Depth charge effects chart.

 

The submarine player rolls 2D6 and consults the table:

 

Dice Roll

Effect

2

2H

3

H

4

S

5

T

6

NE

7

NE

8

Ds

9

F

10

G

11

H

12

Tx

  Key:

       H -hull compartment flooded.

       S -Steering jammed.

       T -Torpedo tube doors jammed (dice for bow (1-4) or stern (5-6) -cannot fire torpedoes).

       NE -No effect.

       F -Fire.

       G -Deck gun (if fitted).

                            Ds -Forced deep and speed reduced to 2 knots.

                            Tx -Torpedo Tubes damaged (as above) -also dice for magazine explosion.

Any submarine with 2 compartments damaged must surface, as must one with a fire that was not extinguished in the first damage control roll.

 

One of the problems in anti-submarine warfare is the lack of observable effects; the submarine player rolls a D6 and consults this table.

 

1H

2H

T

Tx

1

NE

NE

NE

NE

2

NE

NE

NE

OS

3

NE

NE

NE

OS

4

NE

OS

NE

OS

5

NE

OS

NE

OS

6

OS

OS

OS

E

 Key: NE -no observable effect.

        OS -oil slick on surface.

        E -underwater explosion, oil and wreckage on surface.

 

 

If an E is rolled then the submarine marker is removed; for all others the marker will remain but be removed if successfully pinged.

 

You are welcome to make contact: wargamer at littlewars dot org dot uk.

Last updated: 11th April 2012.

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Copyright SR Jenkins March 2012.

Note: I am more than happy for wargamers to make personal use of the ideas and tables on these pages
but unauthorised commercial use is prohibited.