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Pz8 - WW2 Coastal Wargame Rules

1. What You Need
1/1250 models; one D6 for each player; one deck of playing cards; chits for Activated, Damaged, Wrecked vessels, and for KO guns; torpedo counters; a ruler marked in inches or 25mm segments; a playing area (4'x 3'or 120 x 80cm will suffice for a game involving 4-8 vessels). If using 1/600 or 1/700 models, double all distances in the rules.

2. Night Visibility
Before game starts, roll a D3 x 10" = average visibility for that game. When spotting larger vessels such as Corvettes, Minesweepers, Escorts or large transports = + 5". When spotting smaller vessels such Vosper, MAS, Elco or Higgins PT = - 5" W.s a vessel moving at 5" or 6" of speed = + 5".

Patrols and Convoys should follow a determined course (use a white thread to plot it), until at least one vessel spots the enemy. After that, movements of all vessels are free for all the duration of the game.

3. Turn Sequence
Determinethe speed of each vessel for that turn (from 0" to 6", use a D6 face up, remove D6 if speed = 0"); MTB, S-boot, PT and MAS can increase or decrease their speed 1 or 2 levels each turn, other vessels 1 level each turn. Draw one card (red = Allied, black = Axis) and activate one vessel at player's choice. When all vessels are activated, move Torpedoes, then turn ends. To speed things up, you can move all the vessels of a Patrol/Convoy, instead of single models, along their predetermined course, until they spot the enemy.

4. Movement
When activated, one vessel can move, than fire; or fire, then move. Vessels can pivot up to 45 degrees for every 1" of straight movement if MTB, S-boot, PT and MAS, 2" if others. The whole movement distance must be expended.

5. Speed (Maximum)
Faster vessels (36-40 knots) such as Vosper MTB, S-Boot, Elco or Higgins PT = 6". Fast vessels (30-35 knots) such as Fairmile MGB, MAS or T Class Escort = 5". Agile vessels (20-28 knots) such as Fairmile MGB = 4". Slow vessels (16-18 knots) such as Flower or Gabbiano Corvette, Minesweepers or Raumboote = 3". Very Slow vessels (8-12 knots) such as Transports, F-Lighter, MFP, Trawler = 2".

6. Firing
Firing vessel must first spot the target. Other vessels do block line of sight. There are 3 class of weapons: 30mm or smaller, 37mm or larger, and Torpedoes.

30mm or smaller calibre, are all grouped into a single Attack Factor, roll one D6 all together and fire 360 degrees; halve the Attack Factor (rounded up) if firing +/- 45 degrees Forward or Aft; add +1 if firing within 2". Single 37mm or larger guns have a firing arc of +/- 45 Forward, Aft (rear), Port (left) or Starboard (right), depending on their position. Torpedoes have a firing +/- 45 degree Forward. See rule 10.

Roll a D6 for each weapon firing; target is hit with a result = 4-6 if within half range, 5-6 if over half range.

-1 if target speed is 6"
+1 if target speed is 2" or less
-1 if firing vessel speed is 6"

7. Damage
When a hit is scored, compare D6 + Attack factor of that weapon, less D6 + Defence Factor of the target:

0 or less = no significant damage
+1 = target is Damaged
+2 = target is Wrecked
+3 = target is Sunk

Damaged vessels subtract -2" to their maximum speed and -1 to the Attack Factor of their 30mm or smaller calibre. In addition to this, roll one D6 for each gun 37mm or larger: 5,6 = KO. Wrecked vessels subtract a further -2" to their maximum speed (slower vessels are immobilized) and a further -2 to the Attack Factor of 30mm or smaller calibre. In addition to this, roll one D6 for each gun 37mm or larger:,4,5,6 = KO.

Damaged 2nd time = Wrecked.
Wrecked 2nd time = Sunk.

8. Attack Factors and Firing Ranges
30mm or smaller: +1 for each weapon aboard, range is 4"

37-40 mm or larger:

Weapon
Attack
Range
2 pdr
2
4"
37-40mm
2
8"
57mm - 6pdr
3
10"
3"
4
12"
88mm
5
12"
4"
6
15"

9. Defence Factors

Vessel Type
Defence
Small MTB such as Vosper, MAS, Elco or Higgins PT
2
Larger MTB or MGB such as Fairmile, S-Boote, Raumboote
3
F-lighter, Trawlers
4
Corvette, Minesweeper, T-boot, MFP, Landing Craft
5
Small Transport
3
Medium Transport
4
Large Transport
5

10. Torpedoes
When firing a Torpedo, place a counter (I use toothpick points) 3" away from the model, inside the Forward firing arc. This is the minimum range. After all vessels have been activated for that turn, move the Torpedo along a straight line. Max. range is equal to the caliber of the Torpedo (21" or 18"). If the counter crosses a target, roll "to hit" as for other weapons (4,5,6 if within half distance, 5.6 if over). Torpedoes are ineffective vs. Small and Larger MTBs. They automatically sink all other vessels when they hit.

11. Sample Vessels

Vessel Type
Defence
Speed
Notes
Fairmile D MTB
3
5"
6pdr (FPS), 6pdr (APS), 2 x 20mm, 2 x 18"
Fairmile C MGB
3
4"
2pdr (FPS), 2 pdr (APS), 2 x 20mm
Vosper Mk II MTB
2
6"
2 x 20mm, 2 x 21"
Flower Corvette
5
3"
4" (FPS), 2pdr (APS), 2 x 20mm
S-100
3
6"
40mm (APS), 2 x 20mm, 2 x 21"
Raumboote
3
3"
37mm (APS), 3 x 20mm
MFP (Marine Artillerie-Fahr)
5
2"
88mm (FPS), 88mm (FPS) or (APS), 8 x 20mm
MAS
2
5"
1 x 20mm, 2x18"
Gabbiano Corvette
5
3"
4" (FPS), 6 x 20mm, 2 x 21"
Elco 80'PT Boat
2
6"
37mm (FPS), 40mm (APS), 1 x 20mm, 4 x 21"
Higgins 78'PT Boat
2
6"
1 x 20mm,, 4 x 21"

12. Turning and Firing Arcs
To indicate KO guns, use a small folded strip of paper placed over the model in the appropriate place (for example Bow, Stern or Turret).

13. Acknowledgements
The starting point for these simple wargaming rules is Schnell Rules for Schnelboote by David Manley, that is also a precious source for weapons and data for many different vessels. The concept of one cumulative Attack factor for lesser guns, derives from Hunters on the Shoreline, by David Gregory and HaŁte Kuck. Both excellent rule sets are freely downloadable from Internet.

6 March 2010, Pz8