past the enemy, completing their move, finishing clear of the targeted vessel's path, or if there is not enough speed remaining then they must stop short of contact with the target vessel.
Firing
The ramming ship (attacker) cannot fire at all or issue any other order during this turn as the crew brace for the impact.
The target ship can react out of sequence by firing one weapon system before the attacker moves or a dodge Skill Test is rolled. Any damage and critical effects must be resolved before continuing the ram attack.
Ramming Damage
Both vessels will take damage. Use the Collision Table below to determine how much.
Collision Table
Damage inflicted to the target:
| Attacker \ Target | Huge or Terrain | Large | Medium | Small | Tiny |
|---|---|---|---|---|---|
| Tiny | 0 | 1D6 | 2D6 | 3D6 | 4D6 |
| Small | 1D6 | 2D6 | 3D6 | 4D6 | 5D6 |
| Medium | 2D6 | 3D6 | 4D6 | 5D6 | 6D6 |
| Large | 3D6 | 4D6 | 5D6 | 6D6 | 7D6 |
| Huge or terrain |
Skill Test: Roll equal or higher on a D6 to pass: Inexperienced: 6; Regular: 5+; Veteran: 4+.
Plumes
Whenever you roll the dice to hit but fail and miss with a weapon calibre of 37 mm / 40 mm or larger, place one plume marker within 1 cm of the target. If you fire upon a ship that has three or more plumes around it, you get an extra +1 on the To Hit Table. Plumes are removed from the table at the end of the turn, or if the vessels with plumes around it moves.
Weapon Types
Guns are most often in single mountings, but by mid-war many had been paired, tripled or even quadrupled. One dice is still used to obtain a hit as it is the skill of the gunner being challenged. Multi-barrelled guns benefit from the tremendous amount of damage they can cause if they do obtain a hit. Modify the damage table for such weapons by using the following:
Damage Table
| Gun Type | Damage |
|---|---|
| MG | 1D6 |
| HMG | 2D6 |
| 20 mm | 3D6 |
| 37 mm / 40 mm | 4D6 |
| 6-pdr* / 57 mm | 5D6 |
| 88 mm / 3" | 6D6 |
| 4"+ | 8D6 |
| Mines | 12D6 |
| Torpedoes | 16D6 |
| Twin Guns (errata: 'Paired' removed) | +1D6 |
| Triple Guns | +2D6 |
| Quad Guns | +3D6 |
* British 6 pounders were, by the late war period, semi-automatic. Upgrade a 6-pdr to semi-automatic for 10 points (errata).
Torpedoes (Advanced)
Orphaned Torpedoes
If a torpedo's firing ship is destroyed whilst its torpedo is still in the water, the newly orphaned torpedo will be moved (and any ensuing hits resolved) at the start of every round before any Fleet dice are picked from the bag.
Japanese Long Lances
Long lances were oxygen-powered torpedoes that could travel further, faster, and created less wake. They also had a more reliable charge than the Allied torpedoes. Long lance torpedoes travel 45 cm each turn instead of 40 cm, have a range of 220 cm, and have a +1 on the Torpedo To Hit Table.
Critical Damage
When the damage rolls take place, look out for any 6s thrown - any natural D6 roll of a 6 can cause critical damage. The Critical Damage Table lists the various calamities that can occur with every 6 scored on the damage roll.
Normal MG or HMG calibre weapons can cause extensive and critical damage to the average small vessel and MTBs; however, they cannot produce enough damage to cause critical damage on large, extra large or huge ships.
For every natural 6 scored, roll a D10. Check the resulting number on the Critical Damage Table and read off to your opponent exactly what it says.
Saving Against Critical Hits
Every critical hit has a chance of being saved. Every time you suffer a critical hit effect, roll a Skill Test (Inexperienced: 6; Regular: 5+; Veteran: 4+); if passed, ignore the individual critical result.
Each critical effect can only be applied once in each attack. If the same effect were to be applied twice (e.g. two unsaved hits to the engine), ignore the critical effect of the second hit and just add an extra 1D6 damage to the hull of the target vessel.
In order to identify the model of a ship that has had a critical effect applied, place a small amount of black smoke on the model of the ship. This will remind you to check the corresponding ship card and see what effect needs to be applied. Once the token is removed from the card, remove the smoke from the ship as well.
Critical Damage Table
01 - Engine Hit. The engines are the heartbeat of the ship, without them you are drifting and helpless. Every Engine Hit reduces the maximum movement of the target by a third. (Repairs can be made to recover back to a maximum of Combat speed only.) Place an ENGINE HIT token on your ship card until repaired.
02 - Bridge Hit. The bridge is the nerve centre, where command and control orders are given to the vessel and morale maintained. No directional or speed command can be given next turn. The ship continues to move straight and at the speed it was doing the previous turn. Reduce shooting effectiveness by -1 on To Hit rolls. Place a BRIDGE HIT token on your ship card. Remove it at the end of next activation. NOTE: Ships with armoured wheelhouse/bridge ignore this critical if caused by a weapon of calibre 37/40 mm or less.
03 - Rudder/Steering. Either the helmsman has been hit or the rudder is jammed. As soon as the vessel is activated each turn, roll a D6; on a roll of 1 or 2 make as many turns as you can to the maximum degree to the left. On a roll of 3 or 4, the vessel must continue in the same direction without turning. On a roll of 5 or 6 make as many turns as you can to the maximum degree to the right. Place a RUDDER HIT token on your ship card until repaired.
04 - Fuel Hit. A shot has penetrated the fuel tanks! Attacker rolls a D6; on a 4+ (a 6 for diesel engines; that is another advantage of the E-boat / R-boats!) a fire has started causing 2D6 more damage immediately. It must be put out by rolling a successful Skill Check (errata; replaces 'saving throw') at the beginning of each new activation of this ship or immediately take a further 2D6 damage on each further activation of this vessel. Place a FIRE token on your ship until repaired.
05 - Gun Hit. One gun position has taken a terrible hit and is destroyed, or crew disabled. Pick the closest weapon position to the firer's gun as the gun that has been hit. If any doubts are had, roll a dice to decide at random. Place an OUT OF ACTION token on the gun position on your ship play card. If all guns are destroyed, or no guns are available to take the hit, then treat the result as 06 - Crew Hit.
06 - Crew Hit. Crews are horribly vulnerable to all incoming fire. If enough sailors are disabled or key officers wounded or dead, then morale and order can collapse. No shooting this activation. At the next activation, before performing any action, a Skill Test must be passed to give any orders. If the test is failed, the vessel will continue on a straight course at the same speed as it was going during the previous activation. On the subsequent activation, the crew take over control of the vessel, so orders can be given as normal. Place a CREW HIT token on your ship card. Remove it at the end of next activation.
07 - Accessory Hit. Choose one of the following pieces of key equipment that have been hit and rendered inoperable for the rest of the game or until repaired. If no equipment was fitted, treat this result as if it was a result of 06 - Crew Hit.
- Radar (Repairable)
- Radio (Repairable)
- Searchlight
- Smoke Generator (Repairable)
- Depth Charge Launcher/Rack
- Director
08 - Ammunition Hit. Either the magazine or ready use ammunition has been hit! This can be serious! Attacker rolls a D6; on a 5+, 4D6 of extra damage is done and the largest calibre gun on board is out of ammunition for the rest of the game (if there is one; if not, the enemy player may choose any gun he wishes). Place an OUT OF ACTION token on the gun position on your ship card, nearest to the attacking ship.
