Wargame Mechanics Index

Submarine & torpedo

Submerged ops, depth charges, torpedoes.

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Watch it played 3 moments

  • 19:48–20:21
    Outdoor Guadalcanal Wargame
    Little Wars TV
    Rule in play Battleship Hiei takes torpedo hit

    Greg recounts ambushing the Japanese battleship Hiei with pre-fired torpedoes, applying the US torpedo unreliability rule.

  • 22:45–24:10
    Cooperative Pearl Harbor Wargame
    Little Wars TV
    Rule in play Japanese midget submarines strike the carriers

    The players allocate all four midget submarines against the damaged aircraft carriers Enterprise and Lexington, rolling torpedo dice into a tub for secret resolution.

  • 7:49–8:56
    General Quarters 3 Rule Review
    Little Wars TV
    Rule explained Detailed versus streamlined torpedo options

    Steve explains the modularity of the torpedo rules, contrasting the granular protractor-and-string measurement with a D12 roll against a quicker arc-based system rolling a D20.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 3 games

2naval

Torpedo runs are plotted geometrically and hit chances read from zones on a torpedo card, with a die roll.

How it works

Each ship has four submerged tubes set by gyroscope to fire abeam or at a pre-announced angle (five minutes to change setting). In the duel the enemy's position when the torpedo crosses his track is plotted; if the line crosses the outline, the torpedo card placed on the keel line gives a zone of chance 1-5 resolved by one die. In the fleet game the torpedo run is plotted against the target fleet's track and dividers proportional to speeds show which ship, if any, is hit. A torpedoed ship loses 500 points and all speed; defensive submarines hit 1 in 3 when awash within 1,000 yards, 1 in 6 if firing submerged.

A ship torpedoed loses 500 points and all her speed.
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2naval
Torpedoes & Submarine BoatsThe Jane Naval War Game

Torpedo hits use range-based odds on a d6; submarines move secretly under umpire control.

How it works

Ship torpedoes hit at 500 yds 1 in 6, 400 yds 2, 300 yds 3, under 300 yds 5 in 6 (foreign submerged tubes worse); ships under 5,000 tons torpedoed are sunk, larger waterlogged. Loaded above-water tubes may explode when their section is hit. Submarines plot courses on blank squares unseen, are tracked by the umpire, and are detected on the surface by double sixes by day.

At 500 yards one in six 400 yards two in six 300 yards three in six Under 300 yards five in six
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2naval
The Four Depth LevelsUnterseeboot: U-Boat Solitaire

Depth sets what the boat can do and how vulnerable it is.

How it works

Only at the Surface or Periscope Depth can the boat identify targets and fire torpedoes. Aircraft can only spot a surfaced boat. Destroyer attacks damage on 3+ at the Surface, 4+ at Periscope Depth, 5+ at 100m and 6 at 200m. Optional uncontrolled dive: at 200m with one hull token left, after surviving a destroyer attack, a roll of 1 implodes the boat.

There are four depth levels: Surface (1), Periscope Depth (2), 100 Meters (3) and 200 Meters (4).
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