![]() ![]() In certain situations, you can operate entire fleets composed only of aircraft. In the Battle for the Pacific rules manual, you’ll find a dedicated section on using aircraft flights in the game. However, if an area reaches a Critical Score of 6, repairs may no longer be attempted in that area.Īfter damage control, each ship that has a relevant Critical Score must check for Escalation. The Critical score is lowered by one on a roll of 5, or two on a roll of 6. Damage control may be attempted by any ship in any end phase, but may only be attempted against one of the three ‘areas’. The end phase is used to clean up the battlefield state, completing any actions that are dictated by special rules, and providing players with the opportunity to enact repairs on their battle-ravaged vessels. Some Critical Scores indicate that they may suffer escalation in the end phase, which on a d6 roll of 4+ increases the Critical Score by one immediately. ![]() The vital systems operate slightly differently, offering crippling and irreversible game effects ranging from preventing the damaged ship performing any orders for the remainder of the game, to complete and total destruction. Here is the engine area critical score table as an example: ![]() This effect is cumulative, so if further critical hits are scored on that area, the negative game effects become increasingly debilitating. Once the area has been determined, it’s Critical Score increases by one. Critical Hits & EscalationĬritical hits are generally assigned to a specific ‘area’ of a ship, randomly determined by the roll of a d10 the engine, weapons, crew or if fairly unlucky (requiring a roll of a 10 on a d10), Vital systems. When rolling for damage, it is possible to score a critical hit which can have some extremely debilitating effects. These rolls can themselves be modified by applying the weapon’s armour-piercing characteristic. When rolling to hit, a score of 4 or more on a d6 is required, this roll is subject to several modifiers – a target’s range, ship class, speed and much more can affect an attack’s accuracy.ĭamage is then dealt with by rolling a number of d6 for each hit dictated by a weapon’s Damage Dice characteristic. They still may attempt to fire on targets beyond this range but must make a ‘Beyond the Horizon’ attack to do so. The bridge is used to give a truer approximation of a vessel’s position relative to other models for purposes of scale, rather than measure from the edge of the ship or its base.Īll vessels have a maximum visual range – even if an individual weapon’s maximum range would exceed this. The range is measured from the individual bridge of each model. Most weapons will be limited to a specific arc of fire, and of course, must be in range. Gunnery Phaseįirepower comes in many forms in Victory at Sea – from the immensely powerful guns found on the largest of battleships to the torpedoes unleashed from fast attack boats, there are many ways to ensure your opponent meets destruction. Some of these orders will pass automatically, and overs will incur a crew quality check. These can range from a carrier scrambling its squadrons, initiating evasive manoeuvring, or, in the direst of circumstances, flooding the magazines to combat outbreaks of fire (amongst many others). It is also during the movement phase that you can attempt to issues orders. Important to note, vessels cannot remain stationary and must always move an inch. It is not restricted in how many times it can turn – so long as the minimum straight distance is achieved between each turn. Movement PhaseĪ ship can move up to its distance (in inches) up to its Flank Speed characteristic and can only change its direction by up to 45 degrees after travelling 2 inches in a straight line. However, the opposite is true of the Gunnery phase, in which the player who won initiative has the first opportunity to unleash a deadly barrage of fire. Player Initiative – The player that loses the initiative roll moves one of their ships first alternating thereafter. ![]()
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