09 - Extra Damage to Structure. The boat's hull and superstructure take a hammering! Roll an extra 2D6 and add the total to the damage taken. Further 6s do not cause critical damage.
10 - Torpedo Hit. A torpedo has been hit on board! Roll a D6; on a 5+ the torpedo cooks off and the boat immediately suffers 8D6 damage and will have one less torpedo to fire. If no torpedo tube is fitted or if all are already fired, then consider this as a 09 - Extra Damage to Structure.
Repairs
Players are advised to gauge the threat to individual boats, and ideally, perhaps deploy smoke and retire for a move, effect repairs, see what your crew have achieved, and then decide to re-engage or run for home.
Issue a Repair Order
You can issue a repair order if the vessel is Stationary or travelling at Slow speed. You can reduce speed to Slow before issuing the order and, in this case, the normal movement rules apply (i.e. if you have been moving at Full speed, you cannot immediately go to Slow and make a repair).
The slower the vessel, the more likely that your crew can affect a repair.
Repairs mean all-hands-on-deck therefore no offensive actions can be taken that turn. No firing, no torpedoes etc.
Repair Chart
First, look at your crew's experience level, then their speed. This gives you the number of D6 to roll; the result is how many superstructure hits (not target specific damage, e.g. destroyed gun) to be added back on the ship's hull points. You cannot repair your vessel more than the damage suffered. In addition, you can repair the effects of critical damage as per the table.
| Crew | Slow speed | Stationary |
|---|---|---|
| Inexperienced crew | Repair 1D6, no critical effects | Repair 2D6, no critical effects |
| Regular crew | Repair 1D6, no critical effects | Repair 3D6, remove 1 critical |
| Veteran crew | Repair 1D6, remove 1 critical effect | Repair 4D6, remove 2 critical effects |
Strike the Flag!
Whenever a captain thinks his vessel will be needlessly destroyed and crew killed, he simply declares that he is 'striking his flag'. He does this out of sequence if needs be and the attacking player is obliged to accept the surrender, subject to a Skill Test. If the attacker passes his test, then the surrender is accepted, and an unpleasant situation alleviated. If, however, the Skill Test is failed, then the player can choose to continue his attack. If he does choose to continue the attack and the surrendering ship survives, then he must take a Skill Test each turn until the surrender takes place or the game ends. Remember to remove the surrendering ship's Fleet dice out of the bag immediately.
For campaign game purposes, the boat is captured meaning a huge experience boost to the capturing captain.
A player can surrender his vessel at any time if he so chooses.
Pacific exceptions: In the Pacific the fighting was savage and battles in small ships were generally to the death, so any encounters between Japanese vessels and Allied ships ignore any of the above. War to the death, no mercy!
Additional Equipment
Radar
Radar enables a ship to ignore any visibility penalties (e.g. smoke or fog) for 3" guns or larger.
Radar also allows a player to detect the presence and number of enemy vessels lurking up to 120 cm away from the centre of the vessel in poor conditions; if the edge of the table is nearer than 120 cm then the enemy player must disclose the turn before his vessels come onto the table the speed, direction, and number of units he intends to bring on.
Radar was also used to intercept the presence of aircraft. A radar-equipped vessel always has the choice to engage aircraft that attack it and open fire before being engaged. Also, the enemy player, if fielding aircraft, must declare the turn before they enter the game when and where they are entering including the speed of approach and number of aeroplanes.
Equip your vessels for the Royal Navy for +10 points, Kriegsmarine & Italian navy for +20 points, Soviet & Imperial Japanese navy for +30 points and USN for +5 points.
Fire Director
Larger boats and ships could mount bigger guns, single-shot large calibre 3" guns, 88 mm and 105 mm. For coastal forces purposes they all count as one type of big gun. Many merchantmen or smaller naval vessels may have one of these, or more, and direct their fire by eye and skill alone. Larger vessels or more purposely built perhaps may sport a stereoscopic gun director.
The director conveys a benefit of a +1 to any gun of 6-pdr / 75 mm or larger firing from the vessel, e.g. a German M-class Minesweeper would gain a +1 on the number it requires to hit for both its main guns if they could bear. If knocked out, the vessel loses its bonus.
Equip your vessels for +10 points (errata; not available for Soviet ships).
Star Shells/Flares
Where the scenario calls for spotting vessels the star shell's illumination increases the chance of spotting by +2; it lasts one turn. Pick a point on the table for an area 30 cm x 30 cm to be illuminated.
Equip your vessels for +5 points - one use only per ship.
Smoke Screens
At the end of any third of movement, a boat can declare it is using its smoke device/float. Place a smoke counter template (cotton wool is jolly good smoke) at the stern of the vessel and then go on to move the model. The 'smoke' covers an area of 3D6 cm in diameter. If it is a smoke float, the smoke remains where it is, staying stationary for either one turn on a 1, 2 or 3 on a D6, or for two turns if a 4+ is rolled.
Smoke generated by an apparatus travels with the boat when it moves, and lasts either one turn or two, trailing 3D6 cm from the rear of the boat. Roll a D6, on a 1, 2 or 3 it is one turn, 4, 5 or 6 it lasts two turns.
The effect of the smoke is to screen the vessel from enemy view to the rear quarters. Shots at the vessel from the rear are subjected to the effects of obscured on the 'to hit' table. Smoke can only be used once in the game per ship.
Equip your vessels for +5 points.
Depth Charges
All MTBs, MGBs and R-boats can use DC against surface vessels; larger vessels are better placed to use them against submarines as they were built to do so.
Depth charges can be released for offensive purposes. A cunning (brave) MTB captain travelling at full speed can attempt a run to cut in front of an enemy vessel and drop one depth charge. In order to do this, the attacking vessel needs to:
- Pass a Skill Test
- Be able to trace its route within 5 cm of the prow of the targeted vessel that is travelling at a speed of 28 cm or less.
Only Veteran crews can attempt this manoeuvre! If you fail the Skill Test for a depth charge attack on a surface vessel, then a collision is entirely possible. If rammed, use the Collision Table to work out the results; the depth charge obviously does not get dropped.
Equip your vessels with depth charges for +5 points.
Depth Charge Damage: When an enemy boat activates and moves over a Depth Charge token, roll a depth charge attack against the vessel. Roll a D6 on the table and immediately apply the results, including critical damage, before further movement.
| D6 | Damage |
|---|---|
| 1 | 10D6 |
| 2 | 8D6 |
| 3 | 6D6 |
| 4 | 4D6 |
| 5 | 3D6 |
| 6 | no damage |
If any damage is taken you must also apply critical effects 02 Bridge Hit and 03 Rudder/Steering Hit. These two effects last for the remainder of this move only.
Searchlights
Using a searchlight enables a boat to spot another boat at up to 100 cm away and gives +1 to hit an opponent at night for one appointed gun. This can change each turn, if required, to other gun positions. Using a searchlight also means that the parent ship is vulnerable to return fire. A targeted ship (by the searchlight) gets +1 to a nominated gun (errata; replaces 'fire') position to return fire, as the aggressive ship is clearly identified as the enemy. The searchlight ship can only be responded to in that game turn, not in following turns unless it continues to use its searchlight.
Alternatively, a searchlight can be used offensively using the dazzling effect of its concentrated cone of light: a searchlight operator can 'blind' one enemy gun of his choice. The targeted boat must pass a skill roll or that gun is unable to fire that turn. This can only be done at a close range of up to 45 cm. The maximum range of a searchlight is 100 cm.
