Turns are plotted on templates derived from real ship turning circles, and heavy turning spoils gunnery.
How it works
The duel track curve represents a ship at 12 knots with hard-over helm, tactical diameter 475 yards, marked at 15-second intervals; a full 16-point turn takes 2.5 minutes. Fleet turning cards (1 inch = 200 yards) show the locus of positions reachable in one 2.5-minute move for each number of points turned, a 16-point turn taking 3 min 20 s and encroaching on the next move. Any ship turning more than 8 points in one move loses half her gun-fire score for that move.
Every ship turning through more than 8 points during any one move loses one-half of her gun-fire score for that move.



