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.