Equip your vessels for +5 points (errata) - only small boats or larger.
Mines
Shallow draught vessels like MTBs, (F) lighters, Siebel ferries etc. were safer from mines, but not safe. Many light vessels were still hit by mines, and this is reflected in the rules.
Minefields
Mines are generally laid in batches called minefields. In Cruel Seas there are four types of moored minefields: small and large, dense and light.
Small fields cover an area of 20 cm x 10 cm. Large fields cover an area of 40 cm by 20 cm.
A ship that passes through a minefield is in grave danger of striking a mine. The faster (or more recklessly) a vessel travels the more likely it is to strike a mine as there is less time for lookouts to order an alteration of course.
On entering a minefield roll a D10 and refer to the Mine Hit Chart below to see if your ship has set off a mine. Veteran crews add one to the dice roll, Inexperienced crews deduct one.
| Speed | Density | To hit (D10) |
|---|---|---|
| Slow | Light | 7+ |
| Slow | Dense | 6+ |
| Combat | Light | 6+ |
| Combat | Dense | 5+ |
| Fast | Light | 5+ |
| Fast | Dense | 4+ |
Only one roll is made for the ship; we assume that it has passed all the others or has struck the one mine. If, however, the ship is disabled, e.g. engine knocked out, then it will have to roll again next turn before drifting out of the field, i.e. every turn it is inside the field then roll on the chart again.
Set out a light minefield (errata text box):
- Small +30 points
- Large +60 points
- Upgrade to dense fields +20 points
Setting out your minefield
It can be best to use the scenario to dictate the use of minefields. However, you could mark the outer edge of your minefields before the game starts. For small minefields place six Mine markers, for large fields place twelve markers. Each marker MUST be positioned exactly 10 cm from two other markers.
Often channels were charted or pre-swept before a convoy would pass. Minefields should not be placed within 30 cm of one another. If a minefield would only/mostly be a danger to one side (i.e. the objective for only one side is inside or behind a minefield), make sure to add the point cost of the minefield to the total points of the fleet of the side it benefits.
Minefields can be marked secretly at the start of the game in the tradition of a "Battleships" paper game, a grid labelled A-Z on one side of the table and 1-26 on the other, shorter side. The important thing is that one player knows exactly where it is; an obliging umpire is also a great port of call.
Contact Mines
A contact mine does 12D6 damage, all hits to the hull. Re-roll once any 6s rolled and add that value to the hits taken. No critical hits can be taken from any mine hit.
Magnetic Mines
Magnetic mines are mostly placed in shallow water and activated by the presence of an enemy vessel passing above. Due to the technical aspects of the weapons, the rules are simplified.
A magnetic mine does 14D6 damage, all hits to the hull. Re-roll once any 6s rolled and add that value to the hits taken. Ships travelling at a speed of 28 cm or more may have a chance of avoiding damage if they pass a Skill Test.
A magnetic mine is actuated if a ship passes through its location (the mine has a magnetic field of 8 cm all around) on a D10 roll of 6+ (errata). Small and tiny ships set the mine off on a D10 roll of 1.
Pressure Mines
Only large or huge ships can be affected by pressure mines.
A pressure mine is actuated if a ship passes over its location on a D10 roll of 6+ (the mine has a range of 8 cm all around). A pressure mine does 16D6 damage, all hits to the hull. Re-roll once any 6s rolled and add that value to the hits taken. Ships travelling at more than 28 cm may have a chance of avoiding damage if they pass a Skill Test.
Degaussing Equipment
Any ship equipped with degaussing gear will only set off a magnetic mine on a D10 roll of 10 (errata). Equip degaussing gear to your vessels for +30 points.
Additional Scenarios
If you cannot find a scenario that suits your taste or the vessels in your miniature fleet, go ahead and make something up. Make sure it is fun and your opponent will not be disadvantaged, or dice for who fights with whose fleet. A scenario that is challenging to both sides, where the success of the mission is the important thing rather than sinking every vessel on the table, is genuine fun.
A good scenario should have a beginning, a middle and an end. Set up the parameters of the game, the forces involved, the points balance and the storyline including entry points on the table, and more importantly, how the game can be won, drawn or lost. At the close of the game, remind yourselves about the victory conditions and try your best to achieve them without catastrophic loss to yourself. After the battle, whatever the outcome, shake hands and talk through the action. The following scenarios are generic actions to get you started.
Scenario 4: Spy Boat
Agents, spies, advisors or political envoys were inserted into enemy territory or returned to home and safety in every theatre of war. This scenario presents one such mission, as an intrepid skipper cautiously approaches the enemy shore. The first landing place is easily accessible whilst the second is covered by a light narrow minefield, dangerous if not carefully negotiated, but by no means impenetrable. If the first beach is defended, you must try to put your passengers ashore at the other beach, or your mission will be a failure.
Table size: 120 cm x 90 cm. (Map: the Intruder's entry point is the north-west corner and the Defender's entry point is the north-east corner. Beach 1 is on the southern shore on the east side, Beach/Point 2 on the south-west, with the minefield line between the coast and a small island/rocky outcrop cutting off access to Point 2. North is at the top of the map.)
Objective
Intruder: You are ordered to drop a payload of agents at a pre-arranged beach. If intercepted, abort the mission, destroy the enemy and escape!
Defender: Be on high alert and ready for action this night. Attack and sink any vessels in this top secret area!
Deployment
The intruder places a veteran boat, no larger than medium-sized, in the north-west corner. They will be greeted and guided in by grateful locals who will take their payload and send the boat on its way. They are gathered at Point 1 on the map, although you may choose to drop your cargo off at either point.
The defending force is responding to various intelligence reports. Two regular crews have been alerted and two vessels of a class similar to or smaller than the intruder have cast off and are sweeping the area in an attempt to hunt out the intruder. They do not know quite where the intruder is, and enter the table on the opposite corner. But there is a delay before they are sure where the intruder is.
The defending force may deploy one boat at the start of the game in the north-east corner with the bow facing north and engines off as it waits and watches in the dark. It may not move, and its Fleet dice is left out of the bag. The other boat must wait off-table for the alarm to be sounded.
When the intruders are finally spotted, place the Fleet dice for both the defenders in the bag and draw as normal. The second defending boat moves on from the north-east corner at Combat speed!
Special Rules
The intruding boat can come on the table at whatever speed they wish. However, the faster they move the faster the enemy is likely to hear or spot them, leading to less chance of a successful mission.
The intruding boat moves first at whatever speed they think best. Each turn the intruder boat moves, roll on the table below to trigger the release of the defending force (a D10 roll for spotting). Better still, use an umpire to look at the situation and narrate a story to bring tension and excitement.
| Intruder's speed | D10 roll for spotting |
|---|---|
| Stationary | 1 |
| Slow speed | 3 or less |
| Combat speed | 6 or less |
| Full speed | Automatic success |
| Unloading on a beach | 5 or less |
To drop off the cargo, the skipper of the boat must touch the beach at slow speed and then turn to move away or reverse out. As soon as the target beach is touched at slow speed the cargo is delivered safely. The mission has been a success so far, but the crew still must get home safely. Once the passengers are dropped, the alarm is automatically raised if it has not been raised before.
The deployed defending boat is drifting with the tide. Each turn, the defender must move the boat diagonally, keeping the bow facing north, towards the south-west corner by 5 cm. If the enemy boat comes within 40 cm, it is automatically spotted!
If the intruding drop-off team do not reach Beach 1 before Turn 7 (errata), then something is quite likely going to go wrong as the enemy patrols will soon reach this area. From the end of Turn 7 roll a D6: on a result of 3 or less the enemy forces have reached Point 1. You have four more turns to reach Point 2 otherwise the patrol will discover the beach reception party and destroy them all!
Minefield
Place a series of Mine markers in a line between the coast and the small island/rocky outcrop cutting off the beach access. A boat can cross this line at Slow speed safely, but at any faster speed must pass a Skill Test or cause a mine to explode causing 8D6 damage.
Game Length
Maximum 7 turns.
Victory
If the intruder boat drops its passengers off safely (on either beach) and escapes from its entry point, it wins. A partial victory will be achieved if the intruding boat escapes and destroys at least one defending boat without dropping its passengers.
If the defenders stop the intruder landing its passengers, they win a partial victory. If the intruding boat is sunk after it has completed its mission, it will be a complete victory.
Scenario 5: Destroy the Convoy
A classic MTB action. An enemy convoy with an important merchantman has been plotted, moving slowly in your home waters. The convoy is well defended however, and it will be no picnic.
Table size: 120 cm x 120 cm.
Objective
Defender: Escort two merchant vessels off the western table edge.
Attacker: Destroy the merchants.
Deployment
The forces are attackers versus defenders. Each player rolls a D10, the highest will be the attacker. The defender gets the merchant ships added to their available forces for free, plus the value of any single weapon they wish to add to each of the merchant vessels. All vessels start the game at Combat speed.
Defender: The defender's force is a convoy that is composed of two merchant vessels, one of which is the target of the attack. It is defended by four vessels, two of which must be slow vessels (with a maximum top speed of 18 knots or less) like armed trawlers, F-lighters, Siebel ferry or Vorpostenboot, well-armed but slow. The last two can be medium MTBs or similar, fast and powerful.
The merchants' crews must be Inexperienced whilst the escorting vessels are crewed by Regular crew.
The defender picks one short edge of the table and deploys the last ship in the convoy with its stern exactly 5 cm from that edge within his deployment area. Then the defender places the rest of the vessels in one or two lines with all ships being no more than 5 cm apart.
Before the attacker's boats enter the scene, the defender performs one full move at the speed of their choice for each of the defending ships, after this, the Convoy dice (errata; replaces 'Fleet dice') system is used (see Special Rules).
Attacker: The attacker's force is made up of four vessels, which can be three MTBs of any type supported by one slightly larger vessel (e.g. a Fairmile D gunboat for the British, an R-Boat for the Germans, or similar for other belligerents).
The three MTBs act as the main attack and can enter the board as a group anywhere along the long side opposite the convoy. To enter the battlefield, place the back of the ship touching the edge of the board and then place the wake showing Combat speed (errata).
The supporting vessel arrives after the first dice has been drawn out of the bag (add a dice for the vessel after the first activation), or later if the player wishes. The supporting vessel can come on from either the east or west edge, up to halfway up the shorter side of the table as shown on the scenario map. The first move must be at combat speed. This simulates the careful planning of the attackers who have advance knowledge of the convoy's progress. All vessels have Regular crew.
Map
Place any mixture of terrain pieces, up to a total of four, from small islands, shoals, sandbanks, small light minefields, or rocky outcrops. Players take turns placing chosen terrain anywhere not used for deployment and no closer than 20 cm to another item of terrain.
Game Length
The game lasts until the targeted merchant ship is sunk or has escaped.
Special Rules
Leaving the battle area. As soon as the bow moves off the table the ship is effectively out of the action and is removed from play.
Convoy Dice System: In larger games where many medium ships or larger unarmed merchant vessels are involved, it can be convenient to group them together to operate with just one dice activating them all. This Convoy dice, when pulled out of the bag, allows you to issue one order to all the designated ships within a convoy. They must be activated at the same speed and use the same number of turns as each other (if this is not possible for one ship due to damage of some kind then it must do its best to match the convoy's actions).
Victory
The defender wins decisively if the designated target vessel and the other merchantman exit the board on the opposite side of the table edge used for deployment. If only the designated merchantman exits the board the defender will have a partial victory.
The attacker wins decisively if both the merchantmen are destroyed or incapacitated. If the target vessel is destroyed, captured or permanently incapacitated but the other merchantman exits the board, the attacker will have a partial victory.
Scenario 6: Ambush
It was frequent practice for MTB captains to wait in the darkness near an enemy port, opportunistically awaiting the prize targets that would surely depart their harbour under the perceived safety of night.
Table size: 150 cm x 120 cm. (Map: the Defender's entry point is the north-east corner, the Attacker's entry is the southern edge.)
Objective
Attacker: Sink any large or huge ship (errata) that dares leave the safety of the harbour.
Defender: Protect your ships at all costs!
Deployment
The attacking force is comprised of four medium or small vessels, one will lead the rest as it has a Veteran crew (errata); the other three boats should be a mix of two Regular and one Inexperienced crew. The attackers start stationary with engines on standby anywhere along the southern edge with their stern touching the edge of the board.
The defenders start in the harbour at the north east corner with three medium vessels (one Veteran crew and two Regular) plus either two large ships (one Inexperienced crew & one Regular) or one huge ship (Regular crew). They must start exiting from the first turn and escape the board via the western edge.
Special Rules
The defenders leave their harbour in any order at a minimum rate of one ship per turn up to a maximum of two ships per turn. The defenders cannot move to within 60 cm of the northern table edge until an enemy is spotted.
As this action takes place at night the defenders may not engage the enemy until they reveal themselves by moving above Slow speed, open fire, or are spotted (pass a Skill Test to spot when you are within 80 cm of an enemy vessel). Once spotted though, unleash hell!
Game Length
The game lasts until both large vessels (or the huge ship) are sunk or have escaped.
Victory
Attacker wins when both large ships (or the huge ship) are sunk.
Defender wins by escaping with both large ships (or the huge ship) or sinking all the attackers.
Scenario 7: Invasion
A Royal Navy squadron has been warned of an imminent invasion and must sink the enemy mid-Channel! A German minesweeper is escorting the Siebel ferries to their designated landing area - the enemy are spotted, Action Stations!
Table size: 240 cm x 120 cm.
Objective
Land two carrier ships at Beach X (carriers include both Siebel ferries and the minesweeper).
Deployment
Lay out the scenery so that the two headlands are 55 cm apart - position X should be on a beach 20 cm from the west edge.
Two Siebel ferries plus a minesweeper start with the stern touching land at position A (errata) - they start stationary.
Two S-38b S-boats arrive at the start of the game from the west - start them with their stern touching the edge - they start at Combat speed.
All RN ships (1 Vosper, 2 Fairmiles D, 1 Flower class) start in the north-east corner and up to 20 cm along the north edge - start with stern touching the edge and at Full speed.
You must not deploy closer than 80 cm to an enemy vessel.
Aircraft should be included - one per side (errata).
Special Rules
Troop ships must approach land at Slow speed (no requirement for Skill Test) or else suffer effects on the Collision Table!
Troop ships must spend one turn stationary against map ref X to be classed as empty of troops and fulfilled in their transport duties. Once empty ships may reverse away from the land to re-enter the fray.
Game Length
Eight turns or once two troop ships have been sunk or have landed and emptied their cargo.
Victory
German: Land and empty two troop ships at X.
British: Destroy two or more troop ships.
Both: Destroy half of the enemy fleet.
Scenario 8: Turkey Shoot
As the Japanese reinforce the island, an US PT flotilla is sent out to hunt whatever they find and disrupt enemy supplies.
Table size: 180 cm x 120 cm (errata). North is at the top of the map; the carrier ship set-up area is in the south-east of the table.
Objective
The US player must destroy the shore base and as many landing craft/junks as possible. If the opportunity arises find and sink the support ship and escape via your home edge as soon as possible.
The Japanese must minimise losses and destroy all three raiders.
Deployment
The three US MGBs deploy together, no closer to the enemy than 100 cm, and enter at Full speed from the east.
Japanese forces deploy as per the scenario map and include one troop carrier ship with four landing craft, three Sampans, and two MTBs at the base. The troop carrier ship faces west, somewhere within 40 cm from either west or south edge (errata).
Sampans & LCs start spaced out up to 10 cm apart - at least one must be touching the main transporter.
One Japanese minesweeper/light cruiser enters at full speed from Turn 4 from either the north or south edge (choose before the start of the game and write your choice secretly. At the start of Turn 4, place a dice in the bag. When it enters, place the ship with its stern touching the edge of the table and carry out any shooting. It moves in the following turn).
Two torpedo boats start bow first and stationary next to jetty at shore base X.
Special Rules
Set up two main islands and two to four smaller shoals or rocks as per the scenario map.
Shore Battery: Damage: 50; Weapons: one twin 25 mm [50 cm; 3D6], one 75 mm A/A [120 cm; 6D6]. Equip your Force for 70 points with an inexperienced crewed shore battery (errata).
Convoying: In this scenario, in order to control substantial numbers of the same type/size of vessel, you must convoy all the sampans under one dice and landing craft under another single dice. These can now be operated in convoy using one Fleet dice for the group of vessels now in convoy rather than a dice for each vessel. When a Fleet dice is issued to activate either of these two convoys you must move all the ships in the convoy at the same time. However, as they are classed as tiny, they do not have to maintain any coherency except during set up.
Game Length
6+ turns. At the end of Turn 6, roll a D6; on a 4+, the game continues for another turn.
Victory
USN: One VP per Sampan or LCT sunk, three VPs for destroying the shore battery, three VPs for sinking the carrier (errata) ship and two VPs for each PT boat to leave the table by the eastern edge (possible 22 VP).
IJN: Three VPs per PT boat sunk, one VP for each surviving sampan/LCT that lands, two VPs for each large ship that survives (possible 22 VPs).
Terrain
Terrain Effects
Shoals/Shorelines
Shallow shoals and shorelines: large ships, above medium size (with the exception of landing craft), cannot approach closer than 10 cm to shoreline or shoals, due to the sloping nature of the shoreline. If they do, by design or by misfortune, then take a Skill Test; if failed a collision will take place, and damage is likely to occur. Roll on the Collision Table. If they pass, then move the ship as little as possible to be at least 10 cm from the obstacle.
Shallow draught craft, however, have every chance of simply gliding over them, perhaps leading chasing craft to run themselves aground or damage themselves in pursuit.
A simple Skill Test is suggested to cross a sandbank with no penalty (+2 if it is a medium sized or smaller craft). If failed, then the vessel takes 2D6 damage at Slow speed, 3D6 at Medium speed and 4D6 if at Full speed. Larger vessels must take a normal Skill Test with no bonuses. A fail means they suffer the same damage as the above, but they are immediately grounded for the remainder of the game unless your scenario dictates otherwise. They stay exactly where they entered the treacherous terrain, take the appropriate damage, but they are still in the fight.
Small Islands/Rocky Outcrops
These share the same rules as the shoals/shoreline but will also block line of sight. Any vessel other than huge size simply cannot see over the obstruction. This means that captains can use the terrain to stalk the enemy closer still before revealing themselves. Radar equipped boats cannot view enemy or allied vessels if the terrain is blocking the physical sight. Islands, of course, can hold enemy positions e.g. shore batteries.
Sandbanks
Sandbanks are large stretches of sand that can shift with the tides, and ground even small craft if they are unlucky.
Sandbanks are usually charted and avoided by skilful captains, but even the best crews in unfamiliar waters can run aground. As an optional rule, either both parties agree before the game, or an umpire dictates, where and how many sandbanks are positioned on the table. Sandbanks can be marked on the table with the punchboard tokens (or sand) so that commanders have a reasonable chance to steer clear.
Lighthouses
Lighthouses can be protected by a small garrison, or gun positions and could very easily be the target for a small raid by naval commandoes or a mission to shoot out its light. Lighthouses can take 40 points of damage, but any critical damage not saved (4+ on a D6) will mean the light is destroyed.
Wrecks
A sunken ship in deep water is no longer a nuisance to surface ships. A wreck in shallow waters or a drifting vessel is a danger to all boats and ships. As with islands and rocks, wrecked ships block line of sight to all vessels. Any vessel that strikes a wreck will suffer the usual damage penalties as listed above with rocks, islands, etc.
Fog/Rain Squall
This is a specialist rule. With the agreement of your opponent, but better still an umpire, devise a system where fog or rain squalls appear on your table. Use paper or cotton wool to represent the weather phenomenon, appropriate to the size of your table. Fog and rain squalls are unreliable in their emergence, intensity and scale. They may be small (10 cm x 10 cm), medium (20 cm x 20 cm), or large (30 cm x 30 cm), and may be of any shape.
Any vessel that enters this cover immediately becomes invisible to enemy vessels unless they are radar equipped. They cannot be targeted in the cover, as if it blocks line of sight. They cannot fire at any targets themselves; it works both ways. Any vessel entering the terrain feature must not exceed combat speed after entry. Once the boat appears again out of the murk, it can act as normal.
Heavy Seas
If you decide to use the heavy seas rule, the following is recommended:
- Choppy Sea: Skill Test to go above Combat speed.
- Rough Sea: Skill Test to go above Slow speed. No Full speed. -1 to shoot. No torpedoes.
- Stormy Sea: Only Slow speed. -2 to shoot. No torpedoes.
Any tiny/small boats out in rough seas take 1D3 hits, or in stormy seas take 1D6 hits each turn they are on the table; no critical hits.
Shore Batteries
Shore batteries are assumed to have a fire predictor of some sort so always use the +1 to hit provided by the Gun Director. Radar can be purchased for the British, American and German shore batteries. Italian, Japanese and Russian gun batteries would be unlikely to have such assets.
Remember to add the point cost of any shore battery to the total fleet point cost of the side that will control them.
Shore Battery: Damage: 50; Weapons: one twin 25 mm [50 cm; 3D6], one 75 mm A/A [120 cm; 6D6]. Equip your Force for 70 points with an inexperienced crewed shore battery (errata).
Tiny Boats
All these boats (Italian, German and Japanese explosive boats) move at a top speed of 30 cm and must be taken in squadrons of three boats. That means only one Fleet dice is used for all three for determining whose turn it is and all three boats are activated together with one dice.
All explosive boats can turn twice in their move. However, on the turn in which they would hit a target, they MUST not have made any turns.
Spotting Tiny Ships
Being such minute targets, all activated vessels must roll a D10 on the Spotting Tiny Ships table to spot the suicide boats before opening fire.
Explosive boats that approach the enemy to less than 30 cm range, or are travelling at Full speed up to 90 cm away from an enemy, are immediately spotted by that particular vessel, and radar equipped vessels get +2 to their result on the table.
Spotting Tiny Ships Table
| Activated boat | Up to 90 cm | Up to 70 cm | Up to 50 cm |
|---|---|---|---|
| Veteran | 7 or less | 8 or less | 9 or less |
| Regular | 5 or less | 6 or less | 7 or less |
| Inexperienced | 3 or less | 4 or less | 5 or less |
Damage
When targeted by shooting, the closest boat to the shooter must be targeted.
There is little to damage in such simple small craft, so when taking damaging hits, any 6s rolled do not roll on the critical hit table but count as an immediate extra D6 hits. These vessels have twelve Hull Points.
If the explosive boat connects with a vessel, it is destroyed of course but inflicts 16D6 hits. The explosives on the boats were unreliable: roll a D6; on a score of 1 they fail to detonate. Targeted boats travelling at speed of 30 cm or more cannot be rammed. Just before the final impact the targeted vessel's crew uses everything it has to avoid the explosion; to represent this, the target vessel may attempt a saving throw and will successfully destroy the oncoming boat on a roll of 6.
The German Linse
The German Kriegsmarine's small Linse boat units generally deployed with two attack boats and one command boat. The command boat stayed in the centre of the line to control the operation. When their target had been identified, the two explosive flanking boats would run in at maximum speed, 30 knots.
The command boat must be within 30 cm of both radio-controlled boats at all times. If the command boat is destroyed, then the two surviving explosive boats are removed from the table. Command boats can be equipped with smoke apparatus on the stern (+5 points).
Linse and Shin'yo tiny boats were not fielded in great numbers therefore it is only reasonable to field one group of 3 in a fleet (errata text box).
The IJN Shin'yo
The Imperial Japanese Navy used a tiny motorboat, the Shin'yo, as a suicide weapon, ramming enemy vessels in a comparable manner to the Linse of Germany, but with the pilot remaining in his craft.
The Army used a two-man boat armed with a 13 mm machine gun and two depth charges. For game purposes, this type, Maru-ni, is treated the same as the naval Shin'yo.
By war's end, the Japanese also deployed 'Kaiten', one or two-man suicide torpedoes. They are treated the same as the Shin'yo.
Shin'yo damage is worked out in the same way as the Linse when they contact another vessel. Roll a D6, on a 2+ they detonate causing 16D6 hits. Shin'yo that fire their rockets work slightly differently - see Rockets.
Tiny Sampans and Other Small Armed Speed Boats
These follow all the general rules of tiny boats, but do not contain any explosives. They can instead shoot their HMG following all normal rules for shooting and damage.
More Weapons
Rockets
Shore bombardment rockets work like this: no other weapons can be fired during the turn by the vessel firing the rockets. Rockets have a range of 100 cm. First, pick a specific point on the land to target. All normal bonuses and penalties to hit apply, but due to their inherent inaccuracy they suffer a further -1 to hit at all times. They benefit by rolling two dice to hit, rather than the usual one. If either one or both of the two dice hits, then roll a further D10, the result is the number of D6 damage that the target will suffer. Any other targets within 10 cm of the point hit receive half of the results of the initial damage score, rounded down (do not include in this extra damage from critical rolls results). Rockets can only be fired once and only when a vessel is going at slow speed or stopped. Minimum range is 30 cm.
Individual captains would sometimes risk using rockets to attack enemy vessels directly. So unlikely is a hit with these unguided weapons, that rather than the -1 rocket penalty, the firer suffers a -2 to hit a vessel. Otherwise, follow the rules above for land targets. Damage: a D10 worth of D6s. Criticals are treated as normal.
All rocket racks mounted on a ship must be fired simultaneously at the same target. Reloading rockets at sea is not allowed. All boats only get to fire rockets once.
Japanese Shin'yo were sometimes mounted with a pair of rockets. These little boats suffer a -3 on the To Hit table instead of the usual -1.
Shore bombardment rockets cost 30 points per rack. Japanese Shin'yo rockets cost 10 points. Rockets cannot be used by Inexperienced crews.
Mortars
To use a mortar from your boat/ship you must not be travelling over combat speed. A mortar's range is 10-70 cm with damage 4D6. Use the regular rules for hitting the target. Equip your vessel with a mortar for +5 points.
Exotic Weapons
'Federapparat' Zigzag Torpedoes (aka FAT)
German boats equipped with torpedoes may opt to fire a FAT torpedo instead of the usual straight-running eel. Fire the torpedo as usual then follow the rules presented here. Before you fire the torpedo, write down the route it is to follow. The torpedo can make two turns, after its initial straight 40 cm run. On turn two of its track turn it to the left or right (whichever you have predetermined) using the red (45 degree) turn. It must turn the maximum angle. Then move the eel another 40 cm in a straight line. On Turn 3, it makes its final turn, and again goes either left or right as stipulated before, so move the torpedo to its final run, again at the red turn angle.
If it hits an enemy vessel, all normal rules apply as for a 'normal' torpedo including a To Hit roll.
Zigzag torpedoes cost 30 points. They cannot be used by Inexperienced crews.
PAC and Drahtseilrakete
A ship carrying these rockets can opt to deploy them out of sequence whenever overflown by attacking aircraft. Ships carry two barrages of these rockets. Just after flak has been fired, 1D10 is thrown, a hit scored on 1. A result of 1 will mean the plane is so spooked that it will limp home. Even if the result was not a 1, the plane will have an additional -1 to its To Hit roll.
However, on a roll of a 10, your own ship will take damage from the trailing cable; immediately roll a D6 damage (no critical). Add a PAC and Drahtseilrakete to your merchant vessels only for +20 points.
Flammenwerfer
A ship carrying this device can opt to deploy this device out of sequence when overflown by attacking aircraft.
A D10 is thrown for each burst, and a hit scored on a roll of 1. A hit destroys the plane before it can unleash its payload. Add a Flammenwerfer to your merchant vessels only for +40 points (it has just two bursts of fire available).
Aviation
Aircraft are dealt with differently and somewhat impersonally, as the game principally revolves around small boats.
Aviation Rules
In Cruel Seas, players can opt to field aircraft if the scenario does not direct otherwise. Some of the aircraft types differ in capabilities and points.
Set Up
Players must decide which game turn their aircraft will appear before the start of the game, writing it down secretly or telling the umpire what their intentions are. On the turn the plane is due to arrive, the player uses one of his Fleet dice to place the plane against the table edge and aim it before moving immediately.
Planes with Inexperienced or Regular crew enter the battlefield from the same edge used by the player to enter with their vessels. If the player has a Veteran crew then they can also enter from any side of the table.
If a player does not activate planes at the start of the turn in which they were due to come on, then they have left the area and cannot be used in subsequent turns.
Speed
Each aircraft has a set move rate. At any point during its move, it can perform one turn of up to 45 degrees. The aircraft must move its maximum move distance. However, it will temporarily pause when its base touches its target vessel in order to work out flak.
Attack Runs
Most pilots would not make more than one attack. Make a Skill Test to determine if a Veteran pilot will return for a second run. If passed, then the aircraft will return from the edge it exited from the last turn.
Number of vessels attacked: The skill of the pilot determines how many targets he can engage in one run. Inexperienced and Regular pilots can attack one vessel; Veterans can attack two.
Misidentification: If your plane flies over a friendly ship on its way to the target then there is a chance that it will attack your own ship. Roll a D10; on a result of 3 or less you attack your own ship instead of the intended enemy ship.
Flak! Any vessel within 20 cm of either side of the path of the plane (the path is the plane's wingspan) can open fire out of normal sequence with its machine guns and flak guns. Use the same to-hit rules used to hit enemy ships. Planes are always considered to be beyond half range and moving fast unless your ship is the target of a torpedo attack (see Torpedo Attack).
All flak is shot before the attacking aircraft open fire; if the aircraft is shot down/driven off then it is removed from play.
When rolling for damage for any successful hit, only count results of 6 on the dice and discount all other results. The number of 6s rolled will determine if the plane is shot down, carries on its attack, or disengages.
If an aircraft is hit and survives to continue its run, then it suffers a -1 to its attack.
Flak Damage Results
| Plane training | Plane will disengage | Plane shot down |
|---|---|---|
| Inexperienced | 1 result of 6 | 2 results of 6 |
| Regular | 2 results of 6 | 3 results of 6 |
| Veteran | 3 results of 6 | 4 results of 6 |
Aircraft Weapons
Two types of weapons are available to airplanes: bombs or torpedo. Bombs do 5D6 damage and torpedoes do the usual 16D6. However, the torpedoes can only be equipped on aircraft that could carry them; to add them, add 10 points to the cost of the plane.
Jink & Evade
A targeted vessel that is crewed by a Veteran crew and moving at 24 cm or faster can attempt to jink! This is done by secretly choosing a result on a D6 to indicate small last-minute manoeuvres: 1 to slow down, 2 or 3 to jink left, 4 or 5 to jink right and 6 to speed up. These manoeuvres are small and do not affect the overall speed or direction of the vessel so DO NOT physically move it in any way.
The plane pilot then also secretly chooses a result on a D6 to see if he can guess what manoeuvre the vessel will be doing. Reveal the results simultaneously, and if he manages to guess correctly, then proceed with the attack, otherwise he will have missed.
Attack!
To shoot at your enemy vessel use the same To Hit rules used to hit enemy ships. You must have passed directly over your target(s); the target vessels are always considered to be at point blank range. If targeting multiple ships on the same run, apply a -2 modifier on the second target.
Example: A Veteran pilot flies over two medium sized enemy targets, which are all moving at a Combat speed of 18. He will hit the first target on a 5 or less roll on a D10 (base of 5, +2 for point-blank, -2 for going at more than 24), and his second target on a 3 or less.
Torpedo Attack
When entering the table, you must move a minimum of 30 cm before you can drop the torpedo. At this point pause your movement and declare your target; the target now gets to shoot back at you with all its flak (when doing this, instead of considering the plane at long range use the normal shooting distance modifiers for each different gun). The same results apply as per normal aviation flak. Other ships within range still use the normal flak rule to hit.
If the plane survives, it will drop the torpedo and continue its movement. Treat the torpedo as orphaned next turn and in the same way as any other torpedo for hitting and damage.
Kamikazes
Kamikazes can be either inexperienced or regular. Kamikazes carry one bomb slung underneath the aeroplane. They can only attack one target and deal 10D6 damage. The unlucky target must be the first ship in the Kamikaze's path. There is no strafing from the Kamikazes. Use the aircraft rules and add +1 to hit.
Barrage Balloons
Any force can field a barrage balloon on a vessel that is a medium size or above. Vessels towing a giant balloon are unable to move faster than combat speed.
Effect of the balloon: Any attacking aircraft, if choosing a balloon equipped vessel, must first make a skill roll as usual. If the aircraft fails, it cannot attack and passes over the target with no offensive action. In addition, if failed, the defender rolls a D10. On a score of 10, the aircraft is destroyed and removed from the table immediately.
Barrage balloons cost 30 points per vessel.
Submarines
Submarines in Cruel Seas feature as surface targets or prize objectives. Submarines can be used to drop off saboteurs, agents or commandos, or even pick up downed pilots. Feel free to add them to your scenarios.
Unless you feel your game requires something else, the following stats should suffice for most boats.
- Speed: Slow: 6 cm, Combat: 12 cm, Full: 18 cm
- Weapons: 1 x 3" gun, 1 x 20 mm.
- Hull Points: 77
- Special Rules: Submarines make very poor targets for naval gunnery, being very slim and low in the water, and the conning tower, though tall, is a small target. All standard submarines are thus treated as a small (-1) target when fired upon.
If the scenario means that your submarine needs to submerge, feel free to add some movement rules of your own.
Human Torpedoes and Mini Subs
Rules are included only for mini subs that carried an offensive armament usable in an open sea environment: Neger, Marder, Biber, Molch, Seehund, and the Japanese equivalents.
Mini subs in Cruel Seas have two speeds only: Slow and Full. All can fire torpedoes; the Japanese can of course decide to ram and use a kamikaze run. True torpedo vessels, Japanese and Neger are also an extra -1 to fire as visibility and control are so poor. Japanese boats count as suicide boats in the main rules, with an extra -1 to spot. Neger are also an extra -1 to spot, as only the plexiglass dome is visible. Once the torpedo is fired, or a vessel sunk, they are removed from the table.
The multi-crewed tiny (errata; replaces 'small') subs are much slower, but able to submerge to an extent, though often 'broaching' to become visible in their attack run. They can travel at 5/10/15 at best, largely running on the surface for our battles. They have two torpedoes. An extra -1 to target them also applies, as they are tiny and low in the water.
They have 25 points of Hull Damage and ignore critical hits. Hence, they are vulnerable to pretty much anything shooting at them. They were proofed against depth charges by their very lightness and size, so any depth charge attack will be quartered.
Ship Rosters
Ship Points
A unit of four or five MTBs is a very good place to start. They do not need to be identically fitted out. In general, they should share similar camouflage schemes.
In Cruel Seas each vessel has a base points value, modified by two other factors. The first is the equipment chosen by the player and modelled on their ship. Secondly, the experience of the crew, frequently the most important part of the weapon system.
Weapons & Equipment Points
| Weapons & Equipment | Points |
|---|---|
| Weapons dealing between 1D6 and 3D6 damage | 5 |
| Weapons dealing between 4D6 and 5D6 damage | 10 |
| Weapons dealing between 6D6 and 10D6 damage | 15 |
| Upgrade to semi-automatic (if allowed) | 10 |
| Rockets (per rack) | 30 |
| Shin'yo Rockets | 10 |
| Torpedoes (each) | 10 |
| Japanese Long Lance Torpedoes (each) | 20 |
| Radar: Royal Navy | 10 |
| Radar: Kriegsmarine | 20 |
| Radar: Italian Navy | 20 |
| Radar: Soviet Navy |
Crew Skill Points
| Crew skill | Tiny, small and medium ships | Large and huge ships |
|---|---|---|
| Inexperienced | 0 | 0 |
| Regular | 50 | 70 |
| Veteran | 75 | 90 |
Your Fleet Cost
The following fleet lists give you the basis both in hull values and an example of common equipment fitted with a final value based on the above lists of weapons/equipment points. You may adapt your ships' cost to match what you have fitted. Do not forget to add the cost of the crew when planning your fleet.
Ship costing process (errata text):
- Research your wartime ship for its specific weapons fit.
- Total up the weapons and equipment point cost.
- Add the weapons and equipment cost to the Hull Value.
- Add your crew skill points to get a final total point cost.
NB the ship's hull value is the only thing that does not change. Add and remove weapon and equipment points to represent your model. What you see is what you get.
Roster Columns
In the rosters below, "Turn" is R (red, 45 degree) or Y (yellow, 30 degree) turn marker; "Ship Size" is T (tiny), S (small), M (medium), L (large) or H (huge); speeds are in cm. Points are the "Fully Loaded" cost for an Inexperienced crew (bracketed figures include the listed options). All boats and ships (except Tiny) have an additional 2x MG free.
British Royal Navy
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| Vosper MTB Type I (Early) | R | S | 12 | 24 | 36 | 35 | 1x twin HMG, 2x Torpedoes, Depth Charges, Smoke | 70 |
| Vosper MTB Type I (Mid) | R | S | 12 | 24 | 36 | 35 | 1x twin HMG, 2x Torpedoes, 1x 20 mm, Depth Charges, Smoke | 75 |
| Vosper MTB Type II (Mid) | R | S |
German Kriegsmarine
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| E-boat S-38 class | R | M | 13 | 26 | 39 | 55 | 1x 37 mm semi-auto, 1x 20 mm, 2x Torpedoes, Smoke; (optional reload torpedoes x2 +20 points) (optional Depth Charge +5 points) | 105 (130) |
| Armoured S-38 class | R | M | 13 | 26 | 39 | 60 | 1x 37 mm semi-auto, 1x 20 mm, 1x twin HMG, 2x Torpedoes, Smoke; (optional reload torpedoes x2 +20 points) (optional Depth Charge +5 points), (Armoured wheelhouse) | 120 (145) |
| E-boat S-100 class |
Italian Regia Marina
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| MAS boat | R | S | 15 | 30 | 45 | 30 | 1x 20 mm (option to replace with HMG), 2x Torpedoes, Smoke | 60 |
| Motosilurante CRDA 60 t (series 2) | R | M | 11 | 22 | 33 | 50 | 2x twin 20 mm, 4x Torpedoes, Depth Charge, Smoke | 120 |
| Gabbiano-class corvette | Y | L |
US Navy
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| PT Boat (Higgins) | R | S | 13 | 26 | 39 | 45 | 1x 40 mm semi-auto, 2x twin HMG, 2x MG, 4x Torpedoes, Smoke | 130 |
| PT Boat (Elco) | R | S | 13 | 26 | 39 | 50 | 1x 40 mm semi-auto, 1x 37 mm semi-auto, 2x twin HMG, 1x 20 mm, 4x Torpedoes, Depth Charges, Radar/Sonar, Smoke; (optional 2x Rocket racks +60 points) | 160 (220) |
| USN sub-chaser | R |
Imperial Japanese Navy
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| Shin'yo kamikaze boats with rockets x3 | R | T | 10 | 20 | 30 | 5 | Operate in groups of three (see Tiny Boats) | 45 per 3 |
| Maru-ni kamikaze boats with depth charges x3 | R | T | 10 | 20 | 30 | 5 | Operate in groups of three (see Tiny Boats) | 45 per 3 |
| Sampan x3 | R | T |
Soviet Navy
| Ship | Turn | Size | Slow | Combat | Fast | Hull | Equipment | Points |
|---|---|---|---|---|---|---|---|---|
| Bronekater (Early) | R | S | 7 | 14 | 21 | 30 | 1x 6-pdr gun, 1x MG | 50 |
| Bronekater (Mid) | R | S | 7 | 14 | 21 | 30 | 1x 6-pdr gun, 1x HMG | 50 |
| Bronekater (Late) | R | S | 7 |
Playing a Campaign
Conditions
The sea is almost never calm. Roll a D6.
| Result | Sea state |
|---|---|
| 1 | Smooth as a glass pond (add +1 to 'to hit' rolls for gunnery) |
| 2-4 | Average (no modifiers apply) |
| 5 | Rough (apply a further -1 to 'to hit' rolls for gunnery) |
| 6 | Stormy (apply a further -2 to 'to hit' rolls for gunnery) |
Naval Intelligence
In Cruel Seas the players should have a sense of mystery about the enemy flotilla until they reveal their hands. Instead of declaring your forces at the start of the game, the following is suggested (feel free to handle this in other ways if it fits you and your opponent better).
The scenario should give an indication of exact or probable game length. On turn 1 and 2 nothing is revealed. On turn 3, the players must declare all Inexperienced crewed vessels on the table. On turn 4, both players must declare all Regular crews on the table. Any remaining vessels must, therefore, be Veterans.
Until you have identified your opponent's skills, they need not declare their skill level, merely being honest and rolling dice appropriate to their level. Reserves off the table do not have to declare their abilities until they arrive, declaring on the second turn of arrival.
Special Abilities
Within a campaign and with both your and your opponent's gentlemanly agreement, you might pay further points to gain these skills before battles commence or, better yet, begin the campaign as trained or inexperienced, moving up a level of training for every two games survived intact. Then, once a Veteran, for each game survived during which this crew captured or sunk at least one enemy (medium or larger ship) you may pick one of the following abilities for free.
| Type | Ability | Cost |
|---|---|---|
| Master engineer | Always doubles repair rolls to the hull - ignores first engine hit | +30 points |
| Lucky ship | The ship can re-roll one saving throw per game (errata) | +10 points |
| Grease monkey | The ship can add a D6 of speed once per game | +10 points |
| Up armoured | The ship has added armour to key positions - ignore one critical hit per game | +20 points |
| Old tub | The ship is not seaworthy but needs must. The ship will only travel at 2/3 speed and has 1/3 fewer hull points (umpired games can have some real fun with this). | Half the ship's points value |
| Camouflage | The ship is cleverly painted to blend in with the sea/background. Add a further -1 to hit this ship if over half range (Ship must be painted to represent this) | +25 points |
| Sawbones | This ship carries a doctor skilled in saving lives. Any crew hits are ignored |
Quick Reference Sheet
The Sequence of Play
- Move Orphaned Torpedoes/Aircraft.
- Pull a Fleet dice from the bag.
- Assign dice to ship and issue orders.
- Move the activated ship.
- Fire the activated ships guns/launch torpedo(es).
- Resolve damage and critical hits against enemy.
- Repair your ship.
- Remove plumes.
Firing Guns
- Allocate targets to each of the guns.
- Measure from the gun position and work out modifiers.
- Roll to hit: 1D10 per weapon system firing.
- Roll damage for any hits achieved.
- Place plume markers (1 per weapon system of 37 mm or larger that misses).
- Damage rolls of a natural 6 roll on Critical Table.
Vessels manned by Inexperienced crews must target the closest available enemy to each gun before firing.
Torpedoes
- See if it hits using a D10 on the Torpedo To-Hit Table.
- See if it is a dud (Skill Test: Inexperienced 4+; Regular 3+; Veteran 2+).
- Roll damage.
- Damage rolls of a natural 6 roll a further D6 for extra damage.
Collisions and Ramming
Roll the relevant number of D6 on the Collision Table to get the final damage result. If either ship was travelling over 24 cm then add +1D6 to the damage roll. Once the attacking ship has rolled for damage the other ship involved effectively becomes the attacker, then rolls as above. This event and the subsequent rolls are effectively simultaneous. (The Range Table, To-Hit Table, Torpedo To-Hit Table, Damage Table, Collision Table, Repairs table and Critical Damage Table on the Quick Reference Sheet repeat the tables given earlier in these rules.)